Read This First: HQ Level Is Your Level
A “leveling service” for Last Z is piloted play on your account, and a bought account is someone else’s HQ. Before either, read our buying guide — including the Last War name trap, because this is Florere’s Last Z, not FUNFLY’s Last War. Everything in this guide is earned on your own shelter.
The cap table shows the linkage at a glance. SimpleGameGuide’s HQ table runs the hero level cap from 5 at HQ 1 upward in steps of 5 — cap 50 at HQ 10, 100 at HQ 20, 150 at HQ 30 — and LDShop’s HQ guide extends the same +5 rule to the current endgame: cap 175 at HQ 35, with the Laboratory at level 30 unlocking T10 troops. An idle HQ queue is therefore not a neutral pause; it is a hard ceiling sitting on your heroes, your troops and every building behind it.
The HQ Rush: Prerequisites Only
Every guide checked gives the same instruction in different words: the HQ should always be upgrading, and only the buildings the next HQ level requires deserve resources ahead of it. The wiki’s priority order runs HQ first, then troop camps, the Military Center, Farm and Lumber Mill, the Laboratory, the Alliance Center, and then whatever the HQ specifically requires. SimpleGameGuide adds the structural rule: from HQ 8 onward, the Laboratory is always required, and the second requirement follows a predictable cycle — so the Lab is a permanent parallel queue, not an occasional errand.
LDShop’s F2P guide adds the counter-intuitive saving: stop the three troop camps (Assaulter, Rider, Shooter) at level 27 rather than maxing them to 30 — the last camp levels’ research costs are enormous, and the same resources redirected into HQ buy hero cap, which is worth more power than the camp levels were. Queue long upgrades before sleep, short ones while active, and treat a second builder as the highest-value convenience in the game, per the same guide.
Hero Levels: Capped by HQ, Concentrated by Formation
Heroes level with hero EXP up to the cap your HQ sets, and their power multiplies through stars and equipment rather than levels alone — the Hall of Honor material shows the shape of the late game: faction buildings to level 20 and a 5-star faction hero as unlock conditions, with HQ 25 recommended before the push to avoid bottlenecks. The beginner discipline from the wiki holds throughout: five heroes per formation, Formation 1 first, S-rank heroes ahead of A ahead of B, and no spreading — a concentrated roster at the cap beats a wide roster twenty levels under it in every mode that pays.
Hero EXP is also an event currency: the Full Preparedness tables score hero EXP consumption (2,000 EXP per point in the Hero Initiative theme, per LastZ.GG), so level heroes inside their scoring window whenever the calendar allows — the same EXP buys the level and the event box. The resource side of all of this is in our resource farming guide.
Power Beyond Levels: Research, Troops and the Lab
Underneath the caps, power accumulates in the Laboratory’s research (permanent advantages, in the wiki’s priority account), troop tiers (up to T10 at Lab 30), and alliance technology — the strategy guides are unanimous that an active alliance is not optional, because help compresses build timers and alliance content holds the game’s best rewards. A leveling plan that maxes HQ and starves the Lab arrives at the cap with low-tier troops and unresearched buffs: the correct shape is HQ always moving, Lab always moving beside it from HQ 8, and everything else built only when one of those two names it as a prerequisite.
The Leveling Order, Condensed
- HQ upgrade always running; if the queue is empty, you are capped, not resting.
- Laboratory as the permanent second queue from HQ 8 onward.
- Build only what the next HQ level requires; camps stop at 27 unless HQ names them.
- Level heroes in Formation 1 to the cap, spending hero EXP inside its event scoring window.
- Join an active alliance early — help, tech and event access are progression systems, not social extras.
Buying Leveling & Accounts
There is no legitimate per-level market: G2G’s shelf is whole accounts priced on HQ level and roster, with seller-recovery risk, and Diamond top-ups only accelerate timers — both are covered, with the Last War warning, in our Last Z buying guide. See the Last Z page for the reviewed market.
Frequently Asked Questions
What is the max hero level in Last Z?
It is set by your Headquarters: the hero level cap rises by 5 per HQ level — 50 at HQ 10, 100 at HQ 20, 150 at HQ 30 in SimpleGameGuide’s table, and 175 at HQ 35 in LDShop’s HQ guide. Raising the cap means upgrading HQ; there is no other route.
What should you upgrade first in Last Z?
The Headquarters, always, with the Laboratory as its permanent partner from HQ 8 (it is required at every HQ level from there). Build other buildings when the next HQ level names them as prerequisites — and stop the troop camps at 27 rather than maxing them, per LDShop’s F2P guide.
How do you level heroes fast?
Keep them at the HQ cap and spend hero EXP inside event windows that score it — the Full Preparedness Hero Initiative theme pays points per 2,000 EXP consumed, so the same EXP buys levels and event rewards. Concentrate on Formation 1’s five heroes first.
When do you unlock more formations?
Formation 1 is available from the start and later formations unlock as you progress — Formation 3 at approximately HQ level 14, per the Last Z Wiki. Use the later formations for gathering and secondary work while Formation 1 carries PvP.
Sources
Checked October 20, 2026. Game systems change with patches, so confirm numbers in game.
- SimpleGameGuide: Last Z HQ upgrade requirements (hero level cap +5 per HQ level, cap 150 at HQ 30 in its table; Laboratory required from HQ 8)
- LDShop: Last Z Headquarters upgrade guide (HQ to level 35; hero cap 175 at HQ 35; Laboratory level 30 unlocks T10 troops)
- Last Z Wiki: beginner guide and buildings (HQ-first priority order; formations of 5 heroes; Formation 3 at about HQ 14; Farm, Lumber Mill/Sawmill, Foundry production; HQ upgrade costs in Wood/Food, Zents and Steel)