Heroes
It’s often tough to figure out which heroes are worth upgrading. Usually, you don’t have enough Hero XP
to keep everything maxed. As a general rule, SR heroes are not useful and should only be used situationally (e.g., if you want to bring fewer squads to Alliance Exercise). Some SSR heroes are good for free-to-play players, but can’t compete with paid UR heroes. The classic trifecta is also true for Last War. There are tank, DPS, and support heros. Most teams are 2x Tanks and 3x DPS with support depending on the hero and situation. See below for which heroes to focus on.
You should first build ONE strong team. For F2P players, Tank heroes are the best option, since you can get Murphy and Kimberly early and relatively cheap. There are also good alternatives among SSR like Mason, Violet, Scarlett, and Fiona. You can skip Aircraft or Missile teams unless you want to spend money.
Paying players can build 3-4 very strong teams. Many focus on a Aircraft team, since it gets bonuses against the commonly used Tanks (see squads).

Tier List Links
Here are some resources on which heroes are best and why:
- https://www.allclash.com/tier-list-of-best-heroes-in-last-war-survival/
- https://www.pocketgamer.com/last-war-survival/tier-list/
- https://www.mrguider.org/articles/last-war-survival-best-hero-tier-list/
Gear
For gear, focus only on UR Gear, which can be produced in the Gear Factory. Get the factory to level 10 quickly and start producing gear. Equip a team with SSR Gear if needed and dismantle the rest to get as much Ceramic
as possible. Don’t waste Upgrade Ore
on SSR Gear—it’s not worth it.
Upgrade gear in steps of ten, since every 10th level unlocks new bonuses.

Depending on the hero (front row, back row), not all gear should be upgraded equally. DPS need more punch, while Tanks in front focus on survival. So, prioritize Weapon and Chip in the front row, while Armor and Radar get more levels in the back. See the diagrams below for setups for individual heroes. The same logic applies to SSR heroes. The nice thing about gear is you can swap it around anytime.



Squads
Certain squad setups give bonuses. Hero types counter each other in a rock-paper-scissors format: Tanks get bonuses against Missiles, Missiles against Aircraft, and Aircraft against Tanks. There are also HP/Attack/Defense bonuses for these setups:
- 3/1/1: 5%
- 3/2/0: 10%
- 4/1/0: 15%
- 5/0/0: 20%
A team of five Tank heroes (or five of any type) gets a 20% bonus. A mix of three Planes, one Missile, and one Tank only gets 5%.
Skills and Stars
Skill Medals
run out quickly, as do Hero Shards
and Universal Shards
. So you need to focus on particular skills and heroes to get the most out of your squads. The diagrams below show a good path. Note that it also depends on where you can get free hero-specific shards. You might level Murphy before Williams, since Murphy generates more shards from recruitment. Universal Shards
should always follow the recommended order!



Wall of Honor
When heroes reach five stars, they’re added to the Wall of Honor. You can access this for each hero type via the Tank Center, Aircraft Center, and Missile Center. There, you can spend extra Hero Shards
for additional upgrades.
Note: Universal Shards
should usually be used to get other heroes to
. Only spend shards on the Wall of Honor if you have extras you can’t use elsewhere.

