Headquarters Scaling
Full Upgrade Cost Table (Level 1–35)
Cross-checked across two independent sources, agreeing on every level. Coins join Iron and Food as a required resource from level 9 onward; Oil joins from level 31 onward. Figures shown are base costs before research/VIP/hero discounts, and before speedups are applied to build time.
| Level | Iron | Food | Coins | Oil | Build Time | Hero Cap |
|---|---|---|---|---|---|---|
| 2 | 68 | 68 | — | — | 4s | 10 |
| 3 | 1,000 | 1,000 | — | — | 47s | 15 |
| 4 | 2,500 | 2,500 | — | — | 1m 57s | 20 |
| 5 | 20,000 | 20,000 | — | — | 11m 42s | 25 |
| 6 | 91,000 | 91,000 | — | — | 35m 6s | 30 |
| 7 | 240,000 | 240,000 | — | — | 1h 33m 36s | 35 |
| 8 | 390,000 | 390,000 | — | — | 3h 7m 2s | 40 |
| 9 | 620,000 | 620,000 | 200,000 | — | 4h 22m 5s | 45 |
| 10 | 750,000 | 750,000 | 240,000 | — | 5h 40m 43s | 50 |
| 11 | 1,900,000 | 1,900,000 | 600,000 | — | 6h 33m 43s | 55 |
| 12 | 3,200,000 | 3,200,000 | 1,000,000 | — | 9h 21m 46s | 60 |
| 13 | 3,500,000 | 3,500,000 | 1,100,000 | — | 11h 52m 54s | 65 |
| 14 | 4,900,000 | 4,900,000 | 1,600,000 | — | 1d 15h 26m | 70 |
| 15 | 6,800,000 | 6,800,000 | 2,200,000 | — | 1d 22h 9m | 75 |
| 16 | 12,000,000 | 12,000,000 | 3,900,000 | — | 2d 6h 16m | 80 |
| 17 | 16,000,000 | 16,000,000 | 5,100,000 | — | 2d 18h 23m | 85 |
| 18 | 28,000,000 | 28,000,000 | 8,900,000 | — | 3d 9h 57m | 90 |
| 19 | 33,000,000 | 33,000,000 | 11,000,000 | — | 4d 9h 8m | 95 |
| 20 | 60,000,000 | 60,000,000 | 19,000,000 | — | 5d 15h | 100 |
| 21 | 84,000,000 | 84,000,000 | 27,000,000 | — | 6d 19m | 105 |
| 22 | 110,000,000 | 110,000,000 | 35,000,000 | — | 6d 15h 20m | 110 |
| 23 | 140,000,000 | 140,000,000 | 44,000,000 | — | 7d 7h 56m | 115 |
| 24 | 170,000,000 | 170,000,000 | 54,000,000 | — | 10d 11h 14m | 120 |
| 25 | 290,000,000 | 290,000,000 | 93,000,000 | — | 14d 21h 52m | 125 |
| 26 | 400,000,000 | 400,000,000 | 130,000,000 | — | 18d 18h 46m | 130 |
| 27 | 530,000,000 | 530,000,000 | 170,000,000 | — | 25d 16h 20m | 135 |
| 28 | 740,000,000 | 740,000,000 | 240,000,000 | — | 34d 8h 31m | 140 |
| 29 | 1,000,000,000 | 1,000,000,000 | 330,000,000 | — | 44d 47m | 145 |
| 30 | 1,400,000,000 | 1,400,000,000 | 460,000,000 | — | 57d 14h 30m | 150 |
| 31 | 1,600,000,000 | 1,600,000,000 | 510,000,000 | 1,440,000 | Not documented | 155 |
| 32 | 1,700,000,000 | 1,700,000,000 | 560,000,000 | 2,304,000 | Not documented | 160 |
| 33 | 1,900,000,000 | 1,900,000,000 | 620,000,000 | 3,916,800 | Not documented | 165 |
| 34 | 2,000,000,000 | 2,000,000,000 | 650,000,000 | 7,050,240 | Not documented | 170 |
| 35 | 2,100,000,000 | 2,100,000,000 | 680,000,000 | 14,100,480 | Not documented | 175 |
Both sources agreed exactly on every resource figure above. Build time wasn't documented for levels 31–35 by either source — likely because Oil production rate, not the base timer, becomes the real bottleneck at that stage; calculate your timeline from your Oil income rate rather than a fixed build timer once Oil enters the picture. Try the Next HQ Level Calculator to look up any single level's cost instantly.
Hero Level Cap Formula
Every Headquarters level raises the maximum hero level by exactly 5, topping out at a hero level cap of 175 once HQ reaches level 35. This is one of the more precisely confirmed figures across sources — useful for calculating exactly how much headroom your next HQ level actually unlocks for hero investment. In short: Hero Level Cap = HQ Level × 5.
| HQ Level | Hero Level Cap | Why It Matters |
|---|---|---|
| 20 | 100 | — |
| 24 | 120 | Many players begin building strong end-game squads around here |
| 27 | 135 | Also the HQ level required to start working toward T11 troops — though far more research and a higher Barracks level are still needed before you can actually train them |
| 30 | 150 | — |
| 31–35 | 155–175 | Only unlocked after entering Age of Oil (Season 2 content) — requires HQ Expansion research and Oil alongside the usual resources |
When planning progression, the approach that tends to give the biggest combat-power increase per HQ level is:
- Upgrade your Headquarters.
