Fastest Path to T10 Troops
Why T10 Is the Goal
Tier 10 troops are the biggest single power jump in pre-season, and that is measurable rather than folklore: a T10 unit is 1,647 power against T9's 1,352. That +295 is the largest step between any two consecutive tiers in the game — bigger than T10 to T11, which is only +193. Unlocking them flips your base from "mid-game" to "endgame-capable". Once you have T10 unlocked, every other investment — gear, heroes, research — compounds harder.
Every guide you will read says Valor Badges are the bottleneck. They are not. Coin is the bottleneck. You will hit a wall on coin long before Valor Badges, research time, or Iron. Plan your coin income around T10 from HQ 25 onward.
Unlock Requirements (Non-Negotiable)
You cannot train a single T10 troop until all three of these are met. Missing any one of them blocks you completely.
The research tree opens up as your Tech Center climbs, but Unit X sits at the very top of it. Plan to have research running continuously from HQ 25 onward — not because the badges are scarce, but because the node itself is 27.7 days of research time (2,399,040 seconds at base speed). That clock is the real gate, and it does not start until everything below it is cleared.
Barracks: Upgrade One, Not All
This is where most players waste weeks. You do not need every barracks at 30.
You start with three. The fourth comes from a research node called Extra Drill Grounds — one level, 7.15 days at base speed, in the Siege to Seize branch — whose effect text is simply "Build an extra Drill Ground". So "all four" is an end state you research your way into, not something you start with and neglect.
Worth knowing, because the names are easy to mix up: the game treats Barracks ("Train Units") and Drill Ground ("Unit assembly point") as two different buildings, and there is a separate, far cheaper research node called Extra Barracks (about 2.5 hours) that grants another Barracks. If you are hunting for the node that gives you the fourth training slot, it is the 7-day Drill Ground one — not the 2-hour Barracks one.
Whichever you have:
- You only need one barracks at level 30 to train T10 of that troop type (Tank, Aircraft, or Missile)
- The others should be staggered at lower levels for waterfall training
- Upgrading every barracks to 30 is an enormous resource drain for zero extra capability
- A barracks can only train up to its own level, which is why one at 30 is enough and four at 30 buys nothing extra
Pick your primary squad type. That is the barracks you max first.
The Special Forces Fast Path
The tree is large, but the trick is that you do not need to max it. Exactly one terminal node gates T10 training, and everything else is either a prerequisite on the way to it or optional. Spend on the path, not on the breadth.
The Node That Actually Unlocks T10
Exactly one node unlocks T10, and it is called Unit X. Its effect text is unambiguous — "Unlock training for Lv.10 units." — and it has a single level, so there is no partial progress and nothing to top up afterwards.
This guide previously named four "gatekeeper" nodes. They are all real, high-tier nodes you will be clearing on the way up, but none of them is what unlocks T10:
If you see people complaining they "finished the research and still can't train T10", the question to ask is whether they completed Unit X specifically — the node whose effect text says "Unlock training for Lv.10 units." Clearing the stat nodes around it does nothing for T10 on its own, and Unit X is a 27.7-day research, so it is easy to have most of the upper tree done and still be weeks away. Find that one node, and point everything you have saved at it.
Pick One Troop Type — Do Not Split
Special Forces has Tank, Aircraft, and Missile-themed branches (plus March Speed). You do not need to unlock T10 for all three types. Pick your primary squad and pour everything into that path.
- Tank is the most common pick in pre-season — the meta favours it and the heroes are easier to obtain
- Aircraft is a common second investment once Tank is matured, for mid-game meta transition
- Missile is rarely the first pick in pre-season
Splitting badges across two troop types typically doubles your timeline. Do one at a time.
