S3 starts in

    Season 2: Everfrost Era — Last Z: Survival Shooter Guide

    Updated 7 Aug 2026 · 19 min read

    Overview

    S2-00

    Everfrost Era

    The 45-day winter season. Resistance is everything.

    The one thing to know
    Everfrost is a resistance race. Every hero, pack, and event feeds back into one number: your virus resistance. Win that race and everything else follows.
    Season Length
    ~45 days
    Cross-server matchmaking
    States / Group
    4
    Alliances compete across them
    New Heroes
    3
    Bella · Alma · Harleyna
    Resource Cap
    15.0M
    Frost Cores & Icebloom

    The core loop

    Smart Greenhouses generate Icebloom. Icebloom feeds your Bio Lab. The Bio Lab grants virus resistance. Higher resistance lets you kill bigger creeps, which drop more Frost Cores, which fund the next Bio Lab level. Miss a beat in week 1 and you spend the rest of the season catching up.

    How to use this guide

    On desktop, the feature list stays visible on the left — click any feature to switch instantly. On mobile and tablet, the feature list is at the top of the page; tap any feature and the page scrolls to its content.

    Why resistance is the whole season

    Everfrost isn't a build-anything-you-want season — nearly every system feeds into a single stat. Smart Greenhouses fund your Bio Lab, the Bio Lab grants resistance, resistance lets you beat higher-level Snow Leopards and Frostbanes for more Frost Cores and Personal Glory, and Glory feeds back into more resistance through milestone rewards and the Glory Leader tier's permanent +720 bonus. Wartime Investment, the Season Journey pass, and Influence Milestones all exist to push that same number higher, faster.

    Because everything loops back to resistance, the players who fall behind in week 1 stay behind — a low-resistance account clears smaller creeps, earns fewer Frost Cores, and upgrades the Bio Lab slower, which keeps resistance low. Getting Greenhouses and Bio Lab moving on Day 1 matters more here than in most other seasons.

    Grouping & Rules

    S2-01

    Grouping & Rules

    The official mechanics, straight from the in-game Rules panel.

    The one thing to know
    Four states are grouped together for the season. Alliances from all four compete on a shared map. The Rules panel in-game has six sub-tabs — broken out below.

    How grouping works

    Official in-game text
    "In the season, alliances will compete against counterparts from different States, and you'll have chances to explore various States."

    At season start, four states are grouped together. You'll see alliances from all four on the shared seasonal map. Cities, creeps, and Glory War targets are all cross-state. Your S1 base, troops, and research carry over unchanged — only the seasonal layer is new.

    The Everfrost screen shows which cities you can attack at the current point in the season — usually a range like Lv.1 to Lv.6 that widens over time. Don't bother scouting cities outside the range; you can't take them.

    Seasonal Buildings

    S2-02

    Seasonal Buildings

    The five structures that define the Everfrost meta.

    The one thing to know
    The season has 5 building types — three Resource/Support buildings (Smart Greenhouse, Bio Lab, Command Post) and two Combat buildings (Icy Arsenal, Icy Fort). The combat buildings each have a second slot ("Offense Line II" / "Defense Line II") that unlocks later in the season.

    All five buildings

    BuildingSlotsPurpose
    Smart Greenhouse4 / 5Boosts Icebloom output (5th slot unlocks with Wartime Investment)
    Bio Lab1 / 1Boosts troop resistance to the virus — makes high-level monsters easier to beat
    Command Post1 / 1Central seasonal HQ structure
    Icy Arsenal1 / 2Boosts morale to greatly increase troop attack ability
    Icy Fort1 / 2Solidifies defense to greatly boost troop defense ability

    Smart Greenhouse — your Icebloom engine

    You get up to 5 Smart Greenhouses. They generate Icebloom passively, which is the resource you spend to upgrade your Bio Lab. The 5th Greenhouse only unlocks if you buy Wartime Investment 4 times. More Greenhouses = more Icebloom per hour = faster Bio Lab progression. Smart Greenhouse production caps at 15,000,000 Icebloom, so collect regularly.

    Bio Lab — the resistance factory

    Only 1 Bio Lab per player. It's the single most important seasonal building. Each level grants a large chunk of virus resistance, which is the multiplier that makes every creep kill faster and every Glory War rally hit harder. Bio Lab upgrades cost Icebloom + Frost Cores. Never let it sit idle.

    Command Post — central HQ

    One per player. Acts as the central command structure for your seasonal base. Level up alongside the other buildings — required for unlocking higher-tier seasonal upgrades.

