Last Z
The Season Archive

SeasonsDecoded · Season by Season

Last Z rebuilds itself every season — new theme, new currencies, new monsters, new collection. But it's the same chassis reskinned every time. Learn the pattern once and you'll never be blindsided by a new season again.

Back to the Field Guide
Learn This Once

Every Season Is the Same Machine

Seasons run about 91 days (13 weeks) in the current era — a player read that straight off the in-game season panel, and the event pacing backs it up (one Season 5 boss runs "weeks 4 through 12", which a shorter season couldn't contain). Older seasons were nearer 10 weeks. Ignore the "71 days" you'll see quoted around the web — that traces back to a season-pass description, not the season. They roll out server by server — your state has its own season clock, so your neighbours may be a whole season ahead or behind. What never changes is the underlying structure.

The slotS3 · EverfrostS4 · Dinosaur OriginS5 · Moonlit Elegy
Currency from killsFrost CoresCretaceous ScalesShadow Blood Crystal
Passive farm currencyIce BloomsFern LeavesHoly Water
Shop currencyBadgesAncient Dino EggsMoon Tokens
Resistance buildingBio LabBiotech LabSerum Lab
Trash mobSnow LeopardsVelociraptorsWerewolves
Elite mobFrost BanesStegosaurusSuccubus
Sunday world bossGlacier KongAncient DinosaursHouse of Dawn
Collection albumFishing IndexFossil AlbumMoonlight Collection
Pet / mascot trackSnowman ManiaHatch of LegendsMysterious Witch
Siege reskinkept the nameDino Egg Defencekept the name
Mastery cap507090
Why this table matters: when your server flips to a new season, you don't need a guide to exist yet. Walk this list, find each slot's new name in-game, and you're already ahead of the players waiting for someone to write it up.
Read Before Trusting Any Guide

Season Numbers Don't Mean the Same Thing on Every Server

This trips up everyone, and it's why two guides describing the identical season will disagree about its number.

The Cause

The Desert Season Was Discontinued

Season 2 — the desert season, officially "Clash of Thrones" — was retired and never re-run. Servers that opened afterwards never played it — so for them, everything shifts down a number.

SeasonOlder servers (played Desert)Newer servers (skipped it)
GrasslandSeason 1Season 1
Desert · "Clash of Thrones"Season 2never happened
Everfrost / iceSeason 3Season 2
Dinosaur OriginSeason 4Season 3
Moonlit ElegySeason 5Season 4
How to use guides safely: match on the theme, never the number. If a guide says "Season 3" and describes ice, snowmen and Frost Cores, it's the same season this page calls Everfrost. Search both numbers or you'll miss half the material.
Do This Immediately

The First 48 Hours of Any Season

The opening days decide your whole season. Every map resets to neutral, so the land rush restarts — and alliances that stall early struggle for the rest of the run.

The Sweep

Find These Twelve Things

  1. Both currencies — one from killing mobs, one passive from a farm building. Everything gates on these.
  2. The resistance building — priority #1. Without it you can't attack higher-level mobs, so you earn nothing.
  3. The farm building ×4 — priority #2. Build all four on day one.
  4. The three power buildings (ATK / DEF / DMG) — priority #3.
  5. The collection album — and critically, which events drop the pieces. See below.
  6. The pet/mascot track — fed by daily first-kills. Miss dailies and you cannot catch up.
  7. The shop — and when it opens. It varies wildly by season (one weekend only, every weekend, or day 11).
  8. The mid-season doubler. There's always one; farming after it is worth double.
  9. The daily mob cap (historically 30/day week 1, then 15/day). Kills past the cap earn no seasonal currency.
  10. How heroes arrive — new hero trio, or an awakening system on existing heroes? Don't spend fragments before you know.
  11. The new mastery cap — and re-pick your specialisation.
  12. Whether the siege got renamed — sometimes yes, sometimes no. Don't assume.
Before + During

Bank, Then Sprint

Bank diamonds before the season starts. Seasonal shops are diamond sinks with once-only stock — arriving poor means losing the items permanently.

Hoard fuel, orange hero shards, skill books and speedups through the dead zone between seasons. Deliberately stop farming elite mobs late in a dying season to bank fuel for the next one.

Coordinate the land rush before the reset. Have your alliance's city plan agreed before the map goes neutral — not after.

Get one first-kill every day from hour one. That's your mascot currency, and it's the one track you genuinely cannot catch up on.

