Zombie Siege
Zombie Siege is the alliance wave-defence event: once officers trigger it, zombie forces assault members' bases across 20 waves — and the attacks bypass shields. The platform captures the furthest wave each member withstood so officers can see who's holding the line and where the alliance is plateauing.
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How it works
The alliance banks clue points from radar tasks (Doom Legion kills are worth the most), then an R4/R5 picks the Doom Legion base level and searches with the Sky Eye to start the siege. Zombie waves then assault each eligible member's base — the attacks bypass shields, so defences and garrisons decide how far you get. Officers capture the furthest wave each member withstood after the event ends — manually or by pasting the post-event screenshot for AI extraction.
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Try it
Demo mode — manual entry persists in local state. Screenshot scan (Pro feature) returns a preset extracted list after a fake delay so the AI flow is exercisable without a real model call.
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Auto-Extract Rankings
Upload screenshots — AI reads names and scores.
Drop screenshots here or click to upload
JPEG · PNG · WebP — Up to 20 at a time
or paste a screenshot — Ctrl+V
- Upload screenshots of the Zombie Siege Report mail showing the ranking table
- Make sure each player's wave number is visible on the right side of the row
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// SELECT WAVE · TAP PLAYERS
Selected: Wave 0 · Did not clear
// PLAYERS
8 assignedWave 20 — full clear
Withstanding all 20 waves is the alliance benchmark for “they had a good event”. Members who consistently hold to 20 are usually your highest-power frontline players. Members holding to wave 14–18 are healthy mid-tier; sub-10 typically signals defence-setup issues (garrison heroes, wall lineup) more than raw power.
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Stronghold level
The Doom Legion base level is chosen by the R4/R5 who starts the search — higher levels mean tougher waves and better rewards, and members' bases must meet the selected difficulty to be attacked at all. Capture it once at event start (officer enters it on the input page) so the per-player wave numbers are comparable across events at different difficulties.