Skills

Skills

Build and Kill Zombies skill tree guide - the Luck I to Gold Roll I order, what each rank costs and why luck beats every other permanent upgrade.

5
Confirmed Ranks
No
Resets on Run
Luck I
First Skill

Introduction

Skills are the only progression in Build and Kill Zombies that survives a run. Everything else - parts, weapons, fuel - resets when the car stops, but the skill tree is permanent and every rank must be bought in order before the next one becomes available. The confirmed sequence runs Luck I, then Luck II, then More Support I, More Support II, and finally Gold Roll I at the expensive end of the tree. Luck is the reason the tree matters so much: it applies to both roll machines, so it improves every vehicle part and every support you will ever roll, for as long as the account exists. More Support raises how many weapons a build can field, which compounds with whatever damage pieces you already own. Because skills never reset, the tree is the safest place to bank cash, and the only real decision is the order you buy them in.

Skill Tree Order & Priority

SkillOrderWhat it changesPriority
Luck I1Applies a permanent luck bonus to rolls at both the CAR PARTS and SUPPORTS machinesHighest - benefit applies to every future roll forever
Luck II2Stacks a second layer of the same bonus onto every roll, gated behind Luck IVery high - doubles down on the best value purchase
More Support I3Raises the number of weapon slots a build can field by oneHigh - roughly doubles damage once you own a good support
More Support II4Adds the second weapon slot tier, available only after More Support IMedium - strong if supports are your main income
Gold Roll I5The expensive end of the tree, costing thousands of cash and unlocked lastLate-game - only after everything cheaper is bought

Skill Tree Nodes

S

Luck I

active

The first permanent upgrade and the one that pays back on every future roll

EffectApplies a permanent luck bonus that improves the odds on both roll machines, including every vehicle part and every support you will ever get
CostThe cheapest rank in the tree and the first one available, which is deliberate - the developers put the best long-term value at the entry point
VerdictBuy it before any optional purchase, because it is the only upgrade in the game that improves rolls you have not made yet
S

Luck II

active

A second layer of the same bonus, unlocked only after Luck I is bought

EffectStacks another tier of the luck bonus on top of Luck I, applied to both machines, with no downside and no run reset risk
CostMore expensive than the first rank but still far cheaper than the top of the tree, and it compounds with everything you roll afterwards
VerdictTake it immediately after Luck I if you are still rolling parts regularly, since better rolls shorten both the distance and the kill grind
A

More Support I

active

The first extra weapon slot, which roughly doubles a build's damage output

EffectAdds one weapon slot so a car can field a second support piece, effectively doubling the damage dealt per metre of travel
CostPriced above the two luck ranks and gated behind them in the tree, so it becomes available once the roll odds are already improved
VerdictThe best non-luck purchase available, and worth prioritising over rolling for a rare weapon you would have no slot to mount
A

More Support II

active

The second weapon slot tier, gated behind More Support I in the sequence

EffectOpens another weapon slot tier so a heavy chassis can carry three damage sources at once and clear dense waves without slowing down
CostCosts noticeably more than the first rank, and the extra slots only pay off if the chassis is large enough to mount the pieces
VerdictBuy it when supports have become your main income source and the chassis already has spare mounting surface to use
B

Gold Roll I

expired

The expensive end of the tree, locked behind everything cheaper and costing thousands of cash

EffectA high-tier roll upgrade sitting at the end of the confirmed sequence, intended as a long-term goal rather than an early purchase
CostThousands of cash and every earlier rank bought first, so it represents many long runs of distance and kill income before it becomes reachable
VerdictDo not save for it early - the cheaper ranks apply to more of your playtime, so buy Gold Roll I last by design

Core Mechanics

The skill tree is strictly sequential. Each rank unlocks only after the one before it is bought, so the confirmed order of Luck I, Luck II, More Support I, More Support II and Gold Roll I is also the order in which the game makes them available. Luck works on both roll machines at once, which is why it sits at the front of the tree: a bonus there improves the odds of every vehicle part and every support you will ever receive, effectively multiplying the value of all future cash. More Support works differently, raising the number of weapon slots rather than the quality of rolls, so it converts an existing loadout into more damage per metre. Crucially, none of these upgrades is lost when a run ends. Parts and weapons are consumed by the reset, skills are not, which makes the tree the only place where spending cash produces a guaranteed permanent return.