TKSL Basic Training
Your heroes are now well prepared for battle. In TKSL Basic Training, we share all the tips and tricks to help you hold your own in combat against others. First and most importantly, practice makes perfect. Sharpen your skills on PvP Saturdays, participate regularly in Desert and Winter Storm, and gain PvP experience.
Using Shields
Everyone not actively fighting should use a shield on PvP Saturdays. Shields can be bought in the Alliance Shop for Alliance Points
or directly for Diamonds
when you click on your base. You can also renew shields before the old one expires—in this case, the timer restarts based on the new shield's duration. If you don't want to fight at all, or just want to support from behind your shield, you should set a 24-hour shield sometime on Friday and renew it during Saturday. This carries the least risk. Those who want to save Alliance Points
and time shields precisely risk having their shield expire on Saturday. Even five minutes without a shield is enough to get completely destroyed.
Please also keep your gatherers at the base. Otherwise, they'll get bombed off resource tiles too. As a rule of thumb, all squads should be removed from the wall.
Teleporters
The most important ability in active PvP is the teleporter. You must understand the different functions to effectively escape from stronger opponents.
As a rule, if the free VS teleport is not available, all squads must stay at base! Otherwise, you're defenseless against attacks.
VS Teleport
The free VS Teleport is by far the most powerful teleport. On Saturday, you can teleport to the VS opponent for free. Depending on the outcome of the Warzone Duel, as an attacker you can also teleport to the defending warzones. Not only is the teleport free, but you don't even have to recall your squads to base first. All squads are ready for action after teleporting. All other teleporters require squads to be at base.
That's why the teleport is only available every five minutes. The countdown starts as soon as you teleport to another warzone. You can always teleport back for free the same way, but then you have to wait for the cooldown for a new teleport if it hasn't already expired. You can also manually navigate to the corresponding warzones (e.g., via Favorites) and teleport by clicking on an empty tile. If the VS teleport is available for that warzone, it's also free. The same applies to all free teleports to other warzones—they all share the same five-minute cooldown:
- VS Teleport: In the VS menu, click "Attack" on the "Alliance Assaults" tab.
- Warzone Duel Capitol Battle: In the Warzone Duel menu under the "Capitol Battle" tab, you can teleport to the defending zone (only works as attacker).
- Warzone Grouping: In the Warzone Duel menu, click "Grouping" at the bottom to teleport to all defending warzones (works regardless of your own duel outcome).
- During the Meteorite Iron War, you can teleport to the warzone where the event takes place during both time windows.
Alliance Teleporter
The Alliance Teleporter can be used in your own warzone to teleport to the rally point. Therefore, this teleporter only works in your alliance's warzone. Also, you should only use it if R4 regularly moves the rally point on battle days. Otherwise, there's a risk that enemies will find the rally point and attack there. You should never teleport to the alliance's central base around the Capitol. Enemies naturally look there first, and you're an easy target. Only join the positioning with an active shield.
Random Teleporter
The random teleporter doesn't seem very useful at first since it teleports you to a random spot in the current warzone. But if you need to get away quickly, you can use this teleport effectively to buy some breathing room. Also, this teleporter is relatively cheap like the Alliance Teleporter.
Advanced Teleporter
The advanced teleporter is the most expensive, but unlike the Random and Alliance Teleporter, it's theoretically unlimited for 1500
. Click on an empty tile on the map to teleport there using the advanced teleporter. It's the most versatile teleporter and is used, among other things, to join the alliance positioning.
There's one limitation: In warzones you could theoretically reach with the VS teleport, the advanced teleporter doesn't work. You must wait for the VS teleport cooldown. However, once you're in a foreign warzone, you can use the Advanced Teleporter within that zone.
Offense
Destroying Units
To actually score points or deal damage to the enemy, units must be destroyed. The simplest indicator is a number that pops up above the defender's base during an attack. This number shows how many units were destroyed at the enemy's base. Even if the enemy has no squads on the wall, units on the Drill Ground can still be hit. Whether this is the case can only be seen in the battle report (see below). In the "Stats" tab, there's a note showing units killed on the Drill Ground.
If the enemy has no squads on the wall or the Drill Ground, you can essentially save your Stamina
. Attacks do no damage in that case.

This principle is also important for defense. Even without squads on the wall, a certain number of units on the Drill Ground die with each attack. If you get completely burned multiple times, you can lose all your units.
Defense
Reinforcing Other Bases
When allies lose their shield, it unfortunately rarely makes sense to reinforce them. The reason is simple: enemies usually scout bases and only attack if they can defeat the reinforcements anyway. You're just handing the enemy extra points. Even if multiple reinforcements stop the enemy, there's a high chance the enemy still comes out ahead in VS points because they destroy far more units than they lose.
If you do reinforce a base, you need to stay vigilant and carefully watch which enemies attack and whether they can defeat the reinforcements. In that case, you must withdraw your squads immediately.
Shield Cooldown
After every aggressive action (scouting or attacking), you can't use a shield for 15 minutes. So you need to hide from enemies during this time. You should definitely keep some teleporters ready to escape if needed. Position your base somewhere in the middle of nowhere and wait for the cooldown. Then activate your shield and use the free teleport to return to the positioning.
Hiding Units
If you have fewer units left than your squads can carry, you can effectively hide the units by sending your squads on long marches. If this means no units remain on the Drill Ground, you can even get burned without real consequences (minus some looted resources). In this case, you just need to consistently keep your squads outside your base. Either target a distant resource tile, or send your squads as reinforcement to an ally with a shield. There, they also can't be attacked. Just make sure your ally's shield doesn't expire unexpectedly.