    Icy Arsenal — offense

    Boosts morale to greatly increase troop attack ability. Slot 1 unlocks early, Slot 2 ("Offense Line II") unlocks later in the season. Don't rush this until your Bio Lab is at a strong baseline — the attack bonus scales with resistance, so it's weak early and strong late.

    Icy Fort — defense

    Solidifies defense to greatly boost troop defense ability. Slot 1 unlocks early, Slot 2 ("Defense Line II") unlocks later in the season. Same logic as Icy Arsenal — defensive value scales with resistance.

    Priority order

    Greenhouses → Bio Lab → Greenhouses → Bio Lab for the first week. Once your Bio Lab is at a strong baseline (resistance ≥ 2,000) and Greenhouses are 14+, then build out Icy Arsenal and Icy Fort. Save Command Post for required upgrade gates.

    Resource caps

    Frost Core Cap
    15,000,000
    Storage limit
    Icebloom Cap
    15,000,000
    Storage limit — collect regularly
    Per-level costs and exact effect numbers will be added as community data is collected. Got data to contribute? Send via the Contact page.

    Heroes

    S2-03

    Heroes — Bella, Alma, Harleyna

    The three new Everfrost heroes.

    The one thing to know
    Three S2 heroes drop with Everfrost. Their equipment scales off virus resistance, so they get stronger as your Bio Lab climbs.
    HERO-01 · S2
    Bella
    Cowgirl / Sharpshooter

    A long-range gunslinger archetype. Pairs well with Shooter lineups.

    HERO-02 · S2
    Alma
    Duelist / Support

    A versatile mid-line hero. Often slotted into rally compositions.

    HERO-03 · S2
    Harleyna
    Berserker / Damage

    High-damage frontliner. Risk-reward kit — strong in coordinated fights.

    Should you buy?

    If you're already T10-training on a budget, hero packs are usually not the highest dollar-for-resistance buy of the season — Wartime Investment and Season Journey Premium give more impact per dollar. But heroes carry past the season, while seasonal buildings don't. If you'll play multiple seasons, hero spend has long-term value.

    See the full hero database →

    Detailed skill breakdowns, star ladders, and gear synergies will be added as community testing finalizes. Got data to contribute? Send via the Contact page.

    Season Tasks

    S2-04

    Season Tasks

    Daily and weekly objectives.

    The one thing to know
    Season Tasks generate the Season Points that unlock Journey rewards. Skip a day and you leave free badges, books, and resources on the table.

    Daily routine

    01Kill all available creep attempts — biggest creeps first
    02Use leftover attempts on smaller targets
    03Rally Yetis — 2 per day, 5 on Sunday
    04Upgrade at least one seasonal building
    05Claim Smart Greenhouse Icebloom + Glory Chest (every 8 hours)
    06Check Season Tasks panel and finish anything still open

    Common mistake

    Players burn creep attempts on small targets because they look easier. They're not better. Bigger creeps give roughly double the Frost Cores per attempt and more Personal Glory per first kill. Use your highest-tier creep attempts first, every single day.

    Season Journey

    S2-05

    Season Journey

    The pass with Freebie and Prime tracks.

    The one thing to know
    The Journey is the highest concentration of free value in the whole season. Even F2P players should clear every Freebie threshold. Subscribing to the Journey also doubles your Glory Chest income — see the Personal Glory tab.
    Pass Length
    45 days
    Whole season
    Prime Cost
    $25
    Optional upgrade
    Glory Chest Bonus
    While subscribed

    Sample reward thresholds

    PointsFreebiePrime Rewards
    EarlyEXP booksNotebooks + EXP books
    MidBulk IcebloomHooks + speedups
    LaterBulk Frost CoresMaterials + crates
    FinalEquipment fragmentsFragments + crates

    Wartime Investment

    S2-06

    Wartime Investment

    The $10 pack you buy four times.

    The one thing to know
    Buy this 4× at $10 each to unlock Smart Greenhouse V permanently. That fifth Greenhouse means roughly 20–25% more Icebloom income for the entire season. Best dollar-for-resistance buy in the game.

    What's inside (per purchase)

    ItemAmount
    V-Badge10
    Diamonds5,000
    Icebloom (large)5,000
    Fuel (50)5
    Standard Crate8
    Icebloom (small)1,000
    Frost Cores (small)1,000
    Wood / Food200 each

    Season-long perks

    Daily Resource SuppliesAuto-claim each day
    Icebloom Output/h+10%
    Virus Resistance+100 flat
    Smart Greenhouse VUnlocked after 4 purchases
    March Speed vs Snow Leopards+30%
    Purchase Cap4 / 4

    Plan your HQ upgrades →

    Rankings

    S2-07

    Alliance Ranking

    The alliance leaderboard. Two layers decide what you actually receive.

