The Assaulter Camp trains and promotes your melee troops, the Blood Rose faction’s own class, and its level does three things at once: it sets how many Assaulters you can train in one batch (9 at level 1, 105 at level 30), it adds 1 percent training speed a level, and it unlocks the next unit tier, from the Thug at level 1 to the ninth-tier Destroyer at level 27. The tenth tier, the Invader, comes from the Unit Special Training research instead, and the Headquarters asks for this camp at 5, 8, 14, 19, 24, 29 and 34.
- Unlock: you start with it (Headquarters 1)
- Levels: 35
- What it gates: the Assaulter unit tiers, and HQ 5, 8, 14, 19, 24, 29 and 34
- What it raises: training cap per batch, 9 to 105; training speed, +1 percent a level
- What it needs: the Headquarters at the level you’re building to, plus Emergency Hospital 10 for level 12
- The table below: every level’s cost, base time, cap and speed, read from state 37 in September 2026 and the community wiki, with the single-reading columns marked
What the Assaulter Camp does and what it gates
Last Z has three troop classes and three camps, one each: Assaulters here, Shooters at the Shooter Camp, Riders at the Rider Camp. Some players call them barracks; the game calls them camps. Each camp trains its own class, promotes lower tiers of that class to higher ones, and decides which tiers exist for you at all, because every unit tier has a camp level it unlocks at.
Assaulters are the melee class and the one Blood Rose heroes lead, so a Blood Rose formation (Katrina, Sophia, Ava, Vivian and the rest) is an Assaulter formation, and this is the camp that formation lives or dies by. The other two classes beat and lose to each other in a triangle; the troop counters are on the formation pages, and the one line that matters here is that the camp matching your main faction is the camp you raise first.
The camp’s level sets two numbers you see every time you train. The training cap is how many troops one batch can hold, 9 at level 1 and 105 at level 30, which is the real throttle on how fast an army grows once the resources are there. The training speed bonus is +1 percent a level, +30 at 30, and it stacks with every other training-speed source in the base. And the level unlocks tiers: nine of the ten Assaulter units arrive at a camp level, and the tenth arrives from the lab.
When the Assaulter Camp unlocks and what it needs
The camp is in the base from the first screen, at level 1, and it’s the first camp the Headquarters asks for: HQ 5 wants it at 4, HQ 8 at 7, then 14, 19, 24, 29 and 34 want it one level below in the five-building rotation with City Walls, the Alliance Center, the Shooter Camp and the Rider Camp. So an Assaulter Camp always has a deadline five HQ levels away, which is five levels of warning.
Every level needs the Headquarters at the level you’re building to, and one level needs something more: level 12 asks for Emergency Hospital 10, the only place in the camp’s chain where another building appears. It’s an easy one to miss on the week HQ 12 lands, and it holds HQ 14 hostage three levels later, because HQ 14 wants the camp at 13.
The Shooter Camp and Rider Camp don’t start in the base. The Shooter Camp arrives when its node in the New Home research is done, and the Rider Camp at HQ 10 with its own node; their tables are the same as this one at every level, and they have their own pages.
Assaulter Camp 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 27 match on every reading (state 37, state 11 and the community wiki); 28 to 30 split and the two-reading value is printed; 31 to 35 are state 37 alone. The training cap and speed columns come from the wiki’s table alone, and no reading prints them past 30.
Read on state 37 (September 2026) and the community wiki; levels 23 to 30 also on state 11.
| Level | Training cap | Training speed | Wood and food, each | Zents | Steel | Base time | Power | Reading |
|---|---|---|---|---|---|---|---|---|
| 1 | 9 | +1% | 12K wood | 0 | 102 | agreed | ||
| 2 | 12 | +2% | 1.6K | 0 | 30s | 857 | costs the wiki only | |
| 3 | 15 | +3% | 2.5K | 0 | 59s | 1,783 | costs the wiki only | |
| 4 | 18 | +4% | 3.8K | 0 | 1m 57s | 2,917 | costs the wiki only | |
| 5 | 21 | +5% | 7.6K | 0 | 8m 20s | 4,521 | costs the wiki only | |
| 6 | 25 | +6% | 22.8K | 13.7K | 27m 9s | 7,924 | agreed | |