Hoard targets for the gap — what strong players bank between seasons, with real numbers: around 3,000 orange hero fragments, 90,000–150,000 orange skill books (enough to max a new seasonal hero the day they drop), plus power cores, wrenches, badges and speedups. And fuel above all — each season has needed more than the last, with Season 5 reportedly wanting roughly double Season 3. Once your season buildings are finished, stop farming elite mobs and bank the fuel.

Then don't spend it on day one. Hold the hoard until the matching Alliance Duel scoring day — upgrading heroes on Hero day (and buildings on construction day) scores the same progress twice. You can even finish a building upgrade and delay collecting the reward until a scoring window opens.

Migration note: server migration windows open between seasons. Eligibility trips people up — HQ must be idle (recall every gatherer and reinforcement), you must not be in an alliance, and there's a cooldown. Plan it before the window, not during.
The Thing Everyone Misses

The Collection Album

Every season hides a collection — an album, index or card deck you fill for real rewards. It's the most-missed system in the game, and missing it is the default outcome unless you go looking on day one.

Post-Mortem · Season 4

How the Fossil Album Gets Past You

The most common way to lose a collection isn't playing it badly — it's never noticing it exists. Season 4's fossils came from a Sunday world boss that plenty of players went a whole season without ever opening. No prompt, no nag, no red dot demanding attention: if you didn't go looking on the season's event screen, it simply wasn't part of your game.

Season 4's Fossil Album has 20 slots, and there are layered traps:

  • Only 10 fossils come from the Sunday Ancient Dino boss. The other 10 must be bought from the Bio Institute Shop with Ancient Dino Eggs.
  • So a player who faithfully hits the boss every single Sunday and never opens the weekend shop caps out at 10/20 and cannot finish — and nothing in the boss fight tells you that.
  • The boss window is minutes long. On an active server it's dead in 5–15 minutes. Guides literally warn "very easy to miss."
  • Ten chances, all season. Five dino species × two appearances each. Skip three Sundays and a third of the event half is gone for good.
  • The shop is weekend-only with limited refreshes, and fossils compete for eggs against hero and equipment fragments that feel more urgent.
The rule this teaches: when you find a season's collection, immediately ask "where does every piece come from?" — not just the obvious event. If half the set is behind a shop, a timer, or a different event, you need to know in week one, not week nine.
Season 3

Fishing Index

Catch fish at the Arctic Icepits — different Icepit levels drop different fish. Duplicates could be gifted to teammates, and milestones paid out Fishing Passes and Red Packets.

Season 4

Fossil Album

20 fossils — 10 from the Sunday Ancient Dino boss, 10 from the weekend Bio Institute Shop. Duplicates convert to Ancient Dino Eggs. Completion pays orange hero fragments + exclusive equipment fragments.

Season 5 · Current

Moonlight Collection

52 cards, drawn using Moon Watchers from the Mysterious Witch. Duplicates convert to Moon Tokens. Cards equip to troop slots for ATK / DEF / HP / damage buffs — this one is live power, not just a reward.

Go get it now: card slots unlock as you raise the Witch's Affection (feed her Demon Stones). Every day before you reach the unlock thresholds is buff you're not getting.
So Nothing Stays Invisible

Every Event That Exists

The single biggest cost in this game isn't playing an event badly — it's never noticing it was running. Nothing nags you to show up. Here's the full roster so you can audit yourself against it.

Do This Once

The Five-Minute Audit

Open the season/event panel in-game and read every tab — not just the ones with a red dot. Then ask three questions about anything unfamiliar:

  1. Does it feed a collection? (album, index, card set — see above)
  2. Is it weekly-only? A once-a-week event has very few chances per season. Missing three is often fatal to the reward.
  3. Does it have a hard window? Some events are live for minutes, not hours.
Do it on day one of a season, and again at week two — some events don't unlock until later (Trade Hubs around day 11, the season boss around week 4), so a day-one sweep alone will miss them.
Easiest to Miss Entirely

The Sneaky Ones

  • The Sunday world boss (Ancient Dino in S4; the season boss in others) — minutes long, once a week, and it feeds the collection. This is the one that costs people their album.
  • Weekend-only shops — the S4 Bio Institute opened Sat/Sun only. Log in Tuesday and it doesn't exist.
  • The mid-season shop (~week 8, ~7 days) — often the last chance to convert seasonal resources.
  • Night-only content (S5) — Witcher camps you must find manually, and everything vanishes at dawn.
  • Timed map spawns — Trade Hubs / Icepits appear on set days at a set hour (often 11:00 server time) and are contested immediately.
  • The mascot/pet daily — small daily tasks with a hard cap; you cannot catch up later.
The Weekly Rhythm

