Zombie Air Force has 180+ upgrades across rockets, chain guns, air strikes and defenses. Here is how the upgrade tree works and what to buy first.
Zombie Air Force Upgrades: 180+ Upgrade Tree Guide
Zombie Air Force ships over 180 upgrades covering four systems: rockets, chain guns, air strikes and deployable defenses. You buy them in the lobby with Credits earned from kills, and the tree also carries a Prestige option for long-term resets. The winning early strategy is depth — one damage line funded far — not spreading Credits evenly across all four systems.
- Tree size — 180+ upgrades, per the official game description
- Four systems — rockets, chain guns, air strikes, defenses
- Currency — Credits, earned in combat, spent in the lobby
- Golden rule — main damage first, area second, survival third

What The 180+ Upgrades Actually Cover
The official description states the number and the categories directly: over 180 upgrades spanning rockets, chain gun fire, air strikes and dropable defenses. That is the verified skeleton of the tree. One structural caution: no official source describes the tree as four separate "branches" — what is confirmed is that 180+ upgrades cover these four systems, and the in-game tree screen organizes them in hexagonal node clusters.
| System | Job In Combat | What Upgrades Typically Improve |
|---|---|---|
| Rockets | Burst and area damage, boss bursts | Damage, splash, ammo economy |
| Chain gun | Sustained fire, scattered targets | Fire rate, damage, heat handling |
| Air strikes | On-demand area strikes | Cooldown, damage, coverage |
| Defenses | Ground line holding between air passes | Durability, damage, uptime |
Exact node counts per system, costs and stat deltas are not published anywhere verified — the game is in Alpha and no data-mined spreadsheet has surfaced through legitimate channels. Any page showing precise per-node numbers for this game is guessing.
Official source: Zombie Air Force on Roblox — the description confirms 180+ upgrades covering rockets, chain guns, air strikes and defenses, and frames progression as pushing the front line each season.
Where And How Upgrades Are Bought
Progression runs on two currencies: Credits and EXP. Kills pay both, and the lobby between rounds is where Credits convert into permanent power — ProGameGuides describes the loop as earn from kills, spend in the lobby on vehicle and defense upgrades.
The practical flow each session:
- Fly a round, earn Credits from kills and wave clears.
- Return to the lobby and open the upgrade tree.
- Buy the next node in your main damage line before anything else.
- Relaunch — the purchased power compounds into the next round's income.
There is also a Prestige button visible on the tree screen. Community documentation references prestige as a long-term reset mechanic, but its exact cost, benefit curve and reset conditions are unconfirmed — do not reset anything until you find a verified description of what you get back.
EXP and Credits are both confirmed to exist — the official description and the code reward structure name the pair — but the exact function of EXP is not published in any verified source. What is documented is the Credits side: kills pay Credits, and Credits are what the upgrade tree charges node by node. Timed boosts split along the same line — the SORRY code's 60-minute EXP boost doubles one currency while its 2,500 flat Credits buy your next node today, so do not confuse a glowing boost timer with liquid upgrade money.
The developer warns in the official description that content may change during Alpha. A node that costs 800 Credits today may cost differently next patch — re-check the tree after every update rather than trusting an old screenshot.
Early Priority: Damage, Then Area, Then Survival
With 180+ nodes and finite Credits, ordering beats optimality. The sequencing below is community-tested advice from fan documentation and matches how the combat actually flows — it is a strong default, not an official mandate.
| Priority | Fund This | Why |
|---|---|---|
| 1st | Your main damage weapon (one line) | Kill speed drives Credits income |
| 2nd | Area coverage (splash, strike coverage) | Denser waves punish single-target builds |
| 3rd | Survival and defenses | Only meaningful once kill speed is respectable |
| Never | Even spread across all four systems | Leaves you weak everywhere |
The logic is economic: your main damage line raises kill speed, kill speed raises Credits per round, and Credits buy the next node. Breaking that loop to grab a defensive node at 20% kill efficiency stalls the whole account. Our best build page maps this sequencing onto specific playstyles.
A second trap: chasing the newest flashy system early. Air strikes feel powerful, but an unfunded strike on cooldown while your chain gun ticks at stock damage is a worse wave clear than a deep chain gun with strikes ignored. Fund first, then diversify.
A concrete opening looks like this: redeem the active codes for the flat Credit injection, put every early node into your main gun until it visibly shreds standard waves, then take the first cheap area node that shows up, then one survival pick once boss waves start ending your runs. When an update lands and the balance shifts, the deep main line is the part you keep — a spread build has to re-learn everything.
Rockets, Chain Guns, Air Strikes, Defenses: Fit Comparison
No verified damage numbers exist, but the job each system does is observable and stable across Alpha so far:
| System | Best At | Weak At | Fund It When |
|---|---|---|---|
| Rockets | Boss bursts, dense packs | Sustained fire, ammo waste on singles | You want Behemoth relevance |
| Chain guns | Scattered targets, sustained DPS | Raw boss burst | You solo public lobbies |
| Air strikes | Area denial, wave relief | Reliability on cooldowns | Your line needs breathing room |
| Defenses | Holding objectives while you fly | Any direct damage role | Team keeps losing ground |
For Behemoth fights specifically, community documentation suggests rockets and air strikes are the efficient tools while chain guns lag — a single-source community claim, worth testing yourself, not a law of the game. The tier list ranks all four systems against each role.
Stretching Credits: Boosts, Codes, Weekends
Three free levers multiply how fast the tree fills out, and all three are confirmed in official channels.
| Lever | Effect | Source |
|---|---|---|
| Roblox group join | +10% XP and Credits permanently | Official description |
| Friend invite | Free XP and Credits buff | Official description |
| Weekend sessions | x2 rewards | Official description |
| Active codes | Flat Credits + timed boosts | Codes list |
The compounding play is obvious once listed: join the group before your first round, redeem SORRY's 2,500 Credits at session start, then grind upgrades during a weekend x2 window. Deltias Gaming and the other trackers confirm the code side stays current, and our credits guide breaks down the income side in full.
FAQ
How many upgrades are in Zombie Air Force?
Over 180, per the official game description. They cover rockets, chain guns, air strikes and deployable defenses. Per-system node counts and costs are not published.
Where do I spend upgrades in Zombie Air Force?
In the lobby between rounds, using Credits earned from kills. The upgrade tree screen is also where the Prestige button lives.
What should I upgrade first?
Your main damage weapon — one line, funded deep. Kill speed drives Credits income, which buys every later node. Area coverage second, survival and defenses third.
Should I prestige early?
Unknown. The Prestige mechanic exists on the tree screen, but its costs and benefits are unconfirmed in any verified source. Hold off until the developer or a trusted tracker documents what resetting actually returns.
Will my upgrades get changed by updates?
Possibly. The game is in explicit Alpha and the developer warns content may change. Deep single lines tend to survive balance passes better than spread builds.
Related Guides
- Zombie Air Force credits guide — maximize the income that feeds every upgrade purchase.
- Zombie Air Force best build page — turn this sequencing into concrete per-playstyle builds.
- Zombie Air Force codes list — flat Credit codes that fund your first nodes directly.
More Zombie Air Force Guides
How to get Credits fast in Zombie Air Force: wave payouts, co-op runs, weekend x2 buff, group bonus and free credits from working codes.
Zombie Air Force tier list ranking aircraft and weapons by wave clear, boss damage and co-op value, with picks for every playstyle in Roblox.
How waves work in Zombie Air Force and how to survive them: target priority, defense placement, resource discipline and squad coordination.