- Immediately level your main squad's heroes up to the new cap.
- Only then continue pushing toward the next HQ level, rather than spending Hero EXP on secondary squads too early.
Milestone Unlocks
| HQ Level | Unlocks |
|---|---|
| 10 | T5 Troops |
| 15 | Ultimate Skill (hero skill tier) |
| 20 | Special Forces research becomes available (path to T10) |
| 27+ | HQ Expansion tech becomes available, once Tech Center reaches level 30 and Special Forces research is far enough along |
| 30 | HQ Expansion tech must be completed before upgrading further |
Hero Awakening Shard Costs
Unlock & Star Costs
Unlocking Hero Awakening for the first time costs 50 Named Awakening Shards specific to that hero. The full path from unlock through Star 5 is commonly cited at roughly 1,580 shards total per hero. Star 4 and Star 5 individual costs aren't broken out separately yet — they're folded into that overall total figure.
Gear Costs
Crafting & Leveling — Full Cost Table
Sourced from a detailed community-made infographic (Aethernis, ko-fi.com/aethernis), covering a single UR gear piece from level 0 all the way to 5-star. Their own stated rules: only invest in UR-rarity gear, always level in 10-level increments, and always buy Blueprints whenever they're available.
| Upgrade Step | Gold | Ore | Other |
|---|---|---|---|
| Lvl 0 → 10 | 3.2M | 20.8K | — |
| Lvl 10 → 20 | 5.9M | 38.8K | — |
| Lvl 20 → 30 | 8.8M | 58.8K | — |
| Lvl 30 → 40 | 11.2M | 76.2K | — |
| Lvl 40 → 1★ | 93.6M | 62.5K | 750 Ceramic + 5 Blueprints |
| 1★ → 2★ | 121.6M | 81.6K | 975 Ceramic + 10 Blueprints |
| 2★ → 3★ | 150M | 100K | 1,200 Ceramic + 15 Blueprints |
| 3★ → 4★ | 178M | 118.5K | 1,425 Ceramic + 20 Blueprints |
| 4★ → 5★ | 206M | 138K | 1,650 Ceramic + 10 Mythic Blueprints |
Ceramic here refers to the Dielectric Ceramic crafting material. Gear Blueprints (the regular kind, not Mythic) are needed at every star promotion from 1★ onward; Mythic Blueprints only enter the picture at the very last step, 4★ to 5★. Costs shown are for a single gear piece — a full 4-slot loadout on one hero multiplies all of this by four.
Drone Parts Checkpoint Scaling
Full Cost Table to Level 250
Levels 1-150: Parts are needed only every 5 levels. Levels 151-250: needed at every single level. A level cap of 250 exists — going beyond it requires additional Tech Research to unlock further levels.
| Level | Parts Needed | Cumulative Total |
|---|---|---|
| 5 | 5 | 5 |
| 10 | 10 | 15 |
| 15 | 20 | 35 |
| 20 | 30 | 65 |
| 25 | 40 | 105 |
| 30 | 50 | 155 |
| 35 | 60 | 215 |
| 40 | 80 | 295 |
| 45 | 100 | 395 |
| 50 | 120 | 515 |
| 55 | 140 | 655 |
| 60 | 160 | 815 |
| 65 | 180 | 995 |
| 70 | 200 | 1,195 |
| 75 | 250 | 1,445 |
| 80 | 300 | 1,745 |
| 85 | 350 | 2,095 |
| 90 | 400 | 2,495 |
| 95 | 450 | 2,945 |
| 100 | 500 | 3,445 |
| 105 | 600 | 4,045 |
| 110 | 700 | 4,745 |
| 115 | 800 | 5,545 |
| 120 | 1,000 | 6,545 |
| 125 | 1,500 | 8,045 |
| 130 | 2,000 | 10,045 |
| 135 | 3,000 | 13,045 |
| 140 | 4,000 | 17,045 |
| 145 | 5,000 | 22,045 |
| 150 | 6,000 | 28,045 |
| 151-160 | 5,000/level | 33,045 (at 160) |
| 161-170 | 6,000/level | 39,045 (at 170) |
| 171-180 | 7,000/level | 46,045 (at 180) |
| 181-190 | 8,000/level | 54,045 (at 190) |
| 191-200 | 9,000/level | 63,045 (at 200) |
| 201-210 | 10,000/level | 73,045 (at 210) |
| 211-220 | 11,000/level | 84,045 (at 220) |
| 221-230 | 12,000/level | 96,045 (at 230) |
| 231-240 | 13,000/level | 109,045 (at 240) |
| 241-250 | 14,000/level | 123,045 (at 250) |
Maxing the drone to level 250 costs 123,045 Parts total. Skill unlocks happen at levels 31, 51, 71, 91, and 111 (no Parts cost for the unlock itself, just reaching the level). Skin unlocks at levels 50, 100, 150, 191, and 241. See Drone Upgrade Path for the full leveling strategy this feeds into.