    The one thing to know
    This tab is about your alliance's standing — the ladder that decides the size of the reward pool. Your individual Glory score is a separate system covered in the Personal Glory tab.

    How alliance points are earned

    SourceHow it works
    Personal Glory (all members)Sum of every member's individual Glory contribution
    City occupationCities your alliance holds generate points over time
    Clash winsWinner steals 20% of the loser's season points

    Alliance reward tiers

    #1
    Ultimate Titan
    #2-3
    Light Bringer
    #4-5
    Glory Chaser
    #6-10
    Outbound Guard
    #11-20
    Expedition Seeker
    #21-50
    Wild Warband
    #51+
    Wasteland Warden

    Your final reward depends on two layers — your alliance's tier (above) and your internal slot inside the alliance (Alliance Leader / Backbone / Key Player / Contributor). See the Grouping & Rules → Season Rewards sub-tab for the full distribution breakdown.

    Realistic goals

    Top 10 is achievable for a coordinated mid-tier alliance. Top 5 requires a full pack-buying core plus daily participation from every member. #1 typically goes to the strongest server-leading alliance with multiple whales and tight coordination.

    Personal Glory

    S2-08

    Personal Glory

    Your individual score. Drives Glory Chests, milestone rewards, and your tier rank.

    The one thing to know
    Personal Glory is your individual score — separate from Alliance Ranking. Glory unlocks milestone chests at fixed thresholds, and a recurring Glory Chest every 8 hours (doubled if you subscribe to Season Journey). The top tier is Glory Leader — reaching it grants a permanent +720 Virus Resistance for the rest of the season.

    How Personal Glory is earned

    Glory comes from first kills on higher-level Snow Leopards and Frostbanes. The game shows three direct task buttons:

    01Higher-level Snow Leopards
    Gain Frost Core + Glory on first kill.
    02Higher-level Frostbanes
    Gain Frost Core + Glory on first kill.
    03Build & upgrade Bio Lab
    Glory milestones reward Bio Lab progress.

    You also earn Glory from Yeti final-raid participation, city occupation contribution, and Clash damage. Auto-rally helps — you get first-hit credit even with a small contribution, which is how lower-spend players keep up with whales.

    Glory milestone chests

    Hit specific Glory thresholds to unlock one-time chests. Sample thresholds from a live state:

    Glory ThresholdReward
    59,500Silver chest
    62,500Purple chest
    65,500Gold chest
    70,000Top tier — Glory Leader title + maximum rewards

    Glory Leader rewards

    Reaching Glory Leader is the top personal achievement of the season. Confirmed rewards:

    RewardAmount
    Virus Resistance+720 (permanent for season)
    Hero EXP5,000,000
    Diamonds100
    Badges700

    Glory tier ladder

    Personal Glory has multiple tier ranks. Glory Leader is the top (#1 rank). Full tier ladder coming as community data is collected.

    We're tracking the full Personal Glory tier ladder — names, thresholds, and rewards for each rank below Glory Leader. Got data? Send via the Contact page.

    Glory Chest — the 8-hour loop

    Independent of milestone chests, there's a Glory Chest reward available every 8 hours (3× per day). Each chest's contents scale with your current Glory score.

    Chest Frequency
    Every 8h
    3 chests per day
    With Season Journey
    2× rewards
    Subscribe to double
    Community-sourced sample: at ~73.2k Glory, one chest dropped ~2.3M Zent + 321 Badges. Your numbers will vary with your Glory score.
    Official in-game text
    "Glory Chest reward is available every 8 hours. Subscribe to the Season Journey to claim double rewards!"
    Don't sleep on Glory Chests. Three chests per day × 45 days = 135 chests. At an average of 1.5M Zent and 200 Badges per chest, that's 200M+ Zent and 27,000+ Badges across the season — and that's before the Season Journey 2× multiplier.

    Endless Night

    S2-09

    Endless Night Falls

    Sundays. Yetis. Where strong states pull away.

