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Emergency Hospital in Last Z: Survival Shooter

Every Emergency Hospital level in Last Z, 1 to 35: capacity, costs, base times, the second hospital at HQ 14, the research that adds beds, faster healing.
The Emergency Hospital of a survivor base in Last Z: Survival Shooter at dawn, medics carrying a stretcher in from an armoured truck, wards lit inside, a second wing under scaffolding behind The Emergency Hospital of a survivor base in Last Z: Survival Shooter at dawn, medics carrying a stretcher in from an armoured truck, wards lit inside, a second wing under scaffolding behind

The Emergency Hospital is where your wounded go after a fight, and its capacity is the line between a troop you heal and a troop you lose: anything wounded past the hospital’s room dies instead. Capacity runs from 20 at level 1 to 4,500 at level 30, you get a second hospital at Headquarters 14, and the research trees add up to another 4,700 on top, which matters because a Military Center at 25 holds 15,300 troops and two hospitals at 25 hold 6,960 of them.

  • Unlock: your first is built early (Headquarters 9 already asks for it at level 8); the second at Headquarters 14
  • Levels: 35
  • What it gates: how many wounded survive a fight, and the second hospital at 14
  • What it raises: hospital capacity, 20 to 4,500 a hospital by level 30
  • What it needs: the Headquarters at the level you’re building to
  • The table below: every level’s cost, base time and capacity, read from state 37 in September 2026 and the community wiki, with the single-reading rows marked

What the Emergency Hospital does and what it gates

Every battle sorts your troops three ways: dead, seriously injured and lightly injured. The injured go to the Emergency Hospital, and that’s the whole point of the building. It holds them until you heal them, and healing costs resources in proportion to how many are in there. The limit is capacity: once the hospital is full, every further wounded troop from that fight is counted dead, and dead troops are trained again from nothing.

So capacity is really a second kind of troop count. A base with a 15,000-troop Military Center and 7,000 beds can lose 8,000 troops to a fight that would have cost it 2,000 with the beds to match. That gap is the reason the hospital sits in the top tier of every upgrade order once fighting starts, and the reason a player who never attacks can leave it alone until the week they join a rally.

Two things decide how much of that gap you can close. The building’s own capacity, in the table below, which is the big number. And the research that adds flat beds on top: Hospital Expansion in HQ Management (+400 across its ten levels), its sibling in Rapid Growth (+800), Mechanical Repair and Critical Care Bed in Fully Armed Alliance (+1,000 each), and three Critical Care Bed ladders in the Steel Age (+500 each). All of it stacks on every hospital you own.

When the Emergency Hospital unlocks and what it needs

The first hospital arrives early enough that most players never notice building it: by the time the Headquarters wants to go to 9, it’s asking for the Emergency Hospital at level 8, so the building is in the base and climbing by the end of the first week. The second hospital unlocks at Headquarters 14, and it’s the one meant whenever you read that the hospital “unlocks at HQ 14”.

After that each level asks for one thing, the Headquarters at the same level you’re building to, and nothing else. The hospital is never a prerequisite for anything but HQ 9, so it climbs on your schedule, not the Headquarters’.

Two hospitals means two of everything in the table: two costs, two timers and two capacities that add. Both get the same research bonuses.

Emergency Hospital levels, costs and build times

Wood and food cost the same at every level, so the table prints them once; Zents join at 6, steel at 31. Times are the base timer before construction speed, alliance help and speedups. Costs for 2 to 25 and power for every level match on both readings; the costs for 26 to 35 and every base time come from state 37 alone; capacity comes from the wiki’s table alone and no reading prints it past 30, which is why that column stops there.

Read on state 37 (September 2026) and the community wiki.

