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.