    The one thing to know
    On Sundays your Yeti attacks jump from 2 to 5. Endless Night drops enough Frost Cores for roughly one free Bio Lab level per week — if you coordinate.
    Daily Yeti Attacks
    2
    Normal days
    Sunday Attacks
    5
    Endless Night
    Yeti Range
    Lv 100-350
    Higher = better rewards
    Discovery Bonus
    Yes
    First to find highest Yeti

    Sunday strategy

    Coordinate, don't solo
    Rally the highest Yeti your alliance can survive. Don't waste 5 attacks on low-level Yetis.
    Scout for discovery
    First-find bonus on the highest Yeti is real extra rewards.
    Always join, always
    Even if your daily caps are full, your contribution feeds the alliance.
    Redirect incoming Yetis
    If a Yeti targets your HQ: start any rally, cancel it, the Yeti walks elsewhere.

    Clash / Glory War

    S2-10

    Clash / Glory War

    The TvT finale. Week 3 onward.

    The one thing to know
    Clash is when the season is decided. Winners steal 20% of the loser's season points. Everything before this is just prep.

    Pre-war checklist

    Bio Lab ≥ 12
    Smart Greenhouses ≥ 16 (across all 5 buildings)
    Virus resistance ≥ 2,500
    Personal Glory in mid-tier or higher (resistance bonuses)
    Icy Arsenal online (offense scales with resistance — go first)
    Icy Fort online (defense scales with resistance)

    Combat principles

    Coordinate targets — the whole alliance focuses one structure at a time. Open the path to the enemy Alliance Center I, since destroying it ends the fight instantly. Reinforce your own AC constantly. Heal in batches. Click Alliance Help every chance you get. Clash is decided in week 1's Bio Lab pace, not week 3's coordination — but coordination is the difference between top 5 and top 1.

    Building priority for war

    Bring your seasonal combat buildings online in this order: Icy Arsenal first (attack scales harder with resistance than defense does), then Icy Fort (defense for the inevitable counter-attacks), then their second slots (Offense Line II / Defense Line II) if available. Command Post upgrades as required by gating.

    Related: Canyon Clash playbook →

    Snowman Mania

    S2-11

    Snowman Mania

    Collect snowballs. Build the snowman. Keep the decoration.

    The one thing to know
    Snowballs drop from creep and Yeti kills. Level the snowman to unlock permanent base decorations that carry past S2.

    Reward levels

    Snowman LevelReward
    Lv 5Small decoration
    Lv 10Resources + speedups
    Lv 15Mid-tier decoration
    Lv 20Level 5 permanent decoration ★
    Known reset bug: On earlier servers, snowman progress was wiped mid-season without warning. If this happens, reaching Level 17 post-reset still unlocks the Level 5 permanent decoration.

    Special Bounty

    S2-12

    Special Bounty

    Daily target rotation. Quick claim.

    The one thing to know
    A daily rotating target list — resources, speed-ups, occasional fragments. Open it after server reset, finish it passively while you do everything else.

    Why it's lighter

    Special Bounty tasks usually overlap with what you're doing anyway: creep kills, building upgrades, city attacks. The reward is modest per day but compounds over 45 days. Don't skip it.

    Full bounty rotation table coming as community data is collected.

    Season Timeline

    S2-13

    Season Timeline

    How the 45-day Everfrost cycle actually plays out week to week.

    The one thing to know
    Week 1 sets your ceiling for the whole season. Weeks 2–3 are execution. Clash for Glory in week 3 is where it's decided.

    Week 1 — Build the engine

    Place Alliance Center I immediately — nothing else builds until it's down, and only the leader or R4s can place it. Once it's up, rush Smart Greenhouses, then alternate Greenhouses and Bio Lab upgrades. This is also when you clear every Freebie tier on the Season Journey and start the daily creep-kill routine — biggest creeps first, every day, no exceptions.

    Weeks 1–2 — Grind and compound

    With Greenhouses and Bio Lab online, your daily routine is: use all creep attempts on the highest-level target first, rally Yetis (2 daily, 5 on Sunday's Endless Night), claim the 8-hour Glory Chest, and upgrade whatever seasonal building is next in your priority order. Wartime Investment, if you're buying it, should be bought early — the 4th purchase's Smart Greenhouse V unlock compounds for the rest of the season, so the earlier you finish the set, the more total Icebloom you bank.

    Week 2–3 — Combat buildings come online

    Once your Bio Lab is at a strong baseline and Greenhouses are built out, shift into Icy Arsenal and Icy Fort — offense first, since attack scales harder with resistance than defense does, then defense for the counter-attacks that follow. This is also prep time for Clash: check the pre-war checklist (Bio Lab level, resistance, Greenhouse count) against your alliance's actual numbers.

