The castle upgrades 4 times: for 250 / 550 / 1000 / 1600 gold and not before 1:15 / 2:40 / 4:20 / 6:00. Each level unlocks units of the next tier, enlarges the wave (18 / 18 / 24 / 24 / 30 units) and the placement field (3 → 5 columns), reinforces the lines by 2% and strengthens the hero spell (up to ×1.6).
Level table
| Level | Cost | Not before | Wave size | Placement field | Lines | Spell | Unlocks (Kingdom / Wilds / Pale Court) |
|---|---|---|---|---|---|---|---|
| 1 | — | 0:00 | 18 | 3 × 6 | — | ×1 | Militia, Archer / Scamp, Bog thrower / Skeleton warrior, Skeleton archer |
| 2 | 250 | 1:15 | 18 | 3 × 6 | +2% | ×1.15 | Spearman, Standard-bearer / Armored beetle, Mushroom shaman / Ghost, Gravedigger |
| 3 | 550 | 2:40 | 24 | 4 × 6 | +4% | ×1.3 | Knight, Battle mage / Thicket wolf, Marsh witch / Bone rider, Lich apprentice |
| 4 | 1000 | 4:20 | 24 | 4 × 6 | +6% | ×1.45 | Catapult / Stone golem / Coffin cart |
| 5 | 1600 | 6:00 | 30 | 5 × 6 | +8% | ×1.6 | Gryphon rider / Firemane wyvern / Bone dragon |
- Cost is paid on moving to the level, not before is the minimum match time.
- The placement field grows from 3 to 5 columns, so more ranged units fit in the rear.
- The lines get +2% durability per level above the first.
- The hero spell grows up to ×1.6 (damage or the number of summons).
- Attack and armor: upgrade levels (60, 130, 240, 400, 650 gold) cannot exceed the castle level.
What the castle looks like for each faction
With every level the castle and the lines change material: from wooden walls to royal ones.
- The Kingdom: wooden walls → stone walls → iron-bound walls → marble walls → royal walls
- The Wilds: twig-and-hide stakes → mossy boulders → bone and horn → crystals and roots → the golden tree
- The Pale Court: rotten planks and bones → black stone → rune iron → crypt marble → moon gold
By the look of the enemy lines you can easily tell his castle level in an online battle.
When to upgrade
- Level 2 (250): unlocks tanks and support. Upgrade at the first chance, usually between 1:15 and 2:00.
- Level 3 (550): unlocks riders and mages, the main “strike” units. This is the turning point of most battles.
- Level 4 (1000): siege. Needed to break lines quickly.
- Level 5 (1600): air (the most expensive units). Not required if you are winning at level 4.
Do not upgrade the castle “to the maximum” at any cost: if the enemy is pressing, buy more units. But do not delay level 3 either: knights, wolves, riders and mages change the picture.
Attack and armor
The Castle window has two extra upgrades for the whole army:
| Level | Cost | Attack | Armor |
|---|---|---|---|
| 1 | 60 | +10% | +1 |
| 2 | 130 | +20% | +2 |
| 3 | 240 | +30% | +3 |
| 4 | 400 | +40% | +4 |
| 5 | 650 | +50% | +5 |
Armor works through the multiplier 10 / (10 + armor): each point reduces damage a little, and against weak hits (arrows, scamps) the effect is especially strong. Attack grows linearly, so it is worth buying when you have many units.
FAQ
When should I upgrade the castle?
As soon as you have the gold and the minimum time has passed: 1:15 for level 2. A weak castle leaves you without higher-tier units and a strong opponent will use it quickly.
Does the castle strengthen units already on the field?
No: the castle unlocks new units and strengthens the lines and the spell. Army attack and armor are upgraded separately in the Castle window.