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How rounds work in every Zombies game

Round 50 on Black Ops is a wall, round 50 on Vanguard is calm, and round 470 on Black Ops 7 is possible because zombie health stops at round 55. How a round is built in every Call of Duty Zombies game, which ones follow the classic formula, and how ZFRR compares their rounds.

  • 6 min de lectura
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GamesWorld at War to Black Ops 7Advanced Warfare, Infinite Warfare, WWII
Classic roundsWorld at War to Black Ops IIIBlack Ops 4 HardcoreAdvanced Warfare, Infinite Warfare
Classic health150 at round 1+10% a round from round 10
Health capBO6, BO7, Cold War55Vanguard74
Slower growthWWII+8% a roundVanguardsmall steps
Converted on ZFRRWorld at War, Cold War, WWIIVanguard, Black Ops 6 and 7

A round is not worth the same in every Call of Duty Zombies game. Round 50 on Black Ops is a wall: every zombie has more than 47,000 health and the round brings more than 240 of them in solo. Round 50 on Vanguard is a calm round, and round 470 on Black Ops 7 is possible because the zombies stopped getting tougher at round 55. This page explains how a round is built in each Zombies game, from World at War to Black Ops 7, which games follow the classic formula and which do not, and how ZFRR compares their First Room records.

The figures come from the games’ own scripts when they are public, from the developers’ notes and from the community measurements listed at the end. A round is compared on zombie health: it is the one number that is known for every game. Weapons, perks and the number of zombies also change from game to game, and they are described where the sources allow it.

The classic round

From World at War to Black Ops III, Treyarch used the same round formula, and it is the reference every other game is measured against on ZFRR.

Health

150 at round 1, then 100 more every round up to 950 at round 9. From round 10, health grows by 10% a round and never stops: 1,045 at round 10, 2,710 at round 20, about 7,000 at round 30 and 47,000 at round 50.

Number of zombies

A formula that grows with the round and the number of players. In solo, round 10 has 33 zombies, round 20 has 60, round 30 has 105 and round 50 about 245. There is no cap on the total.

Zombies at once

24 at most on the map at the same time, whatever the round.

Spawn delay

2 seconds at round 1, 5% shorter every round, down to a floor of 0.08 seconds around round 64.

Because health keeps growing by 10% a round, a classic round is always harder than the one before it. That is what makes a First Room record on these games a pure test: the higher the round, the tougher every single zombie.

Game by game

World at War Converted

The classic health formula, but in solo the rounds stop adding zombies, speed and spawn rate early. On Nacht der Untoten and Shi No Numa, the solo rounds no longer change from round 73. The details are in World at War: Rounds.

Black Ops I, II, III Classic

The classic round, the reference.

Advanced Warfare Classic

The game’s scripts use exactly the classic health, the classic number of zombies and the classic spawn delay, with 24 zombies at once. Its hard mode multiplies health by 1.75, worth about six more classic rounds, and is ranked apart.

Infinite Warfare Classic

The classic formula as well, with 24 zombies at once. Health is capped at 6.1 million from round 101, far above any First Room record, so every round counts as a classic round.

WWII Converted

Health grows by 8% a round from round 10 instead of 10%, and stops at 1,000,000 at round 100. Only 18 zombies can be on the map at once, against 24 in the other games, but they spawn faster in co-op. Round 30 on WWII has the health of round 26 in classic Zombies, round 50 that of round 42. The details are in WWII: Rounds.

Black Ops 4 Classic

On Hardcore, the difficulty of the Purist boards, the game uses the classic health formula with no cap. On Casual and Normal, health stops growing at round 35, but no First Room board on ZFRR is played on those difficulties.

Black Ops Cold War Converted

Health grows slowly, then by 2,000 a round from round 37, and stops for good at 60,250 at round 55. The details are in Black Ops Cold War: Rounds.

Vanguard Converted

Health climbs in small steps, from 100 at round 1 to 3,340 at round 40, and stops at 7,500 at round 74. That is far below the classic curve: round 40 on Vanguard has the health of round 22 in classic Zombies. The details are in Vanguard: Rounds.

Black Ops 6 Converted

Health climbs in steps, from 125 at round 1 to 50,000 at round 55, and stops there. Between round 27 and round 47 it is above the classic curve, then the classic curve passes it for good. Past round 55 only the damage zombies deal to the player keeps rising. The details are in Black Ops 6: Rounds.

Black Ops 7 Converted

In Standard mode, the mode of the No GobbleGums boards, health also stops at 50,000 at round 55. Treyarch confirmed that super sprinters grow less frequent past round 55, and players report that health and speed no longer change from there. Only the damage zombies deal keeps growing, up to round 400. Cursed mode doubles the health and caps it later. The details are in Black Ops 7: Rounds.

At a glance

GameHealth growthHealth capRound on ZFRR
World at WarClassicNoneConverted in solo
Black Ops, II, III+10% a roundNoneClassic
Advanced WarfareClassicNoneClassic
Infinite WarfareClassic6.1 million, round 101Classic
WWII+8% a round1 million, round 100Converted
Black Ops 4 HardcoreClassicNoneClassic
Black Ops Cold WarSteps60,250, round 55Converted past 51
VanguardSmall steps7,500, round 74Converted
Black Ops 6Steps50,000, round 55Converted past 48
Black Ops 7Steps50,000, round 55Converted past 48

How ZFRR compares the rounds

When a game does not play its rounds like the classic ones, ZFRR counts each of its rounds as the classic round where zombies have the same health. That converted round is the one that weighs in the player ratings, for the game and for the global rating. The round shown on the leaderboard never changes: it is the round the player reached.

WWII and Vanguard

Every round is converted, because health grows more slowly than in classic Zombies from the early rounds. Round 83 on WWII counts as round 69, round 40 on Vanguard as round 22.

Black Ops 6 and 7

A round counts as played up to about round 48, where the classic curve passes them for good. Between 48 and 55 it counts as the classic round of the same health, 50.6 at round 55. Past 55 nothing grows any more, so every doubling of the round adds three classic rounds, for endurance alone: round 100 counts as 53, round 470 as 60.

Black Ops Cold War

The same rule, from round 51.

World at War

In solo, each board is compared with the Black Ops board of the same room.

On the leaderboards of these games, the Classic equivalent box shows the converted round next to every run. The round converter does the same for any round, in both directions, with the same formulas as the ratings.

What is not known

The comparison only uses zombie health. It leaves aside what the sources do not give: the number of zombies per round on Vanguard, Black Ops 6 and Black Ops 7, the round table of WWII, and the way the weapons of the recent games scale with rarity and Pack-a-Punch. The Vanguard health curve rests on a single community measurement, and the Black Ops 7 curve before round 55 has not been published, so ZFRR uses the Black Ops 6 curve for it. Each figure will be updated if a better source appears.

Sources