I still remember the night I sat staring at my Last Z base wondering why my hero level was stuck while my friend's squad kept getting stronger every couple of days. Turns out the answer was sitting right in front of me the whole time: my Headquarters was three levels behind his, and I had been pouring resources into random buildings instead of pushing the one structure that actually matters.
The HQ is the gatekeeper for literally everything else in your base, from hero level caps to troop tiers to the buildings you're even allowed to touch. Once you understand how the HQ requirement chain works, planning your whole base becomes a lot less confusing, and you stop wasting speedups on upgrades that don't move the needle. Before we get into the level-by-level breakdown, it's worth mentioning that if you ever find yourself short on resources mid-grind, topping up through LootBar is a solid way to grab what you need without overpaying, especially during the resource-heavy mid and late game stretches we'll talk about below.
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Why Your HQ Level Controls Everything
Here's the simple version: your HQ level sets the ceiling for every other building and hero in your account. If your HQ sits at level 22, nothing else in your base can go past level 22, no matter how many resources you throw at it. That's why veteran players treat the HQ as the single most important thing to keep moving.
On top of the level cap, every HQ upgrade also bumps your hero level cap by 5. Early on that's a small bonus, but by the time you reach the higher levels, that gap becomes the difference between a squad that can hold its own and one that gets steamrolled in events.
HQ Requirements Table: Levels 1 to 30
Each HQ upgrade needs two things: resources, and specific buildings at specific levels. From HQ 8 onward, your Laboratory has to keep pace with your HQ at all times, no exceptions. The second required building rotates through a cycle, which we'll break down right after the table.
HQ 1–10: The Sprint
This stretch flies by. Resource costs are tiny, build timers are measured in minutes, and you can realistically jump several HQ levels in a single afternoon if you're paying attention. The only real catch is HQ 8, where the Laboratory becomes a permanent requirement, so get it leveling alongside your HQ from this point onward and never let it fall behind again.
| HQ Level | BUILDING 1 | BUILDING 2 |
| 2 | — | — |
| 3 | — | — |
| 4 | — | City Walls |
| 5 | Assaulter Camp | Radar |
| 6 | — | Military Center |
| 7 | Training Ground | Alliance Center |
| 8 | Assaulter Camp | Laboratory |
| 9 | Hospital | Laboratory |
| 10 | Shooter Camp | Laboratory |
HQ 11–20: The Slowdown
This is where the game shifts gears. Upgrades now take hours instead of minutes, and the building cycle kicks in properly: every HQ level needs the Laboratory matched to it, plus a second building that rotates through City Walls, Alliance Center, and the three troop camps. Get used to checking what's coming up two levels ahead so you're never caught scrambling for a building you forgot about.
| HQ Level | BUILDING 1 | BUILDING 2 |
| 11 | Rider Camp | Laboratory |
| 12 | City Walls | Laboratory |
| 13 | Alliance Center | Laboratory |
| 14 | Assaulter Camp | Laboratory |
| 15 | Shooter Camp | Laboratory |
| 16 | Rider Camp | Laboratory |
| 17 | City Walls | Laboratory |
| 18 | Alliance Center | Laboratory |
| 19 | Assaulter Camp | Laboratory |
| 20 | Shooter Camp | Laboratory |
HQ 21–30: The Wall
Here's where resource costs go from manageable to genuinely intimidating, and upgrade timers stretch from days into weeks. HQ 30 specifically is the milestone everyone's chasing, since it unlocks the path to T10 troops, which is one of the biggest power spikes in the entire game. Expect to lean heavily on events, alliance help, and saved-up speedups to push through this stretch without burning out.
| HQ Level | BUILDING 1 | BUILDING 2 |
| 21 | Rider Camp | Laboratory |
| 22 | City Walls | Laboratory |
| 23 | Alliance Center | Laboratory |
| 24 | Assaulter Camp | Laboratory |
| 25 | Shooter Camp | Laboratory |
| 26 | Rider Camp | Laboratory |
| 27 | City Walls | Laboratory |
| 28 | Alliance Center | Laboratory |
| 29 | Assaulter Camp | Laboratory |
| 30 | Shooter Camp | Laboratory |
If those resource costs and build queues look intimidating, this is where a lot of players quietly start grabbing resource packs through LootBar just to keep the queue moving instead of sitting idle for days at a time.