Roughly When Things Run

DayTypically
MonDuel day 1 · Zombie Siege · seasonal map sites (tier 1)
TueDuel day 2 · Glory War
WedDuel day 3 · seasonal map sites (tier 2)
ThuDuel day 4 · Volcano War (season-dependent)
FriDuel day 5 · Canyon Clash · map sites (tier 3)
SatDuel day 6 — Enemy Buster · weekend shop opens
SunThe world boss · weekend shop · rest day for the duel
Treat Sunday as sacred. It's the day with the most one-shot, easy-to-miss content — and historically the day the collection pieces drop.
Don't Waste It

What Dies at Season End

The most valuable — and most counter-intuitive — rule in the game. Get this backwards and you throw away a season's work.

Spend It or Lose It

Burn to Zero

  • Shop currency (Dino Eggs, Moon Tokens, seasonal badges) — once the shop closes there is no second conversion window. Some seasons only open the shop once, for a week.
  • Seasonal buildings — all of them, every season.
  • Collection buffs — Moonlight card effects vanish when the season ends; album progress doesn't carry.
  • Mascot progression — the S4 dino and its vehicle skin were season-only. (S3's snowman was a rare exception and stayed.)
  • Season pass tiers you haven't claimed.
The Counter-Intuitive One

Keep a Full Vault

Sources genuinely conflict here, so read your own in-game text before acting. Some report that individual end-of-season rewards pay out on the seasonal currency you still hold; others report that leftover season resources are simply destroyed with no exchange at all.

What is well-attested: the end-of-season exchange event has been quietly removed. Season 2 had one, Season 3 had one, and by Season 4 players reported it was gone. That makes the mid-season shop (around week 8) the last real sink — and clearing it can cost millions of each seasonal resource, so you bank toward that window rather than past it.

Individual end-of-season rewards are reported to pay out on the seasonal building currency you're still holding when the timer hits zero.

So the play is: burn shop currency to zero before the shop closes, and sit on a fat pile of building currency at the end. Most players do exactly the opposite.

But check each item's own text. Expiry is genuinely inconsistent: some event currencies (snowballs, for example) simply vanish, while unspent Dino Eggs and bones were reportedly converted into resource boxes at the S4→S5 rollover. Items carry their expiry wording in-game — read it before you decide to hold or dump.

Alliance side: end-of-season alliance rewards are calculated on city control at the exact moment the clock hits zero — how many cities, what level, and who holds the Capital. Last-minute grabs matter enormously, and servers routinely negotiate truces and city-distribution pacts in the final week.
Why You're Stuck in Limbo

What Happens Between Seasons

A season ending doesn't mean the next one starts. There's a whole transition — and the wait has run anywhere from three weeks to three months.

The Sequence

End → Tally → Merge → Migrate → Countdown

  1. Season ends — final standings lock at the instant the clock hits zero.
  2. Tallying — rankings finalise and alliance rewards are issued.
  3. Server merge — states get consolidated.
  4. Migration window — your one chance to move servers (see below).
  5. Countdown to the next season — an in-game timer appears.
Why fast servers wait: migration reportedly starts only when the last server in your bracket finishes its season. Finish early and you sit in limbo while the group catches up. Nothing is wrong — you're waiting on your neighbours.
Alliance Leaders

You Hand Out the Season Rewards

End-of-season alliance rewards arrive as a bundle the leader distributes by hand — reportedly around 100 reward slots, tiered by contribution. An observed split was roughly 1 leader · 8 backbone · 30 key players · 61 contributors.

Two things follow from that. First, it's real work with real politics — decide and publish your distribution rule before tallying, not after, or you'll spend the break arguing. Second, one reward per player regardless of alliance-hopping, so late joiners chasing a payout is a known move to watch for.

Check your countdown: tap the season icon in-game to see days remaining. That timer is the only authority on your server's schedule — no public calendar exists.
Start Saving Months Early

Server Migration

Migration windows open between seasons. The catch nobody warns you about: the passes take months to earn, so the decision has to be made long before the window.

