Generally there's no definite "best" upgrading order for stuff, but you may do want to upgrade these at your own discretion. Level 21 LCs (if you ever need them for Medic-dependent armies) Scorcher (for Scorcher-Zooka or Scorcher-Tanks)Ĭritters (great distraction for single-shot defenses, also doubles as an emergency cleanup weapon)Ĩth LC, 2nd SL, level 20 LCs (boosts just about every comp known to mankind) Shock Launcher (great threat to anything), level 17 LCs (fits 7 Warriors/boat, and also a Scorcher) Medic (revives Tanks and Rooka combos), Weapon Lab (the prototypes it can make are able to devastate)ħth LC, Grenadier (for Grankmed), level 16 LCs (much help for Hooka / Tmed) Smoke Screen (the era of Smokey Warriors begins) Tank (the basis of Tmed, future overpowered army of no-loss destruction)Ħth LC, Boom Cannon (anti-Tank weapon), level 12 LCs (extremely great for anything except warriors) Warriors (powerful unit, especially with level 8 LC) Shock Bomb (tell those OP defenses to shut up!) There's no downside and you get more offense and defense capabilities.
As long as you got the XP requirement for unlocking the next level of HQ, do it. I guess.īut first: HQ always comes first, doesn't matter. So this is a little blog about upgrading order.