Last Asylum Plague Troops

Published: 2026-10-25

Last Asylum: Plague has ten troop tiers, T1 to T10, and each tier opens at a higher Training Grounds level: T7 at level 20, T9 at level 27 and T10 at level 30 with the Elite Troop research. Troops add Might, set how many resources a march carries through Load, and fight with a Morale stat that increases damage. This page covers the tiers, training, load, morale, elite soldiers, Barracks space and healing.

Training Grounds window in Last Asylum: Plague with T7 to T10 soldiers, basic stats for might, troop load and morale

Troop Tiers T1 to T10

Every soldier has six stats: Might, Morale, Troop Load, Soldier HP, Soldier ATK and Soldier DEF. The table shows the base value of each stat per soldier, before research and other bonuses. The T10 soldier gives 1,650 Might against 25 for T1, which is 66 times more. A higher tier raises every stat at once. The squads page explains how to place these soldiers behind your heroes.

TierTraining Grounds levelMightHPATKDEFMoraleLoad
T11251160.30.3205400
T23371740.50.5224600
T368041711245800
T4102101,0772.62.62681,000
T5144122,082552951,200
T6175792,939773251,400
T7207813,9609.59.53701,600
T8241,0655,40913134251,800
T9271,3506,88116.516.55002,000
T10301,6508,38020206002,200

The first tiers open fast: T2 at level 3, T3 at 6 and T4 at 10. After that each step asks for 3 to 4 more levels: T5 at 14, T6 at 17, T7 at 20, T8 at 24, T9 at 27 and T10 at 30. The Training Grounds section of the buildings page lists the cost of those levels.

Troop Training

Soldiers are trained in the Training Grounds. Open it, pick a tier and a number of soldiers, and the queue starts. Each recruit costs Grain and Timber in equal amounts, and the Barracks must have free space. A T10 soldier costs 7,027 of each, but it also gives 450 Might per minute of training against 60 for T3. From T3 up, a Might point costs between 8.5 and 8.7 Grain and Timber together, so higher tiers cost about the same per point and finish far faster.

TierTrain time per soldierMight per training minuteRecruit GrainRecruit TimberHeal cost eachHeal time each
T140s38979729 + 2912s
T260s3714514543 + 4318s
T380s60349349104 + 10424s
T4100s126903903270 + 27030s
T5120s2061,7461,746523 + 52336s
T6140s2482,4642,464739 + 73942s
T7160s2933,3203,320996 + 99648s
T8180s3554,5354,5351,360 + 1,36054s
T9200s4055,7705,7701,731 + 1,73160s
T10220s4507,0277,0272,108 + 2,10866s

The grounds also set the batch size. Training capacity grows with the building level, and the batch time column shows the base time of one full batch of the best tier at that level. The four right columns show what it costs to upgrade the Training Grounds to that level. You can build two Training Grounds from Sanctuary 6, a third from Sanctuary 17, and a fourth with the Extra Training Grounds research at Lab 13.

Training Grounds levelBest tierTraining capacityBase time for a full batchGrainTimberHerbBuild time
1T13322m191902s
5T22033h 23m14,52014,520010m
10T437110h 18m365.1K365.1K147.9K4h 18m
17T644517h 18m8.16M8.16M3.14M1d 8h 42m
20T747521h 6m30.19M30.19M11.95M3d 17h 45m
24T85121d 1h 36m88.49M88.49M34.58M11d 20h 31m
27T95441d 6h 13m271.5M271.5M115.5M32d 12h 42m
30T105731d 11h 1m684.3M684.3M303.7M76d 23h 10m

Research shortens the wait. The Development and Full Development branches give up to +25% training speed and +10% training capacity, and the Elite Troop branch adds +10% speed and +10% capacity on top. Alliance research helps too: Fast Training gives +5% training speed and Coordinated Training cuts the training cost by 5%. The research guide lists the order of the nodes.

Training also scores points in Alliance Duel, so players hold their training speedups until the matching day. The Alliance Duel page covers the event. The upgrade guide shows where Training Grounds fit in the building order.

Troop Training Video

This video shows the troop screens in action: the Training Grounds queue, promotion and the stats window. Watch it next to the tables above to match the numbers with what you see in your own city.

Troop guide for Last Asylum: Plague
Video: Troop guide for Last Asylum: Plague

Soldier Load

Soldier load, shown as Troop Load in the troop window, is how many resources a soldier can carry. The game explains that every point lets you carry more when gathering and plundering, and that higher level soldiers carry more. Load starts at 400 for T1 and grows by 200 with each tier up to 2,200 at T10. Guides agree that plunder income depends on load, so a squad with high load brings home more from the same stamina. The resources page covers where to use it.

To increase soldier load, use these sources:

The same Soldier branch also raises the other combat stats of your troops:

ResearchNodesTotal bonusResearch Lab levels
Attack Training5+30%Lab 7 to 20
DEF Drill5+30%Lab 7 to 20
Survival Training5+30%Lab 7 to 21
Load Training5+25%Lab 7 to 21

Troop Morale

Morale decides who deals more damage when two squads meet. The side with higher morale gains a damage bonus, and the game states the rule directly: your squad deals 1% more damage for every 1% of Morale it has over the opponent. Each soldier adds to the squad morale, and base morale per soldier runs from 205 at T1 to 600 at T10, as the stats table shows. Deployed heroes also influence it.