The Building Cycle You Need to Memorize
Once you hit HQ 8, the pattern becomes predictable, and that predictability is your best friend. The Laboratory needs to match your HQ at every single level from 8 all the way through 35. The second required building cycles through five structures in order:
- City Walls
- Alliance Center
- Assaulter Camp
- Shooter Camp
- Rider Camp
Then it loops back to City Walls and repeats. Once you know this cycle, you can look at your current HQ level, figure out what's coming next, and start working on that building before you even hit the wall. That alone saves days of dead time over the course of your account's life.
HQ 31–35: The Steel Era
Once you cross HQ 30, a brand new resource shows up out of nowhere: Steel. It doesn't exist as a concern before level 30, and then suddenly every upgrade from 31 onward demands it. You'll want steel mines running, orange bounties cleared regularly, and your alliance's Fury Lord events on your calendar, since those are the most efficient steel sources available.
| HQ Level | BUILDING 1 | BUILDING 2 |
| 31 | Rider Camp | Laboratory |
| 32 | City Walls | Laboratory |
| 33 | Alliance Center | Laboratory |
| 34 | Assaulter Camp | Laboratory |
| 35 | Shooter Camp | Laboratory |
Once you pass level 31, City Walls drop off the requirement list for good, so if yours are already caught up, shift that effort toward your camps and Laboratory instead. By the time you hit HQ 35, your hero level cap finally reaches its endgame number, and getting there means your Laboratory has to be high enough to unlock the final research tiers waiting at the top of the tree.
Buildings to Prioritize vs. Buildings to Skip
Not every building deserves your resources just because it has a shiny upgrade arrow. Here's the short version of what's actually worth your time.
Always Upgrade
- Laboratory — tracks your HQ level, non-negotiable from HQ 8 onward
- Troop Camps (Assaulter, Shooter, Rider) — required for HQ progression and boost training speed
- Alliance Center — more alliance help means faster builds, heals, and research
- Hospitals — keeps your troops alive after rough battles instead of losing them permanently
- Villa — construction speed bonuses, worth pushing to around level 25 then leaving alone
Skip or Minimize
- Resource production buildings (Farmhouses, Lumber Yards, Wind Turbines)
- Wanderer Camp and Trade Center
- Radar past level 17
- Warehouses, since alliance shields protect resources better anyway
Research Priorities in the Laboratory
Your Laboratory does double duty: it gates your HQ level and houses your research trees. Early on, ignore combat research entirely and focus on construction and growth-related trees first. Combat power means very little if you're still stuck way below your friends in HQ level. Once your construction speed research is maxed, then shift toward troop and combat upgrades, since those scale much better once your base is actually big enough to support them.
Common Mistakes That Slow You Down
A few habits quietly wreck progress for a lot of players, and they're easy to fix once you're aware of them.
- Upgrading everything with a blue arrow — only chase upgrades that unlock your next HQ level or provide long-term value
- Opening resource packs too early — sealed packs in your inventory are safe from raids, opened resources are not
- Forgetting City Wall checkpoints — walls are required at specific HQ tiers, missing this stalls your whole queue
- Hoarding speedups — long upgrades are exactly what speedups are for, don't let them sit unused
- Sleeping on the second builder — if you're serious about climbing HQ levels, this purchase basically doubles your build speed
Conclusion
At the end of the day, climbing HQ levels in Last Z comes down to one habit: always have your HQ working toward something, and always know what the next checkpoint needs before you get there. Memorize the Laboratory-plus-cycle pattern, keep your hospitals and Villa in decent shape, and don't waste resources on buildings that don't move you closer to the next level. The early levels fly by, the mid-game slows things down considerably, and the steel era past HQ 30 is its own beast entirely, but if you plan two levels ahead at all times, none of it should catch you off guard. And if a particular HQ tier is dragging on longer than you'd like, picking up a top-up through LootBar for Last Z: Survival Shooter Top Up is an easy way to skip the wait and get back to playing instead of watching timers count down.














