A tidy, fully balanced base can still lose badly when an HQ rusher hits T7 at HQ 17 or T9 at HQ 24 weeks first. In the October 2026 meta, players who keep upgrading every farm and mine commonly get hard-stuck on Tech Center and Wall requirements while stronger squads pass them. The real question behind Last War Best Buildings to Upgrade First is simple: which upgrades advance troop power, and which ones only burn RSS?

The Early-Game Upgrade Order: HQ Rush Without Dead Builders

Keep Headquarters upgrading whenever possible; if HQ is blocked, build only its prerequisites. Run a two-builder loop: Builder 1 stays on HQ or Tech Center, while Builder 2 clears the Wall, required military building, Alliance Center, or a hospital level. Prioritize in this order: HQ → Tech Center/Wall → 1–2 Training Bases → Alliance Center → military centers → hospitals → resource buildings. Never leave both builders on passive RSS production before HQ 20, because events, gathering, and alliance activity outpace farms and mines.

Headquarters upgrade screen with military buildings

HQ milestone Combat payoff Key requirements
HQ 10 T4 troops Tech Center 9, Wall 9
HQ 17 T7 troops Tech Center 16, Wall 16
HQ 24 T9 troops Tech Center 23, Wall 23

Which Last War Buildings Matter Most Before HQ 20

Match the Tech Center closely to HQ progression, then research Special Forces for troop tiers and Economic for construction and research speed; falling behind here stops the entire rush. Rather than leveling all 4 Training Bases evenly, push only 1 or 2 to the tier requirement, usually the Tank-focused base when Tanks are your main early squad. Upgrade the Tank Center first if it supports your primary formation, while Air and Missile Centers can wait until your squad direction changes. Meanwhile, keep hospitals functional enough to prevent permanent losses after an unbubbled reset, and raise the Alliance Center because more effective helps matter during VS and AD timers.

Low-Value Upgrades and the HQ 31 Oil Pivot

Avoid treating Farmlands, Iron Mines, Gold Caves, and Smelters as mandatory early power: their passive output cannot match event rewards, gathering, or alliance participation before HQ 20. In particular, Gold Cave and Smelter return drops sharply beyond level 22, where upgrade costs can outweigh production gains for months. At HQ 31, switch priorities immediately for the Age of Oil: Oil Wells and the Oil Refinery become end-game progression bottlenecks. Save Building Speedups for HQ and Universal Speedups for Tech Center, spending them during Arms Race or Alliance Duel rather than on random queue finishes.

Final Checklist for Faster Power Gains

Before claiming a power spike, verify that HQ or its prerequisites are queued, the Tech Center is caught up, 1 main Training Base is tier-ready, and both Alliance Center and hospitals are not dangerously behind. For a critical HQ or Tech Center timing gap before VS or AD rewards expire, a LootBar top up is an optional route, but only spend around an event multiplier instead of randomly. Delay passive RSS buildings until they are required, except for the HQ 31 Oil pivot. Finally, confirm changing costs, Version Highlights, and cap information through the Last War official site: HQ 35 is the verified cap as of October 2026, while HQ 36–40 requirements have no publicly verifiable data available.