To raise the morale cap, the game's own tip names three actions: increase soldier capacity, upgrade the soldier level and advance technology. The technology part is the Morale node in the Elite Troop branch, which adds up to +25% and opens at Lab 22. The game also notes that high level soldiers can suppress the morale of lower level ones, so an army of T9 and T10 soldiers beats a larger army of low tiers more often than the headcount suggests.

Elite Troops Research

Elite Troop is a research branch, not a separate soldier type. It opens at Research Lab 20, holds 23 technologies and costs 255,240 Study Scrolls in total. Its nodes raise soldier HP, ATK and DEF, add morale, and speed up training and healing. The last node, Lv.10 Soldier, unlocks T10 training.

NodeEffectMax bonusOpens atStudy Scrolls
MoraleSoldier Morale+25%Lab 2213,640
Training Specialization IIncreases Training Speed+10%Lab 208,840
Training Grounds Expansion IIncreases Training Capacity+10%Lab 208,840
Quick Bandage IIncreases Healing Speed+10%Lab 2417,160
Infirmary Expansion IInfirmary Capacity+10%Lab 2417,160
Lv.10 SoldierUnlocks Lv.10 Soldier TrainingUnlockLab 302,400

The Lv.10 Soldier node asks for Research Lab 30, costs 194.7M Grain, 194.7M Timber and 584.44M Herb, and needs 2,400 scrolls. After it, Training Grounds level 30 lets you train T10. Read the research page for the Study Scroll sources and the full branch list.

Barracks Full

The Barracks sets how many soldiers you can hold. When it is full, the game shows the message about exceeded Barracks soldier capacity and you cannot train more until you free space or raise the limit. You get the first Barracks at Sanctuary 6, the second at Sanctuary 15 and the third at Sanctuary 20, and the Extra Barracks research in Offensive Tactics adds another at Lab 23. The table shows the capacity of one Barracks.

Barracks levelCapacityGrainTimberHerbBuild time
12,02714402s
53,01419,8006,731013m
104,034378.9K122.9K96,5002h 56m
155,0253.28M1.06M934.6K11h 7m
206,02329.11M9.7M7.99M2d 11h 50m
257,017134.7M46.17M39.54M11d 1h 32m
308,033695.2M231.7M180.6M51d 7h 26m

To fix Barracks full, work through this list:

Barracks upgrades are slow at the top end, so compare the table with your Sanctuary plan on the buildings page. The might page shows how soldier Might adds to your total.

Healing Wounded Troops

Wounded soldiers go to the Infirmary, where you heal them for Grain and Timber. Healing costs 30% of the recruit price and takes 30% of the training time at every tier, as the training table shows. You can build three Infirmaries, at Sanctuary 7, 13 and 18, and the Extra Infirmaries research in Defensive Tactics adds one more at Lab 21.

Infirmary levelCapacity of oneCapacity of three
16772,031
58912,673
101,1313,393
151,3744,122
201,6394,917
251,8355,505
302,0306,090

Healing research stacks: Quick Bandage gives up to +25% speed in Development and Full Development, Fast Healing cuts the resource cost by 25%, and Infirmary Expansion adds +25% capacity, with more from the Elite Troop and Defensive Tactics branches. Alliance Heal Aid lowers the healing cost by 5%.

The Soldier's Rest covers soldiers who died. It turns part of the fallen into resting soldiers, and you pay resources to return them to the Barracks. It is available from Sanctuary 1, so it is your only recovery option before the Infirmary opens. The share it recovers grows with its level, and the cost to bring one back matches the healing cost of that tier.

Soldier's Rest levelShare recoveredCapacity
118%400
1027%850
2037%1,350
2340%1,545
3040%2,000

Frequently Asked Questions

What is soldier load in Last Asylum?

Soldier load is the amount of resources one soldier can carry. It matters when you gather and plunder, and it rises with every tier, from 400 at T1 to 2,200 at T10. Load Training research adds up to +25% on top. The load section lists every source.

What does troop morale do in battle?

Morale is a damage stat. The game states that your squad deals 1% more damage for every 1% of Morale it has over the opponent. Base morale per soldier grows from 205 at T1 to 600 at T10, and the Elite Troop Morale node adds up to +25%. See troop morale.

What Training Grounds level do I need for T8?

T8 needs Training Grounds level 24. T7 opens at 20, T9 at 27 and T10 at 30, and T10 also needs the Lv.10 Soldier research. The grounds cannot pass your Sanctuary level, so check the Sanctuary requirements first.

How do I fix Barracks full?

Barracks full means your soldiers reached the Barracks limit, so training stops. Upgrade the Barracks, build the second copy at Sanctuary 15 and the third at Sanctuary 20, and research Barracks Expansion. You can also disband weak low tier soldiers to free space. Details are in Barracks capacity.

How do I get a fourth Training Grounds?

The fourth ground comes from the Extra Training Grounds research, which opens at Lab 13. The first two grounds appear at Sanctuary 6 and the third at Sanctuary 17. Each ground trains its own queue, so four grounds train four batches in parallel. Level costs are in the buildings page.

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