Scaling Guide — Where Your Next Fragment, Core and Stone Should Go
Every upgrade system in this game — hero levels, hero stars, D5 promotion, exclusive weapons, Mythic forging — shares one design: costs climb steeply while the gains stay flat. The last steps of anything are the worst value in the game, and the first steps of something new are the best. If you remember nothing else from this page: breadth before depth. All numbers below come from the verified cost tables in this hub. ✅
| System | Resource | First steps buy… | Last steps buy… | Early-vs-late value |
|---|---|---|---|---|
| Hero levels | EXP | 90M EXP per capacity point (Lv.150–155) | 400M per point (Lv.170–175) | 4.4× |
| Hero stars | Fragments | 39 ATK+DEF per fragment (1★) | 4.9 per fragment (5★) | 8× |
| D5 promotion | Power Cores | 90 power per core (hexagon 1) | 9 per core (hexagon 5) | 9.5× |
| Mythic forging | Forging Stones | 0.40% per stone (Lv.2) | 0.08% per stone (Lv.5) | 5× |
| Hall of Honor statues | Fragments | 10 per level (Lv.1–100) | 30 per level (Lv.201–350) | 3× |
| Tactical Plugins (chips) | Plugin EXP | ~24K EXP per stat point (0→7★) | ~50K per point (8★) | 2× |
| Exterior modules | Module parts | 17.5K EXP per +1% DMG (Lv.10) | 26.2K at Lv.15 | 1.5× — the exception |
1. Hero stars — the 5th star costs 5× the 3rd star for the same stats
Section titled “1. Hero stars — the 5th star costs 5× the 3rd star for the same stats”Here is the fact that settles most arguments. On an S hero, stars 3, 4 and 5 each give exactly the same stat gain: +2,437 ATK and +2,437 DEF. Only the price changes:
| Star | Fragments (per step × 5) | Fragments for the star | ATK & DEF gained | Value per fragment |
|---|---|---|---|---|
| 1★ | 5 | 25 | 975 | 39.0 |
| 2★ | 10 | 50 | 1,463 | 29.3 |
| 3★ | 20 | 100 | 2,437 | 24.4 |
| 4★ | 60 | 300 | 2,438 | 8.1 |
| 5★ | 100 | 500 | 2,437 | 4.9 |
What that means in practice: 175 fragments takes a brand-new hero from 0★ to 3★ and buys +4,875 ATK and DEF. The same-tier hero’s 5th star alone costs 500 fragments and buys +2,437 — half the stats for triple the price. Fragment for fragment, early stars are 8× more efficient.
The honest exception: the 5th star also unlocks the biggest skill bump (the 5-star skill levels — e.g. a faction leader’s final capacity bonus), and that can be worth the premium. So the rule is an order, not a ban: everyone deployed → 3★ first; then 4★/5★ for your faction leader and main damage heroes only; never star an economy hero past 3★.
The same curve applies to exclusive weapon fragments: per-step costs run 5 → 10 → 20 → 30 → 50, so the final level costs 10× the first per step. Every deployed combat hero holding their weapon at a mid level beats one hero at max.
2. D5 gear & Power Cores — every hexagon buys the same power, at up to 9.5× the price
Section titled “2. D5 gear & Power Cores — every hexagon buys the same power, at up to 9.5× the price”Each promotion hexagon — first or fifth — adds roughly the same ~99,500 equipment power (six steps of ~11,700, with a ~41,000 finisher). The core cost per hexagon is what explodes:
| Hexagon | Power Cores | Power gained | Power per core | Weapon Troop DMG% at completion |
|---|---|---|---|---|
| 1 | 1,100 | ~99,500 | 90 | 7% |
| 2 | 2,800 | ~99,500 | 36 | 9% |
| 3 | 4,500 | ~99,500 | 22 | 11% |
| 4 | 6,500 | ~99,500 | 15 | 13% |
| 5 | 10,500 | ~99,500 | 9 | 15% |
What that means in practice: the final hexagon of one piece costs 10,500 cores and adds +2% Troop DMG. For 8,400 cores — less — you take a whole new piece from 0 to hexagon 3, which adds ~298,500 power and +11% Troop DMG. Three times the power, five times the damage, for fewer cores.
3. Mythic forging — everyone to Stage 2, then stop and think
Section titled “3. Mythic forging — everyone to Stage 2, then stop and think”The forging track’s value per stone is a cliff, and Stage 2 is the peak:
| Forge stage | Forging Stones | Basic stat boost gained | Value per stone |
|---|---|---|---|
| Lv.1 | 30 | +10% | 0.33% |
| Lv.2 | 50 | +20% | 0.40% — best in the track |
| Lv.3 | 100 | +20% | 0.20% |
| Lv.4 | 200 | +25% | 0.12% |
| Lv.5 | 300 | +25% | 0.08% — worst in the track |
| Mythic step | 300 (+50 Pulse Modules) | +100%, and enhance cap +25 | 0.33% |
What that means in practice: taking a piece to Lv.2 costs just 80 stones and banks +30% basic stats. Going from Lv.2 to Lv.5 costs 600 more stones for only +70% — stages 3–5 are the worst stones you will ever spend, and their only real purpose is to reach the Mythic step. So:
4. Hero levels — park at 160–165; Lv.175 is a trophy
Section titled “4. Hero levels — park at 160–165; Lv.175 is a trophy”Past Lv.150, every 5-level bracket gives the same gains — +15 troop capacity and roughly the same ATK/DEF — while the EXP bill explodes:
| Levels | EXP required | Capacity gained | EXP per capacity point |
|---|---|---|---|
| 150 → 155 | 1.35B | +15 | 90M |
| 155 → 160 | 2.16B | +15 | 144M |
| 160 → 165 | 3.10B | +15 | 207M |
| 165 → 170 | 4.25B | +15 | 283M |
| 170 → 175 | 6.00B | +15 | 400M |
What that means in practice: Lv.165 → 175 costs 10.25B EXP — 47% of all the EXP a hero ever consumes (21.8B from Lv.1 to 175) — and buys just +30 capacity. Almost the same amount (11.6B) takes a whole second hero from Lv.1 to 165, which buys +395 capacity and an entire hero’s worth of stats. To feel the scale: even with maxed refugee crews (~2.07M EXP/h), those last ten levels on one hero are about 200 days of your entire base’s Training Ground output.