| 7 | 29 | +7% | 45.7K | 27.4K | 47m 35s | 12,737 | agreed | |
| 8 | 33 | +8% | 73.1K | 43.9K | 1h 22m | 18,826 | agreed | |
| 9 | 37 | +9% | 117.0K | 70.2K | 1h 55m | 26,528 | agreed | |
| 10 | 42 | +10% | 140.4K | 84.2K | 2h 47m | 34,964 | agreed | |
| 11 | 46 | +11% | 351.0K | 211K | 3h 47m | 48,308 | agreed | |
| 12 | 50 | +12% | 596.7K | 358K | 4h 41m | 65,701 | agreed; needs Emergency Hospital 10 | |
| 13 | 54 | +13% | 656.4K | 394K | 7h 7m | 83,944 | agreed | |
| 14 | 58 | +14% | 918.9K | 551K | 10h 43m | 105,526 | agreed | |
| 15 | 63 | +15% | 1.2M | 772K | 14h 12m | 131,066 | agreed | |
| 16 | 65 | +16% | 2.2M | 1.3M | 21h 18m | 165,123 | agreed | |
| 17 | 68 | +17% | 2.9M | 1.7M | 1d 6h | 203,987 | agreed | |
| 18 | 71 | +18% | 5.2M | 3.1M | 1d 17h | 255,392 | agreed | |
| 19 | 74 | +19% | 6.3M | 3.75M | 2d 12h | 311,689 | state 37 (the wiki’s row is blank) | |
| 20 | 77 | +20% | 11.2M | 6.7M | 4d 2h | 387,219 | agreed | |
| 21 | 79 | +21% | 15.7M | 9.4M | 6d 1h | 476,587 | agreed | |
| 22 | 82 | +22% | 20.4M | 12.3M | 9d 1h | 578,504 | agreed | |
| 23 | 85 | +23% | 25.6M | 15.4M | 13d 13h | 692,481 | agreed | |
| 24 | 88 | +24% | 32.0M | 19.2M | 18d 21h | 819,856 | agreed | |
| 25 | 91 | +25% | 54.4M | 32.6M | 26d 9h | 985,899 | agreed; state 11 says 55.4M | |
| 26 | 93 | +26% | 76.1M | 45.7M | 36d 21h | 1,182,407 | agreed | |
| 27 | 96 | +27% | 99.0M | 57.4M | 47d 21h | 1,406,454 | agreed | |
| 28 | 99 | +28% | 117.8M | 70.7M | 62d 5h | 1,671,572 | state 11 and the wiki; state 37 says 138.6M | |
| 29 | 102 | +29% | 164.9M | 98.6M | 80d 20h | 1,985,048 | state 11 and the wiki; state 37 says 194.1M | |
| 30 | 105 | +30% | 230.9M | 138.5M | 105d 1h | 2,356,185 | state 11 and the wiki; state 37 says 271.7M | |
| 31 | 236.7M | 142M | 1.33M | 102d 17h | 2,702,914 | state 37 only | ||
| 32 | 284.0M | 170M | 1.86M | 123d 6h | 3,082,648 | state 37 only | ||
| 33 | 340.8M | 204M | 2.42M | 147d 22h | 3,498,663 | state 37 only | ||
| 34 | 392.0M | 235M | 3.15M | 170d 2h | 3,944,985 | state 37 only | ||
| 35 | 450.7M | 270M | 3.78M | 195d 15h | 4,423,566 | state 37 only |
Level 1 is the starting building. Taking the camp from 2 to 24 is about 126 million wood and food and 60 days of base timer, which is the stretch the Headquarters forces anyway; 25 to 30 is another 743 million and 359 days, and 27 alone is 48 days, which is the price of the ninth tier. The timers from 31 are the same five numbers the Laboratory shows at the same levels, and 31 is shorter than 30 on the one state that prints both.
The Shooter Camp and Rider Camp tables are this table, cell for cell, on both readings, with one difference: their level 1 costs nothing, because they’re placed by research rather than built.
What each Assaulter Camp level unlocks
The ten Assaulter tiers, with the camp level each one needs and its base stats before any research or hero bonus. The stats are the wiki’s unit pages alone; the levels for the eighth and ninth tiers are also on a second reading, which is what matters, because those two are the ones people plan whole months around.
| Tier | Unit | Camp level | Power | Attack | Defense | HP | Load |
|---|---|---|---|---|---|---|---|
| I | Thug | 1 | 160 | 5 | 7 | 50 | 1,200 |
| II | Axe Fighter | 3 | 330 | 10 | 10 | 60 | 1,320 |
| III | Hammer Fighter | 6 | 490 | 13 | 13 | 72 | 1,450 |
| IV | Chainsaw Fighter | 10 | 940 | 17 | 17 | 86 | 1,600 |
| V | Ghastly Warrior | 14 | 1,430 | 21 | 21 | 99 | 1,800 |
| VI | Brutal Warrior | 17 | 2,130 | 26 | 26 | 114 | 1,900 |
| VII | Pillager | 20 | 2,600 | 30 | 30 | 128 | 2,000 |
| VIII | Striker | 24 | 3,530 | 35 | 35 | 141 | 2,000 |
| IX | Destroyer | 27 | 4,340 | 40 | 40 | 148 | 2,000 |
| X | Invader | Unit Special Training researched | 5,640 | 45 | 45 | 155 | 2,000 |
Read the power column against the camp table and the shape of the game falls out. A Destroyer is worth 4,340 power to a Striker’s 3,530, so promoting a full Military Center of Strikers at HQ 27 is worth more than any single building level that year, and it’s the reason “HQ 27 with ninth-tier troops” is the stopping point so many long-term players name. The Invader is 5,640, a third again over the Destroyer with every stat up, and it costs no camp level at all: it costs Laboratory 30 and 1.49 million badges in Unit Special Training, which is the gap between a strong HQ 30 account and a Tier 10 one.