The Time Bomb

Passes Are Hard-Capped Per Week

Migration Passes come from the Glory Shop at roughly 5,000 Glory Badges each — one per week, capped, with no way to catch up. How many you need depends on your power tier:

TierPassesRealistic saving time
Regular10~10 weeks
Medium15~15 weeks
Advanced20~20 weeks
Elite50~50 weeks — a full year
Act now, not at season end: if anyone in the alliance might ever want to move servers, they need to start buying Glory Shop passes this week. Deciding during the migration window is already too late.
Gotchas

What Blocks a Move

Your tier is set by power — building and tech power dominate; troop count counts for nothing. Dumping troops to lower your tier does not work — the system reads your historical development. (Unequipping top-tier hero gear before the snapshot is the only lever that reportedly helps.)

Before you can migrate you must:

  • Have an invite (or an open slot at Regular tier)
  • Meet the HQ level requirement
  • Be completely idle — recall every gatherer, scout and reinforcement
  • Leave your alliance
  • Not be state President

Higher tiers get brutally few slots — Elite is often one seat per destination state, sometimes zero. The real work happens in the prep phase: talk to the destination president before the window opens.

After moving: you keep everything, land at a random spot in the new state, and are locked out of moving again for 30 days.

Season 5

Current

Moonlit Elegy

The gothic, vampire-tinged season — and the one most servers are rolling into now. Not a return to zombies: the map fills with werewolves and succubus, and a Nightfall clock takes over the season.

Moonlit Elegy season art
What's New

The Headlines

  • Full Map Reset — every city neutral. The land rush is back and it's unforgiving.
  • 10-Star "Red Star" Awakening — the old 5-star ceiling breaks. Notably, S5 shipped no new hero trio; instead the ranking rewards pay Awakening Badges for existing heroes. Don't wait for new faces that aren't coming.
  • Mastery cap raised to 90 — re-pick your specialisation.
  • Nightfall — the darkness grows about an hour per week, building toward permanent night around week 8.
  • Werewolves & Succubus replace the usual trash/elite mobs; the Night Succubus team hunt ranks players by kills.
  • Glory War point-steal — winners take a slice of the loser's Glory Points (a bigger slice in the final round).
Play It Like This

S5 Priorities

Currencies: Shadow Blood Crystal (kills) + Holy Water (passive, from Shadow Springs). Shop currency is Moon Tokens, spent at the Night Market — which opens around day 11, so don't panic in week one.

Build order: Serum Lab first (it gates what you can attack), then four Shadow Springs, then the ATK/DEF/DMG buildings.

Go straight at the Mysterious Witch. Feed her Demon Stones daily — Affection thresholds unlock your Moonlight card slots, and those cards are real combat buffs, not decorations.

Fuel is the bottleneck. S5 reportedly needs roughly twice the fuel of S3 — bank it hard. Werewolves cost about 8 fuel, succubus about 16, so lean on werewolves while your Serum Lab catches up.

The S5 Trap

You Cannot Catch Up on the Cards

This is the difference that will cost you if you treat S5 like S4. The Moonlight cards come from Demon Stones — and Demon Stones only drop from your FIRST KILL of the day, under a daily cap.

Season 4's fossils came in weekly Sunday bursts, so a missed week could be partly recovered. S5 is daily attrition: a day you don't log in and land a first kill is gone permanently.

The chain is: first kills → Demon Stones → feed the Mysterious Witch → Affection level → card draw vouchers → cards → equip for buffs. Affection 10 is the milestone that lets you equip anything at all — sprint to it, because until then you're collecting cards you can't use.

Also worth knowing: no completion bonus for all 52 has been documented anywhere. It behaves like a gacha loadout rather than a completion album — you need ~12 good cards equipped, not the full set. Don't burn resources chasing 52/52 until you've confirmed a reward exists.
Costly Mistakes

Four Things That Waste S5

  • Letting anyone lead the Succubus rallies. Reports say only the player who launches the rally and lands the kill gets the leaderboard credit — joiners get nothing. Decide deliberately who leads.
  • Spending Moon Tokens before Trade Hubs open (~day 11). The hubs use day/night pricing — diamonds by day, Moon Tokens at night. Blowing your tokens early on the wrong shop is the most-cited S5 error.
  • Splitting Awakening Badges across heroes. Only three heroes can awaken (the Season 1 trio). Push one to a breakpoint rather than three to nothing — and note a full 10★ runs to roughly 500 badges, so pick a realistic stopping point.
  • Upgrading outside the scoring windows. Every Awakening Badge spent is worth serious Alliance Duel points — spend them on Hero day, not whenever.
Endgame warning: the final Glory War round steals 25% of the loser's Glory Points (20% in normal rounds). A season-long lead is not safe — being top makes you the target, and the season is genuinely decided at the end.
The Night Calendar