LevelCapacityWood and food, eachZentsSteelBase timePowerReading
12020K wood0125agreed
2601.4K030s815agreed
31002.1K059s1,661agreed
41603.1K01m 57s2,696agreed
52206.3K011m 42s4,161agreed
632019.0K4.5K20m6,939agreed
742038.0K9.1K44m10,869agreed
852060.9K14.6K52m15,839agreed
962097.5K23.4K1h 3m22,127agreed
10720117.0K28.1K1h 22m29,016agreed
11880292.5K70.2K1h 47m39,908agreed
121,040497.2K119K2h 30m54,106agreed
131,200547.0K131K4h 30m68,998agreed
141,360765.8K184K7h 12m86,623agreed
151,5201.07M257K9h 21m107,474agreed
161,6801.9M458K12h 10m135,295agreed
171,8802.5M595K15h 49m167,014agreed
182,0804.3M1.04M18h 59m208,970agreed
192,2805.2M1.25M1d 0h254,937agreed
202,4809.4M2.25M1d 14h316,608agreed
212,68013.1M3.15M2d 5h389,579agreed
222,88017.1M4.1M3d 3h472,787agreed
233,08021.3M5.12M4d 9h565,809agreed
243,28026.7M6.4M6d 3h669,811agreed
253,48045.3M10.9M8d 14h805,433agreed
263,68063.5M15.2M12d 0h965,851costs state 37 only
273,95082.5M19.8M15d 14h1,148,787costs state 37 only
284,100115.5M27.7M20d 7h1,365,226costs state 37 only
294,300161.7M38.8M26d 9h1,621,332costs state 37 only
304,500226.4M54.3M34d 7h1,924,351costs state 37 only
31197.2M47.3M444K34d 6h2,207,307state 37 only
32236.7M56.8M622K41d 2h2,517,312state 37 only
33284.0M68.2M808K49d 7h2,856,938state 37 only
34326.6M78.4M1.05M56d 17h3,221,162state 37 only
35375.6M90.1M1.26M65d 5h3,611,739state 37 only

Taking one hospital from 2 to 25 is about 150 million wood, 150 million food and 36 million Zents over 30 days of base timer, which is cheap next to any Headquarters level in the 20s; 26 to 30 is another 650 million and 108 days. The jump at 26 is where the hospital stops being an afterthought in the resource plan. Capacity climbs 100 a level from 6 to 10, 160 a level to 16, 200 a level to 26, then unevenly to 4,500.

Level 31 reads cheaper and faster than 30 on the one state that prints both, the same dip the Headquarters shows at 31; it’s not a typo on this page, it’s what the panel shows there.

What each Emergency Hospital level unlocks

The hospital’s level unlocks nothing outside itself. What it raises is capacity, and the levels worth planning around are the ones where capacity crosses a troop count you actually field.

MilestoneCapacity, one hospitalBoth hospitalsWith the research maxed
Level 107201,440plus 400 from HQ Management’s Hospital Expansion when it’s done
Level 202,4804,960plus 1,200 once Rapid Growth’s expansion is in
Level 253,4806,960plus 3,200 with Fully Armed Alliance’s two nodes
Level 304,5009,000plus 4,700 with the three Steel Age ladders, 13,700 in all

Against those numbers, the Military Center holds 10,300 troops at level 20, 15,300 at 25 and 20,300 at 30. Even two hospitals at 30 with every research node done cover about two-thirds of a full level-30 army, which is the honest reason to fight with what you can heal, not with what you can field.

Two other things move the line without a level. On Saturday, during Enemy Buster and the State Ruler fights, hospital capacity doubles and healing speed runs 200 percent faster for the event, which is why the big Saturday brawls cost less than they look. And Peace Shield’s Urgent Rescue node turns 20 percent of what would have died into seriously injured instead, at its tenth level, which is capacity you never had to build.

