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Graveyard Keeper 2 Combat Guide — Zombie Squads, Weapons, Armor and Battles

How to start battles in Graveyard Keeper 2, build Defence Power, equip zombie squads, use pikes and bows, and prepare Barracks defenses.

Updated · version 1.006

Quick answer

For most battles, go to the relevant guard post on Sloth day, equip armor and a sword, and meet the required Defence Power. A bow is excellent once the fight begins, but it does not replace the sword for the pre-battle check.

Zombie squad members also need equipment: give them armor and either a pike or bow. Zombies do not use swords. If a zombie falls during combat, you do not permanently lose the original worker.

When combat opens

Combat is one of the major new systems in Graveyard Keeper 2.

The story introduces the Barracks and battles as you restore the town's defenses. You prepare squads, hire mercenaries, build defensive structures and launch fights from guard posts.

Battles take place on separate battlefields rather than the normal world map.

During a battle:

  • the normal world clock is paused;
  • health and stamina become important;
  • enemies arrive in waves;
  • flags and base control matter;
  • your barricades, towers and squads fight with you.

Why won't a battle start?

The game checks several conditions before letting you enter.

1. You need a sword equipped

Even if you intend to use a bow for the entire battle, a sword must be on your toolbar.

A bow does not satisfy this requirement.

2. You need armor equipped

The Keeper must also be wearing armor.

Without both sword and armor, the game explicitly treats you as unprepared.

3. It must be the correct day

After the first story battle, most regular battles can only be started on Sloth day.

The first battle is an exception, which can make the calendar requirement easy to miss.

If the guard post is refusing to continue, check the weekly schedule first.

See Days of the Week in Graveyard Keeper 2.

4. You need enough Defence Power

The pre-battle window shows the required Defence Power.

Your total comes from:

  • barricades and towers built in the Barracks;
  • selected squads;
  • paid mercenaries.

If the number is too low, the battle cannot begin.

What Defence Power means

Defence Power is not the Keeper's personal damage stat.

It represents the overall strength of your Barracks setup and selected army.

Defensive structures contribute while they exist in the Barracks. Before the battle itself, you then place available barricades and towers on the battlefield.

Think of the system as two stages:

  1. build enough military infrastructure to qualify;

  2. deploy that infrastructure intelligently when the battle loads.

How to create a zombie squad

You need an open squad slot in the Barracks.

Additional slots are unlocked through combat progression and special battle rewards.

Once you have one:

  1. carry a zombie to the Barracks;

  2. place it in the squad slot;

  3. equip armor on the zombie;

  4. give it a valid combat weapon;

  5. select the squad for the battle.

What weapons can zombies use?

This is one of the easiest mistakes to make.

Zombies do not use swords.

Their squad weapons are:

  • pikes;
  • bows.

Do not forge a pile of extra swords expecting to hand them to your army.

The sword is primarily the Keeper's required melee weapon and battle-entry item.

Do zombies need armor?

Yes.

A worker needs proper combat equipment to function as a squad member.

Better weapon and armor tiers also increase squad strength, which contributes to Defence Power.

When a later battle suddenly asks for much more power, upgrading existing squad gear may be more efficient than trying to solve everything with extra barricades.

Can a zombie die permanently in battle?

No.

The battle uses a combat representation of your zombie. If it falls during the fight, you do not lose the original worker forever.

That means you can actually use developed zombies without risking an entire progression investment on one difficult wave.

Why level combat zombies?

Zombie talent trees include combat-focused perks.

They can improve things such as:

  • pike effectiveness;
  • bow effectiveness;
  • survivability;
  • damage.

Remember that each zombie owns its own tech points and talents.

Update 1.006 specifically fixed zombies failing to earn red tech points in fights. If you played before that patch and saw no progression, update the game before assuming your zombie is broken.

For the broader worker system, see How Zombies Work.

Mercenaries or your own zombies?

Mercenaries are extremely useful early.

They:

  • provide immediate battle strength;
  • increase Barracks quality while paid;
  • occupy a squad slot;
  • cost money for victories.

The first payment is manageable, but the price rises after wins.

They are best understood as a bridge into the combat system rather than necessarily the permanent end-game army.

As more squad slots open and your own zombies improve, you can rely less on paid fighters.

Barricades and towers

Defensive structures are built in the Barracks and then deployed on battlefields.

The main families are:

  • normal barricades;
  • spiked barricades;
  • fortified barricades;
  • archer towers.

Barricade

A straightforward wall that delays enemies.

Spiked Barricade

Less durable, but melee enemies damage themselves while attacking it.

Fortified Barricade

Designed around maximum durability.

Archer Tower

Automatically damages enemies from range.

A strong defense usually mixes delay and damage rather than filling every slot with the same structure.

Sword or bow?

A sword is required to enter most battles, but the bow is extremely strong once combat starts.

Its advantages include:

  • range;
  • high damage;
  • lower stamina cost per attack;
  • the ability to remove dangerous targets without diving into a crowd.

If you can carry both, use the sword for the entry requirement and close-range emergencies, and the bow for wave control.

How to win instead of just killing enemies

You do not necessarily need to personally kill every zombie.

Battlefield control and flags matter.

Useful habits:

  1. do not stay at your spawn point for the entire fight;

  2. capture flags when the lane is safe;

  3. use barricades to delay dense waves;

  4. shoot dangerous targets from range;

  5. do not burn all stamina immediately;

  6. keep your own base from being overwhelmed.

Once the victory conditions are met, remaining enemies do not all need to be individually hunted down.

Can you fight more than once on Sloth day?

If the story and available battle locations allow it, yes. Sloth day is not simply a one-battle token.

Before the day arrives, it is useful to:

  • prepare battle consumables;
  • finish Barracks upgrades;
  • equip zombies;
  • build defenses;
  • save at home.

What happens if you lose?

A defeat does not delete your army or remove your permanent equipment.

You can regroup and try again.

Consumables you already used may of course be gone, but the core infrastructure and zombie workers remain.

FAQ

I have a bow. Why won't the battle start?

You still need an equipped sword and armor. The bow cannot replace the sword in the start check.

Why can't I add a zombie to my army?

Check that the squad slot is unlocked and that the zombie has armor plus a valid weapon.

Can zombies use swords?

No. Zombie squads use pikes and bows.

How do I get more squad slots?

They unlock through battle progression and special rewards.

Should I use my best zombies?

A developed zombie is genuinely useful in combat, and falling in battle does not permanently destroy the original worker.

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