What Runs After Dark

Most of Moonlit Elegy's exclusive content only opens once night falls — and night grows about an hour a week until it's permanent around week 8. Build your routine around this:

EventWhenWhat it is
Night RitualMon · Wed · FriNight Altars spawn; clear the guards, then rally the Night Gargoyle. Opens shortly after nightfall, runs under an hour.
Seal the CountessTue · Thu · SatA Night Countess curses your alliance's highest-level cities, weakening their buffs until she's killed.
Fiend Hunter's RequestsEvery nightCamps spawn across the map — you have to find them manually, they can't be searched. Limited requests per night and they all vanish at dawn.
Night SuccubusNightlyHas its own separate daily kill counter from daytime monsters — so night effectively doubles your farming ceiling.
Endless Night DukeSundays, from ~wk 4Server boss the President summons; scales up weekly.
The one people miss: Night Succubus kills are counted separately from your daytime cap. If you only play in daylight you're leaving roughly half your seasonal income on the table — and as night lengthens each week, that gap grows.

Season 4

Just ended on many servers

Dinosaur Origin

The Cretaceous reskin — the map turned to Jurassic jungle, zombies became velociraptors, boomers became stegosaurus. The longest and most complex season so far, and the least friendly to free-to-play players.

What Made It Different

S4 vs S3

  • The siege was reskinned as "Dino Egg Defence" — same shape, but harder: if your city burns, dinosaurs smash your Dino Eggs. (Widely reported by players; note the developer's own notes still refer to the event as Zombie Siege, so treat the rename as the in-season display name.)
  • Arctic Icepits became Trade Hubs — and this was the big change. S3's Icepits were a PvP boss event; S4's Trade Hubs are an alliance-captured diamond shop with once-only stock. A combat event was swapped for a currency sink.
  • Much tighter on F2P. S3 was generous with badges; S4 gated key items behind diamonds. If you entered diamond-poor, you couldn't compete for Trade Hub stock.
  • Collection duplicates stopped being giftable — S3's fish could be gifted to teammates; S4's duplicate fossils auto-converted to eggs instead. A quiet nerf to co-operation.
  • Hero Level Swap — a season-long system that permanently transfers levels and skill levels between heroes of matching rarity (stars don't transfer). Gold if you levelled the wrong hero.
S4 Systems

What Ran That Season

Ancient Dinosaurs — Sunday world boss, no attack limit, no fuel cost. Five species, each appearing twice all season. Top damage on a species' first server kill earned permanent titles.

Hatch of Legends — pick one of three eggs, raise it with daily tasks. +1% troop attack per level to +30% at level 30, with a dino vehicle skin at 16. The best free power in the season, and genuinely F2P-friendly.

Trade Hubs — alliance-owned diamond shops; owners got exclusive stock and diamond rebates as red packets.

Volcano War — Thursday SvS; normal mode against one state, hard mode against three. Expect heavy troop losses.

Bio Institute Shop — weekends only, Ancient Dino Eggs, limited refreshes. Spend eggs every weekend — hoarding them wastes them.

Heroes: three arrived one per week — Yu Chan (Blood Rose), Queenie (Wings of Dawn), Amber (Guard of Order), each with an exclusive weapon. Missing a launch pass wasn't fatal — passes later rotated to offer fragments.
The F2P Route Most People Miss

You Could Get All Three Heroes Free

Volcano War — the Thursday state-vs-state event the President organises — paid out Hero Choice Fragments: reportedly around 20 to the winning alliance and 10 to the losing one, with 30 fragments buying a hero of your choice. Stack that with the end-of-season hero lottery and all three were reachable without spending.

The catch: the exclusive weapons were not free — and the community view is that these heroes underperform without them. Also note the lottery can hand you duplicates, so hold your choice fragments until after you see what the lottery gives you, then fill the gaps deliberately.

Volcano War warning: it causes heavy troop losses. Have healing capacity and resources ready before it starts — Hard Mode (three opposing states) triples the prize pool but hurts accordingly.

