Data updated
The Final Battle is the hardest fight in the game by a distance: 144 defence power, four squads and 696 enemies across two lanes. The next worst story fight asks for 88, and most of the rest sit between 12 and 80. Zombie goo drops from all 23.
The number on the pre-fight window is the power your squads need to bring. Bring squads that add up to it before you start. Follow-up fights (Closing the Eastern Floodgate: Part II is one) show no number at all, because they continue from the fight before.
Squad limits climb from 1 in the opening port fight to 4 for the Final Battle. The two Sewer Brawls are the exception: barricades and towers are both off the table there, so the zombies carry the fight alone. Every other battle lets you place both before the first wave.
Enemies walk in along 1 to 3 lanes in timed waves with a pause between each. The wave timeline on every battle page shows what spawns when, so you can see where a lane gets crowded before you commit a squad. Plain mobs (15 HP) make up most of the early numbers. The barrel-torsos (100 HP) are the ones to watch.
Sewerena rounds are numbered 1, 2, 4, 5, 6, 7 and 10 in the data, with power climbing from 36 to 116. Every round pays Keys for Looters, Zombie goo and Town Gratitude.
Showing 23 of 23
The game gives its enemies no names; these labels are read off their internal ids.
Barreltorso Mob (label derived from the game id zmb_mob_barreltorso)
In 9 battles
Stinker Mob (label derived from the game id zmb_mob_stinker)
In 13 battles
Bucket Mob (label derived from the game id zmb_mob_bucket)
In 19 battles
Spitter Mob (label derived from the game id zmb_mob_spitter)
In 4 battles
Wild Mob Door (label derived from the game id zmb_wild_mob_door)
In 6 battles
Wild Mob (label derived from the game id zmb_wild_mob)
In 22 battles