    Week 3 — Clash for Glory

    Any alliance can declare on another and the defender can't refuse. Whoever holds more Glory Points when it ends steals 20% of the loser's season points — and if either side's Alliance Center I falls, that side loses instantly regardless of points. This single event can swing your alliance several ranking tiers, which is why the pre-war checklist isn't optional.

    Season end — reset and rewards

    Season buildings, world resource tiles and neutral city ownership all reset. Your HQ, troops, research, gear, heroes and Snowman Mania decorations carry over unchanged. Alliance ranking and your internal reward slot lock in and get distributed by leadership after the season closes.

    Strategy trade-off: spend now vs. bank later

    The core spend decision in Everfrost is Wartime Investment vs. Season Journey Prime. Wartime Investment (4x $10) is the best dollar-for-resistance buy in the game because Smart Greenhouse V compounds for the rest of the season — buy it as early as you can afford it. Season Journey Prime ($25) is cheaper per unlock but its value is spread across doubled Glory Chests, Privilege buffs and pass rewards rather than one big permanent unlock. If you can only afford one early, Wartime Investment first — the earlier that 5th Greenhouse comes online, the more total Icebloom it produces before the season ends.

    There's a similar trade-off with Icy Arsenal vs. Icy Fort — attack scales harder with resistance than defense, so bringing Arsenal online first gives Clash-week damage output a bigger boost per resistance point than the same investment in Fort. But going too far offense-only leaves you exposed to counter-attacks during the Battle phase, so the practical answer is Arsenal first, Fort close behind — not Arsenal only.

    Common Mistakes

    S2-14

    Common Mistakes

    What actually tanks a season, and how to avoid it.

    The one thing to know
    Nearly every mistake in Everfrost traces back to falling behind on resistance in week 1 and never catching up.
    01Delaying Alliance Center I placement
    Nothing else builds until AC1 is down, and only the leader/R4s can place it. Every hour of delay is Icebloom lost across the whole alliance. Fix: coordinate placement before season start, not after.
    02Killing small creeps because they feel easier
    Bigger creeps give roughly double the Frost Cores per attempt and more Personal Glory per first kill. Fix: always use your highest-tier creep attempts first, every single day.
    03Rushing Icy Arsenal/Icy Fort before Bio Lab is solid
    Their attack/defense bonuses scale with resistance, so they're weak early and strong late. Fix: prioritize Greenhouses and Bio Lab for the first week before touching combat buildings.
    04Skipping Sunday's Endless Night
    Yeti attacks jump from 2 to 5 on Sunday — missing it wastes roughly a week's worth of extra Frost Core potential. Fix: always join, even if your daily caps feel full — the contribution still feeds the alliance.
    05Ignoring the pre-Clash checklist
    Going into Clash for Glory without checking Bio Lab level, Greenhouse count and resistance against the checklist means finding out you're outmatched after AC1 is already under attack. Fix: run the checklist days before Clash opens, not during it.
    06Assuming a top alliance guarantees a top personal reward
    Being member #80 in a #1 alliance with a Contributor slot can pay less than being member #5 in a mid-tier alliance with a Backbone slot — the R5 manually assigns slots, they aren't automatic. Fix: pick the alliance where you'll actually rank inside it, and track your Personal Glory so you can make the case for a better slot.

    FAQ

    S2-15

    FAQ

    Quick answers to the questions we get most about Everfrost.

    Frequently Asked Questions

    Around 45 days, with cross-server matchmaking grouping 4 states together for the duration.

    Bio Lab. It's the only building that grants virus resistance directly, and resistance is the stat that everything else in the season — creep kills, Glory, Clash — scales off.

    For most spenders, yes — buying it all 4 times ($10 each) permanently unlocks Smart Greenhouse V and adds +100 flat virus resistance plus season-long perks. It's widely considered the best dollar-for-resistance purchase of the season.

    Mainly from first kills on higher-level Snow Leopards and Frostbanes, plus Yeti raid participation, city occupation contribution, and Clash damage. Glory unlocks milestone chests and a recurring Glory Chest every 8 hours.

    The winning alliance steals 20% of your season points, and if your Alliance Center I is destroyed during the fight, you lose immediately regardless of the points total. Protecting AC1 is the top defensive priority.

    Season buildings, world resource tiles and virus resistance reset. Your HQ, troops, research, gear, heroes (including Bella, Alma and Harleyna) and Snowman Mania decorations all carry over unchanged.

    Game content — hero names, building names and event names — belongs to their respective owners. All guide content is written by the community and is not affiliated with the official Last Z: Survival Shooter game or its developers. Data is community-gathered and may not be 100% accurate.

    © 2026 LastZ.GGFan Site · Not affiliated