Wiki / Zones

All zones, in the order players actually progress through them.

Start here if you want a clean overview of the progression ladder. The progression ladder now stays on one page with a filter at the top, so you can jump straight to the zone you care about without getting bounced through dozens of sub-pages.

Zone 1

Gutter Row

Recommended ATK 7 • DEF 3

Or Level 1 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 1 is locked for 30m before it can be attacked again.

Zone 2

Ferro Yards

Recommended ATK 14 • DEF 8

Or Level 5 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 2 is locked for 1h before it can be attacked again.

Zone 3

Chrome Alley

Recommended ATK 21 • DEF 13

Or Level 9 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 3 is locked for 1h 30m before it can be attacked again.

Zone 4

Gilt Strip

Recommended ATK 28 • DEF 19

Or Level 13 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 4 is locked for 2h before it can be attacked again.

Zone 5

Titan Works

Recommended ATK 35 • DEF 25

Or Level 17 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 5 is locked for 2h 30m before it can be attacked again.

Zone 6

Neon Mile

Recommended ATK 42 • DEF 32

Or Level 21 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 6 is locked for 3h before it can be attacked again.

Zone 7

Carbon Sump

Recommended ATK 53 • DEF 42

Or Level 25 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 7 is locked for 3h 30m before it can be attacked again.

Zone 8

Circuit Graveyard

Recommended ATK 66 • DEF 54

Or Level 29 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 8 is locked for 4h before it can be attacked again.

Zone 9

Plasma Reach

Recommended ATK 79 • DEF 66

Or Level 33 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 9 is locked for 4h 30m before it can be attacked again.

Zone 10

Ion Towers

Recommended ATK 92 • DEF 79

Or Level 37 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 10 is locked for 5h before it can be attacked again.

Zone 11

Null Sector

Recommended ATK 105 • DEF 92

Or Level 41 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 11 is locked for 5h 30m before it can be attacked again.

Zone 12

Halo Heights

Recommended ATK 118 • DEF 106

Or Level 45 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 12 is locked for 6h before it can be attacked again.

Zone 13

Redline Quarter

Recommended ATK 131 • DEF 120

Or Level 49 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 13 is locked for 6h 30m before it can be attacked again.

Zone 14

Lunar Basin

Recommended ATK 149 • DEF 139

Or Level 53 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 14 is locked for 7h before it can be attacked again.

Zone 15

Solar Farms

Recommended ATK 167 • DEF 158

Or Level 57 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 15 is locked for 7h 30m before it can be attacked again.

Zone 16

Nether Grid

Recommended ATK 185 • DEF 178

Or Level 61 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 16 is locked for 8h before it can be attacked again.

Zone 17

Static Fields

Recommended ATK 208 • DEF 203

Or Level 65 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 17 is locked for 8h 30m before it can be attacked again.

Zone 18

Exec Spire

Recommended ATK 231 • DEF 229

Or Level 69 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 18 is locked for 9h before it can be attacked again.

Zone 19

Eternal Arcology

Recommended ATK 244 • DEF 245

Or Level 73 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 19 is locked for 9h 30m before it can be attacked again.

Zone 20

Orbital Lift

Recommended ATK 287 • DEF 291

Or Level 77 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 20 is locked for 10h before it can be attacked again.

Zone 21

Gravity Well

Recommended ATK 325 • DEF 332

Or Level 81 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 21 is locked for 10h 30m before it can be attacked again.

Zone 22

Cryo Vaults

Recommended ATK 363 • DEF 374

Or Level 85 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 22 is locked for 11h before it can be attacked again.

Zone 23

Blackout Docks

Recommended ATK 401 • DEF 416

Or Level 89 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 23 is locked for 11h 30m before it can be attacked again.

Zone 24

Exo Badlands

Recommended ATK 439 • DEF 459

Or Level 93 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 24 is locked for 12h before it can be attacked again.

Zone 25

Skyline

Recommended ATK 477 • DEF 502

Or Level 97 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 25 is locked for 12h 30m before it can be attacked again.

Zone 26

Thermite Foundry

Recommended ATK 515 • DEF 545

Or Level 101 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 26 is locked for 13h before it can be attacked again.

Zone 27

Ghost Server Farm

Recommended ATK 553 • DEF 588

Or Level 105 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 27 is locked for 13h 30m before it can be attacked again.

Zone 28

Tachyon Loop

Recommended ATK 591 • DEF 632

Or Level 109 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 28 is locked for 14h before it can be attacked again.

Zone 29

Megastructure Core

Recommended ATK 629 • DEF 676

Or Level 113 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 29 is locked for 14h 30m before it can be attacked again.

Zone 30

Darkfiber Sanctum

Recommended ATK 667 • DEF 721

Or Level 117 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 30 is locked for 15h before it can be attacked again.

Zone 31

Drowned City

Recommended ATK 705 • DEF 766

Or Level 121 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 31 is locked for 15h 30m before it can be attacked again.

Zone 32

Fallout Zone

Recommended ATK 743 • DEF 811

Or Level 125 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 32 is locked for 16h before it can be attacked again.

Zone 33

Absolute Zero

Recommended ATK 781 • DEF 856

Or Level 129 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 33 is locked for 16h 30m before it can be attacked again.

Zone 34

Genesis Spire

Recommended ATK 819 • DEF 902

Or Level 133 in any skill — bypasses the ATK/DEF requirement

Zone Control: after a team captures it, Zone 34 is locked for 17h before it can be attacked again.