Advantages

The skill tree is the safest place to spend cash in the entire game, because a run reset cannot take any of it away. Luck compounds in a way that most upgrades do not: it improves rolls you have not made yet rather than buffing the car you already have, so its value grows with every additional roll. The ordering is friendly as well, with the cheapest and highest-value ranks available first and the multi-thousand-cash Gold Roll sitting at the end as a long-term goal rather than an early wall. More Support converts an existing investment into more damage per metre without requiring a new roll, which makes it unusually efficient once a good support piece is already in hand. And because each rank must be bought in sequence, there is no way to accidentally waste cash on a skill that does not apply.

Challenges

The tree is short. Five confirmed ranks is not much long-term depth, and once Gold Roll I is bought there is little left to aim for, which can make the grind feel finished rather than ongoing. Luck improves odds rather than guaranteeing results, so a streak of poor rolls is still possible after every luck purchase and can feel like the upgrade did nothing. Costs escalate sharply, and the gap between the cheap early ranks and the thousands of cash needed for the top of the tree is large enough that many players never reach it. Skills also do nothing for a run already in progress, so a player who has bought only luck upgrades still cannot survive a wave they were losing to. And because skills cannot be reset, an early misjudgement cannot be undone.

Frequently Asked Questions

What should I upgrade first in the skill tree?+
Luck I, without much debate. It is the cheapest rank available, it is the first one the tree offers, and its effect applies to every vehicle part and every support you will ever roll at both machines. That means the value grows with every future roll rather than only helping the car you are driving now. Luck II is the natural follow-up once it is affordable, stacking a second layer on the same odds. Only after both luck ranks should you move to More Support, because a weapon slot is worth far less if the pieces filling it are still common rolls. Save Gold Roll I for last, exactly as the sequence intends, since three cheaper ranks benefit more of your playtime than one expensive one.
Do skills reset when a run ends?+
No. Skills are the only permanent progression in the game. When a run ends, whether from running out of fuel or from beating your distance record, the vehicle parts and supports you were using are consumed by the reset, but every skill rank you have bought remains on the account. That asymmetry is the whole point of the tree: it converts the cash you earn into something a bad roll or a failed run cannot take away. Practically, it means the tree is the safest possible place to park money that you are not planning to spend on rolls in the next few runs, and it also explains why the developer put the most valuable rank at the cheapest price.
Is Gold Roll worth saving for early?+
No, and the tree's ordering is designed to prevent it. Gold Roll I sits at the end of the confirmed sequence behind Luck I, Luck II, More Support I and More Support II, and it costs thousands of cash to unlock once you reach it. Saving for it early means skipping several cheaper ranks that would each apply to more of your playtime: two luck tiers that improve every roll you make, and two weapon-slot tiers that raise damage per metre. A player who banks for Gold Roll while still rolling common parts will have a worse account for longer than one who buys the cheap ranks first. Treat it as the long-term target it is, and let the earlier ranks pay for it.

Quick Tips

💡

Buy Luck I before anything optional. It is the cheapest rank in the tree and its bonus applies to every part and support you will ever roll at both machines, so its value compounds with each future roll instead of only helping the car you are driving right now. Skills never reset when a run ends, which makes the tree the safest place to put any unspent cash.

💡

Treat the skill tree as the safest place to bank cash. Parts and weapons vanish when a run ends, but skills never do, so any money you are not about to spend on rolls is better parked in a permanent rank than left exposed to a bad run. Skills never reset when a run ends, which makes the tree the safest place to put any unspent cash.

💡

Follow the tree's own order rather than jumping ahead. Luck I, Luck II, More Support I and More Support II all cost less than Gold Roll I and each applies to more of your playtime, so the cheapest ranks always return more per unit of cash than the expensive one. Skills never reset when a run ends, which makes the tree the safest place to put any unspent cash.

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