Promotion is the camp’s other job. Rather than training a Destroyer from nothing, you promote a Striker into one, which is cheaper and faster per unit and keeps the Military Center full. Promoting Assaulters is itself unlocked by a node in the New Home research (Machine Parts), early enough that you’ll have it before it matters.
When to upgrade the Assaulter Camp, and when to stop
- If Blood Rose is your main faction, this is your first camp, every time. The other two camps get the HQ’s minimum until this one is where you want it. If your main faction is Wings of Dawn or the Guard of Order, swap the roles: the Shooter Camp or the Rider Camp takes the lead and this one takes the minimum.
- To 13 on the Headquarters’ schedule. HQ 5, 8 and 14 ask for it at 4, 7 and 13, and the sixth tier at 17 is close behind; nothing here costs more than a million until 16. Build level 12 the week Emergency Hospital 10 is in, not after.
- Hit 20 and 24 on time. The seventh tier at 20 and the eighth at 24 are the two upgrades where a day’s delay is a day of weaker troops in every fight. HQ 19 wants the camp at 18 and HQ 24 wants it at 23, so each tier is one level past where the Headquarters leaves you.
- Take it to 27 the moment HQ 27 lands, and promote. 48 days and 99 million for the ninth tier, and then the promotion of everything you own. This is the single best upgrade in the mid game, and it’s the one to hold the Headquarters at 27 for.
- 28 to 30 can wait. Nothing unlocks at 28, 29 or 30 on this camp; the cap goes from 96 to 105 and the speed from 27 to 30 percent, for 513 million and 248 days. The Headquarters asks for 28 at HQ 29 and 33 at HQ 34, so they come when the HQ does, not before.
- Beyond 30 is a prerequisite and a power project. HQ 34 wants the camp at 33; otherwise 31 to 35 raise power at 100 to 196 days each and nothing else any reading shows.
When to stop: the off-faction camps stop at whatever the Headquarters asks for and never move on their own. A farm account stops every camp there too. The main camp stops at 27 until the account is climbing again.
How to upgrade the Assaulter Camp faster
The build timers take every construction bonus the Headquarters page lists: Sophia, the Villa, Butlers, the Skillful Craftsman research, the second builder, alliance help. What’s particular to a camp is training speed, and every point of it is a bigger army per week.
- The camp’s own level. +1 percent a level, +30 at 30. The smallest source on this list, which is why the level is bought for tiers and cap, not speed.
- The Restaurant. Troop training speed +2 percent a level to +60 at 30, no Zents in its costs, never an HQ prerequisite: the training mirror of the Villa and the Bookstore, and a second-builder project from the first week.
- Assault Instructor refugees. Deployed at this camp, they add Assaulter training speed by their colour; one instructor per camp type, so a Blood Rose account wants its best instructor here.
- Research. Emergency Training in New Home (+3 percent Assaulter training, twice) and Multitasking (+3 all troops); Arms Assembly in Military Strategies, Peace Shield, Siege to Seize and Field Research (+10 percent each at full level); Fast Production in Unit Special Training (+20, then +30); and in Alliance Recognition, Fast Production (+50 percent) and Production Line Expansion (+20 units per batch), the two nodes that change the camp’s two numbers at once.
- Timing. Alliance Duel’s Friday, Holistic Growth, scores units trained and promoted, and Full Preparedness has an Army Expansion round that scores them too, so a batch that lands on those days pays twice; and speedups bought on Lucky Discounter days are the cheap ones.
The cap is the number to watch once speed is sorted. A camp at 25 trains 91 a batch; with Production Line Expansion’s +20 that’s 111, and at +50 percent training speed the batches come round half again as often. A player who never looks at the cap trains in batches of 42 at level 10 for months and wonders why the army is small.
Assaulter Camp questions
What does the Assaulter Camp do? Trains and promotes Assaulter units, the melee class, and unlocks their tiers by its level. One of three camps; the other two train Shooters and Riders.
Which faction uses Assaulters? Blood Rose. Wings of Dawn leads Shooters and the Guard of Order leads Riders, so the camp to raise first is the one matching your main formation’s faction.
What camp level unlocks Tier 9? 27, for the Destroyer. Tier 8 (the Striker) is 24, Tier 7 (the Pillager) is 20.
How do I get Tier 10 Assaulters? Not from the camp. The Invader needs the Unit Special Training research, which needs Laboratory 30 and about 1.49 million badges.
What’s the training cap? How many units one batch can hold: 9 at level 1, 42 at 10, 77 at 20, 105 at 30, plus 20 from Alliance Recognition’s Production Line Expansion when it’s done.
Does the Assaulter Camp need another building? Only once: level 12 needs Emergency Hospital 10. Every level needs the Headquarters at that level.
Are the three camps the same? The costs, times, caps and speeds are identical at every level on both readings. The units, the faction and the refugee differ, and the Shooter and Rider Camps are placed by research rather than built.
The Assaulter Camp sits in the buildings guide beside the Headquarters that asks for it, the Laboratory that holds the Tier 10 research, and the Emergency Hospital that has to hold what the camp trains; the Blood Rose heroes who lead these troops start at Katrina and the tier list, and Alliance Duel is where a finished batch scores twice.