Tools

Project Lazarus ZOMBIES Points and round-scaling tools

Reference tables for what a kill pays, what a door costs, and how zombies grow after round 9.

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Project Lazarus ZOMBIES does not ship an in-game calculator. The HUD shows your points and the round number; it does not tell you whether a knife is still worth more than a body shot, or why the horde suddenly outruns a heavy gun. This hub is the index for those two reference pages: points and round scaling.

Both pages use the same live rules that have held through the 2024–2026 weapon drops. New guns change breakpoints against zombie health. They do not change the 10-point chip, the 950-point Mystery Box, the 5,000-point Pack-a-Punch, the 150 HP round-1 zombie, or the 24-zombie map cap. When a patch does touch economy or health, it will show up in the changelog first.

What each tool is for

Points guide is the economy sheet. Kill awards (knife 130, head 100, body 60, limb 50, chip 10), Double Points, nuke 400, Carpenter 200, box 950, Pack-a-Punch 5,000, perk prices from 1,500 to 4,000, and the roughly 4,250 you need to reach power and the Pack-a-Punch key on Graduation. Use it in the first ten rounds, when every 750-point debris buy is a decision, and again when you are banking for four sodas.

Round scaling is the enemy sheet. Health starts at 150 and adds 100 per round through round 9, then grows 10% per round. Speed starts at 6.5, adds 0.5 per round, and caps at 11 on round 10 while you walk about 14 with a light gun. At most 24 zombies stand on the map. Spawn counts stop climbing at or after round 30 (100 / 175 / 265 / 350 depending on lobby size). Use it when a wall gun “falls off,” when a train starts to catch you, or when you are planning a high-round attempt.

Together they answer the two questions new six-player lobbies actually fight over: “Why are we broke?” and “Why did this MP5 stop working?”

How to use them in a session

Before round 1, open getting started so you do not buy a 1,000-point wall gun while power still needs debris. Rounds 1–5: knife for 130 and board windows. After power, check whether Juggernog (2,500) plus a box spin (950) fits this round or the next.

From round 8, switch to scaling. Full sprint is the round-10 speed cap. A packed gun that shredded round 20 (2,710 HP) bouncing on round 35 is the health column, which is why weapon tier and Pack-a-Punch beat magazine size. A nuke is 400 (800 under Double Points) and a wipe of the 24 on-map zombies — more valuable later. See power-ups.

What these tools are not

They are not per-gun damage sheets (weapons, tier list) or a train tutorial (how to train). They will not rank Terminus after the Model 1887 buff. They are not cheat menus; infinite points live on the scripts hub and are a ban.

If a 2022 video disagrees, trust these tables and the changelog. Graduation’s ~4,250 power-plus-key bill, perk prices, and health math have been stable. Gun damage is what patches rewrite.

Open points while you still count debris. Open round scaling when the horde is at sprint. This hub is only the fork between those two problems.

FAQ

Frequently Asked Questions

Quick answers for perks, Mystery Box pulls, and high-round survival.

Which tool do I open first?

The points guide for rounds 1–10 and door bills. Round scaling once zombies outrun you or shrug a wall gun.

Did Model 1887 change these numbers?

No. The shotgun buffed its own pellets. Box price, perk prices, 150 HP, and the 24-zombie cap stayed put. See the changelog.

Do these replace getting started?

No. Getting started is the route. These pages are the prices and the enemy stats behind that route.

Where are perk and box prices?

On the points guide: box 950, Pack-a-Punch 5,000, Quick Revive 1,500 through Mule Kick 4,000.

When do zombie counts stop growing?

At or after round 30. Health and speed still scale; spawn totals cap by lobby size. Full table on round scaling.