Seasons 1 & 2

History

Where It Started

Two seasons that no longer run in their original form — but they explain how the modern season economy was built, and one of them is where a lot of veteran advice quietly comes from.

Season 2 · Retired

Clash of Thrones (the desert season)

The desert season — discontinued and most likely never returning, which is why it's thinly documented and why season numbering drifted afterwards.

It introduced the personal territorial economy that everything since is built on:

  • Sandsoul and Sapphire — the seasonal currencies, funding a personal building tree.
  • Resource tiles taken by fighting zombies and then held permanently — the core loop.
  • Virus Labs (+Virus Resistance per level) and the Land Agency (+1 holdable tile per level).
  • Influence Points as the season score, driving end-of-season alliance rewards.
  • Glory War (Tuesdays) and Mines Melee — its two events.
The correction worth knowing: Virus Resistance did not generate Influence directly. VR was a gate — it let you take and hold higher-level tiles, and the tiles produced the Influence. Structures themselves scored nothing. So the chain was: Sandsoul/Sapphire → Virus Labs → resistance → better tiles → Influence.
Season 1

Grassland

Not really a themed season at all — Season 1 is simply the season your account and your state start in. No seasonal overlay, no seasonal currency, no seasonal buildings, and no season-exclusive events. Just the permanent event calendar.

The one thing that matters: end-of-season rewards were scored on the neutral cities your alliance held at the exact moment the clock hit zero — how many, what level, and who had the Capital. That "measured at 00:00" rule has carried through every season since, and it's why last-minute city grabs and final-week truces are a real part of the game.

No collection album in S1 or S2. The collection mechanic — the thing that's easiest to miss — only starts with Everfrost's Fishing Index. Everything from Everfrost onward has one.

Season 3

Archive

Everfrost Era

The ice season — described by the community as "badges galore, new enemies, fishing, and a snowman to build." Widely remembered as the most free-to-play-friendly season.

What Ran

S3 Systems

  • Frost Cores (kills) and Ice Blooms (passive) were the two building currencies.
  • Snow Leopards and Frost Banes replaced zombies and boomers; Hunter Yetis were the daily co-op boss and Glacier Kong the Sunday world boss.
  • Arctic Icepits — PvP-contested sites that fed the Fishing Index.
  • Snowman Mania — the mascot track. Uniquely, the snowman was permanent — most seasons' mascots die with the season.
  • Fishing Index — the collection, fed from the Icepits, with giftable duplicates.
  • Mid-Season Shop — opened once, around week 8, for seven days only. Miss it and there was no other conversion window all season.
Why It's Remembered Fondly

The F2P High-Water Mark

S3 handed out badges generously — free-to-play players could bank a serious pile over the season. Zombie Siege kept its name and its shape, the mascot was permanent, and collection duplicates could be gifted to teammates.

Every one of those was tightened in S4. If you're benchmarking whether a new season is generous, S3 is the bar.

Read This Before You Bet On A Number

What's Solid and What Isn't

There ARE official patch notes — most players don't know they exist. The app-store changelog says "bug fixes" every release, which is why everyone assumes there's nothing. But the developer publishes detailed weekly notes on their own site: last-z.com → News (Latest / Activity / Announcement / Strategy tabs). Bookmark it — it's the only authoritative source, and it's where season teasers land first. The rest of this page is assembled from community wikis and players, cross-checked where possible.

  • Trust the structure. The chassis, the collection pattern, the build order, the season-end rules — these are consistent across multiple independent sources.
  • Verify the numbers. Season lengths are disputed (S4 is reported as both 70 and 91 days), some event schedules conflict between sources, and exact reward quantities are rarely published.
  • Season numbering itself is contested — a few sources call the dinosaur season "Season 3." If a guide's numbers look off, check which season it actually means.
  • Your in-game countdown is the only authority on your own server's dates. No public calendar exists.
Season 6? As of this writing there is no Season 6 name, theme, date, teaser or leak anywhere — not on the official channels, not on YouTube, not from any creator. That's a properly-searched blank, not an oversight. Judging by how Season 5 was handled, the earliest real signal will be an official teaser post roughly two to three weeks before launch — and even that teaser carried no date. Watch the official Facebook page and the Discord; ignore any site claiming to know more.
Best sources if you want to dig: the official news & patch notes (first-party, weekly), the community wiki at ztools.co.uk, and the official Last Z Discord (330k+ members) — where changes land first.