Minimum-Waste Order
Within the path to Unit X, follow this order:
- Lower-tier nodes first, cheaply — these are prerequisites you have to clear. Use basic speed-ups or no speed-ups at all; they complete quickly relative to the top
- Mid-tier prerequisites next — start spending Valor Badges here, but keep heavy speed-ups in reserve
- Unit X last, with every speed-up you have saved — it is a single 27.7-day node, so speed-ups are genuinely the difference between unlocking on event day and waiting a month. Save them for this one node rather than spending them on the cheap tiers below it
A common trap: finishing Advanced Protection and then spending badges on adjacent upper-tier nodes "because they look useful". Those nodes do not unlock anything new. Every badge spent outside the path to T10 is a day added to your unlock timeline.
Time Completions to Events
Finish research during event windows to double-dip the rewards:
- Alliance Duel Day 3 (Research Day) is the highest-value window — finish a big research node here for massive event points
- Arms Race Research phase also rewards completions
- Start a long node 1-2 days before the event, apply speed-ups during the event to finish
What You Need to Save Up
Before you start Unit X, build this stockpile:
The Coin Problem
Most of your T10 journey is a coin-farming project.
The two best coin sources
1. Zombie Invasion event (your #1 coin source)
A single Zombie Invasion cycle can earn well over 1 billion coins if you prepare properly.
- Save stamina packs in the week before — do not burn them on normal zombies
- Prioritise boss-level zombies during the event — highest coin drop per stamina
- Join every alliance rally — coin drops scale with rally size
- Aim to spend roughly 95% of stored stamina during the event window
2. Dead-base farming
Abandoned bases (players who have quit) hold large stockpiles — typically 500M–1B, 70-80% of which is coin.
- Farm up to 5 dead bases per day
- Look for bases with high base level and no shield — those are usually inactive
- Scout first to confirm troop counts and shield status
Keep both running
Do not pick one. Run dead-base farming daily as your baseline, and treat each Zombie Invasion as a coin-dump event.
The Secret: Promote, Don't Train
Once T10 is unlocked, the fastest way to fill your squads with T10 troops is not to train them from scratch. Promote T9 troops up instead.
- Training a T10 from raw resources takes the full training time
- Promoting a T9 → T10 takes a fraction of that time for broadly similar resources
- The same principle applies all the way down: promoting T8 → T10 is faster than training T10 from zero
This is the same mechanic as waterfall training, just applied to your final tier.
If you already have the standard waterfall layout (one barracks at T5, T7, T8, and your top barracks), you are already set up to convert everything up to T10 on event days. Your existing T9 stock is effectively pre-paid T10 training. Do not waste that stockpile training fresh T10s from the bottom.
Suggested 30-Day Run to T10
Assuming you are at HQ 27-28 and ready to push:
- Week 1: Finish HQ 30 prerequisites. Tech Center to 29. Pick your main barracks — upgrade it toward 30. Start saving stamina.
- Week 2: Hit HQ 30. Push Tech Center to 30. Push your main barracks to 30. Start farming dead bases daily.
- Week 3: Complete Unit X. Use saved research speed-ups here, not earlier — it is a 27.7-day node and speed-ups are worth far more against it than anywhere below it.
- Week 4: Zombie Invasion coin-dump event. Convert your stockpile of T9 troops into T10 via promotion. Celebrate.
Common Mistakes to Avoid
- Upgrading all barracks to 30 — only one needs to be 30
- Racing HQ 30 while Tech Center lags behind — Unit X sits at the top of the tree, and you cannot start its 27.7-day clock until the path below it is cleared
- Splitting Valor Badges across two troop types — doubles your timeline. Pick one (usually Tank), finish it, then start on the next
- Padding upper Special Forces nodes that aren't on the T10 path — every badge spent off-path is a day added to your unlock
- Burning stamina outside events — save it for Zombie Invasion
- Training T10s from scratch when you have T9 stock sitting in your barracks
- Ignoring dead-base farming because "it's boring" — it is free coin
- Opening resource chests early — resources in your base can be stolen; resources in your inventory cannot
Related Guides
- HQ Progression Guide — the full path to HQ 30
- Tech Center Research Guide — research priorities by phase
- Waterfall Training Guide — the core promotion mechanic you will rely on
- Zombie Siege Guide — the weekly wave defence. (Your biggest coin event is Zombie Invasion, covered above)
- Resource Management — protecting and compounding what you earn
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