When to upgrade the Emergency Hospital, and when to stop

  1. Build it to 8 in the first week and forget it. HQ 9 asks for it, and nothing you fight that early sends more than a few hundred wounded home.
  2. Build the second one the day HQ 14 lands. Its early levels cost thousands, not millions, and two hospitals at 14 hold 2,720 between them for the price of a morning.
  3. Raise both before your first rally week, not after. The first time you join rallies or hold a city in Capital Clash is the first time the wounded count hits four figures. Both hospitals at 20 (2,480 each) around the time you reach HQ 20 is the floor for that; the cost is 9.4 million each, a rounding error next to HQ 20’s 69 million.
  4. Keep each one within five levels of the Headquarters through the 20s. Not level with it; the HQ never asks for it. Five levels back keeps the capacity near what the Military Center lets you field, and a hospital five levels back costs a small fraction of the HQ level you’re saving for (9.4 million at 20 against HQ 25’s 333 million).
  5. Take both to 25 before HQ 27. The 25 timer is eight and a half days and 45 million; the 26 timer is twelve days and 63 million, and from there each level is a Headquarters-sized bill. Two hospitals at 25 plus Fully Armed Alliance’s beds is over 10,000, which is enough for a Saturday with the capacity doubled.
  6. Go past 25 when you’re fighting weekly at HQ 27 and above. That’s the account the 26 to 30 bill is for; a peaceful account with the same HQ can leave them at 25 for a year.

When to stop: a farm account stops at 8. A main account that doesn’t rally stops at 20 and comes back the week it starts. A fighting account keeps the hospital a step behind the Military Center’s unit cap, which means 30 eventually, and 31 to 35 are a power project like every other building’s last five levels.

How to upgrade the Emergency Hospital faster

The build timers take every construction bonus the Headquarters page lists: Sophia, the Villa, Butlers, the Skillful Craftsman nodes, the second builder, alliance help. What’s particular to the hospital is the healing side, and that’s where most of the time goes once the building is up.

  • Heal in batches and ask for help every time. Each alliance help cuts minutes off a healing timer, and every member can help once per batch. Queue a batch sized to about thirty minutes to an hour of healing, request help, and queue the next when it lands; ten active members turn a three-hour heal into a few batches of nothing. The Alliance Center’s level caps how many helps a batch can take (11 at level 1, 31 at 21, 40 at 30).
  • Heal during events when the alliance is online. The Tyrant and Zombie Siege put everyone in the game at once; a batch queued then fills its helps in seconds.
  • Heal on Saturday. Enemy Buster’s 200 percent healing speed makes it the cheapest day of the week to clear a full hospital, as well as the day you fill it.
  • Nurse refugees. Deployed at the hospital, they add healing speed; a purple or orange Nurse is worth a tickets gamble once Butlers and Scientists are in place.
  • Research. Rapid Casualty Care in Fully Armed Alliance (+50 percent healing speed at its tenth level, badges), the Steel Age’s three ladders (+20 each), Tactical Master’s (+20), and a free healing-speed ladder in HQ Management that costs electricity and Zents only.
  • Resources. Healing bills scale with the number in the hospital, so a full hospital of ninth-tier troops is a real wood and food cost. The resource boxes you hold for HQ levels are the same boxes that pay a heal; keep a few back on fight weeks.

Emergency Hospital questions

When does the Emergency Hospital unlock? Early, in the first week: Headquarters 9 already asks for it at level 8. The second hospital unlocks at Headquarters 14.

What happens when the hospital is full? Wounded troops beyond the capacity die. There’s no queue and no waiting list; they’re gone, and you train them again.

How much capacity do I need? Enough for the wounded from the fights you actually take. A rally member fielding one formation can plan on a few thousand; a Saturday city holder at HQ 27 wants both hospitals at 25 or better plus the Fully Armed Alliance beds, with the Saturday doubling on top.

Does the capacity double on Saturday? Yes, for Enemy Buster and the State Ruler fights, and healing speed runs 200 percent faster for the event.

What does healing cost? Resources in proportion to the troops in the hospital, and time in proportion to their number and tier. No reading prints a per-troop figure; the heal screen quotes it when you select the batch.

Does the Emergency Hospital research add to both hospitals? Yes. The flat bonuses from HQ Management, Rapid Growth, Fully Armed Alliance and the Steel Age stack on every hospital you own.

What’s the max level? 35. Capacity is printed to 30 (4,500) and the five levels above exist on one state’s table with their costs and times; their capacity is on your own panel.

The Emergency Hospital sits in the buildings guide beside the Headquarters that asks for it and the Military Center it has to keep up with, with Enemy Buster for the Saturday it doubles, Capital Clash for the fights that fill it, and The Tyrant and Zombie Siege for the hours the alliance is online to help you heal.

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