Dashboard / Advanced Data

Upgrade Costs & Scaling

Numbers for HQ, hero, gear, and drone progression — precise where sources agree, ranges where they don't.


How to read this page: a green "stable" tag means multiple independent sources agree closely. An amber "range" tag means the figure shifts with updates, research bonuses, or server age — treat it as a ballpark, not a locked-in number. Table costs are base values before research/VIP/hero discounts are applied, so your actual cost will usually be somewhat lower.

Headquarters Scaling

Stable

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.

LevelIronFoodCoinsOilBuild TimeHero Cap
26868——4s10
31,0001,000——47s15
42,5002,500——1m 57s20
520,00020,000——11m 42s25
691,00091,000——35m 6s30
7240,000240,000——1h 33m 36s35
8390,000390,000——3h 7m 2s40
9620,000620,000200,000—4h 22m 5s45
10750,000750,000240,000—5h 40m 43s50
111,900,0001,900,000600,000—6h 33m 43s55
123,200,0003,200,0001,000,000—9h 21m 46s60
133,500,0003,500,0001,100,000—11h 52m 54s65
144,900,0004,900,0001,600,000—1d 15h 26m70
156,800,0006,800,0002,200,000—1d 22h 9m75
1612,000,00012,000,0003,900,000—2d 6h 16m80
1716,000,00016,000,0005,100,000—2d 18h 23m85
1828,000,00028,000,0008,900,000—3d 9h 57m90
1933,000,00033,000,00011,000,000—4d 9h 8m95
2060,000,00060,000,00019,000,000—5d 15h100
2184,000,00084,000,00027,000,000—6d 19m105
22110,000,000110,000,00035,000,000—6d 15h 20m110
23140,000,000140,000,00044,000,000—7d 7h 56m115
24170,000,000170,000,00054,000,000—10d 11h 14m120
25290,000,000290,000,00093,000,000—14d 21h 52m125
26400,000,000400,000,000130,000,000—18d 18h 46m130
27530,000,000530,000,000170,000,000—25d 16h 20m135
28740,000,000740,000,000240,000,000—34d 8h 31m140
291,000,000,0001,000,000,000330,000,000—44d 47m145
301,400,000,0001,400,000,000460,000,000—57d 14h 30m150
311,600,000,0001,600,000,000510,000,0001,440,000Not documented155
321,700,000,0001,700,000,000560,000,0002,304,000Not documented160
331,900,000,0001,900,000,000620,000,0003,916,800Not documented165
342,000,000,0002,000,000,000650,000,0007,050,240Not documented170
352,100,000,0002,100,000,000680,000,00014,100,480Not documented175

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.

Stable

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 LevelHero Level CapWhy It Matters
20100—
24120Many players begin building strong end-game squads around here
27135Also 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
30150—
31–35155–175Only 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:

  1. Upgrade your Headquarters.
  2. Immediately level your main squad's heroes up to the new cap.
  3. Only then continue pushing toward the next HQ level, rather than spending Hero EXP on secondary squads too early.
Stable

Milestone Unlocks

HQ LevelUnlocks
10T5 Troops
15Ultimate Skill (hero skill tier)
20Special 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
30HQ Expansion tech must be completed before upgrading further
Clarifying an earlier apparent discrepancy: Age of Oil is a season-tied global unlock that becomes available after Season 2 ends on your server — separate from the account-specific gate that lets you push HQ past level 30. That gate requires Tech Center level 30, Special Forces research complete to a threshold that was reduced from 80% to 40% in an update (so older guides citing 80% are outdated), and then completing the "HQ Expansion" research item itself. See Prerequisites & Unlock Requirements for the full breakdown.

Hero Awakening Shard Costs

Precise through Star 3

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

Stable

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 StepGoldOreOther
Lvl 0 → 103.2M20.8K—
Lvl 10 → 205.9M38.8K—
Lvl 20 → 308.8M58.8K—
Lvl 30 → 4011.2M76.2K—
Lvl 40 → 1★93.6M62.5K750 Ceramic + 5 Blueprints
1★ → 2★121.6M81.6K975 Ceramic + 10 Blueprints
2★ → 3★150M100K1,200 Ceramic + 15 Blueprints
3★ → 4★178M118.5K1,425 Ceramic + 20 Blueprints
4★ → 5★206M138K1,650 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

Stable

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.

LevelParts NeededCumulative Total
555
101015
152035
203065
2540105
3050155
3560215
4080295
45100395
50120515
55140655
60160815
65180995
702001,195
752501,445
803001,745
853502,095
904002,495
954502,945
1005003,445
1056004,045
1107004,745
1158005,545
1201,0006,545
1251,5008,045
1302,00010,045
1353,00013,045
1404,00017,045
1455,00022,045
1506,00028,045
151-1605,000/level33,045 (at 160)
161-1706,000/level39,045 (at 170)
171-1807,000/level46,045 (at 180)
181-1908,000/level54,045 (at 190)
191-2009,000/level63,045 (at 200)
201-21010,000/level73,045 (at 210)
211-22011,000/level84,045 (at 220)
221-23012,000/level96,045 (at 230)
231-24013,000/level109,045 (at 240)
241-25014,000/level123,045 (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.