5. Hall of Honor — three statues pay your troop capacity ✅
Section titled “5. Hall of Honor — three statues pay your troop capacity ✅”The Hall of Honor capacity line on every hero’s panel doesn’t come from the big S-hero statues — it comes from one purple (A) statue per faction, and most players never touch them:
| Statue | Faction it buffs | Milestone bonus | Also gives |
|---|---|---|---|
| Christina | Wings of Dawn | WoD Hero Troop Capacity | All Heroes’ DEF +2 per statue level |
| Vivian | Blood Rose | BR Hero Troop Capacity | All Heroes’ DEF +2 per statue level |
| Maria | Guard of Order | GoO Hero Troop Capacity | All Heroes’ DEF +2 per statue level |
Statue leveling costs that hero’s fragments (the hero must be 5★ first), and the price climbs in three flat brackets:
| Statue levels | Cost per level | Levels | Fragments |
|---|---|---|---|
| 1–100 | 10 | 100 | 1,000 |
| 101–200 | 20 | 100 | 2,000 |
| 201–350 | 30 | 150 | 4,500 |
| Total 1 → 350 | 350 | 7,500 |
The capacity ladder is identical on all three (verified live):
| Statue level | 50 | 100 | 150 | 200 | 250 | 300 | 350 |
|---|---|---|---|---|---|---|---|
| Capacity gained | +3 | +3 | +5 | +5 | +7 | +7 | +7 |
| Running total | 3 | 6 | 11 | 16 | 23 | 30 | 37 |
What that means in practice: the measured account finished the climb on 2026-09-24 — Christina, Vivian and Maria all sit at Lv.350, and every hero’s panel now shows the full +37 Hall of Honor capacity. Each Lv.350 milestone was a single purchase that paid +7 to every hero of that faction at once. The milestone economics: cumulative fragments at each capacity milestone run 500 / 1,000 / 2,000 / 3,000 / 4,500 / 6,000 / 7,500 for a running capacity of 3 / 6 / 11 / 16 / 23 / 30 / 37 — so Christina, Vivian and Maria’s first two milestones cost just 1,000 purple fragments each for +6 faction-wide capacity. Compare that to hero levels: Lv.170→175 costs 6B EXP for +15 capacity on one hero.
Fragment doctrine — 3% vs 5%
Section titled “Fragment doctrine — 3% vs 5%”A debate that keeps coming back: is it better to push one statue at a time to 350, or spread fragments wide? The milestone schedule decides it — and we now have the complete schedule live-read ✅ from the new S3 statue (all seven milestones on one screen): an S statue pays its faction +2% at Lv.50, +2% at Lv.100, +3% at Lv.150, +3% at Lv.200, and +5% at each of Lv.250, 300 and 350 — +25% lifetime. Against the bracket prices above:
| Climb | Fragments | Milestone | Fragments per 1% |
|---|---|---|---|
| Lv.1 → 50 | 500 | +2% | 250 |
| Lv.50 → 100 | 500 | +2% | 250 |
| Lv.100 → 150 | 1,000 | +3% | ≈333 |
| Lv.150 → 200 | 1,000 | +3% | ≈333 |
| Lv.200 → 250 / 300 / 350 | 1,500 each | +5% each | 300 |
The curve is U-shaped: the first hundred levels are the cheapest milestone fragments in the whole Hall (250 per 1%), and past Lv.100 the race is nearly flat — the 5%-segments beat the Lv.100–200 climbs by about ten percent (300 vs ≈333), not the 2× the “rush one to 350” camp claims. Worked through on 6,500 fragments with everything at Lv.100: one statue pushed 100 → 350 buys +21% for its faction plus 1,250 account-wide flats; the same spend taking three statues to 200 buys +18% plus 1,500 flats. One-at-a-time keeps a real but modest lead. What actually decides where fragments go:
- Every statue to Lv.100 first. Cheapest account-wide flats (10/level) AND the cheapest milestones (+4% for 1,000 fragments) — this stage pays whatever faction the statue is.
- Then faction decides. Milestones are faction-only — a +5% on a faction you never march is worth nothing in your reports. Your march faction’s S statues continue in any order (the 350-rush edge is a tiebreaker, not a strategy); off-faction statues wait at Lv.100.
- The capacity statues still jump the queue (rule 1 of this section): their milestones pay troop capacity from Lv.50 up, and every march uses capacity regardless of faction.
Corrected November 6–10, 2026: an alliance member caught the missing Lv.150 milestone, and the full seven-milestone schedule was then read live on the new S3 statue — our own account had capped all statues on Oct 1, hiding everything below 200. 1 → 200 pays 10%, not 3%. Exactly the kind of catch the corrections process is for.
6. Tactical Plugins (chips) — wide to 7★ costs half per point ✅
Section titled “6. Tactical Plugins (chips) — wide to 7★ costs half per point ✅”Measured live on a full 0★→8★ rebuild (every bar logged, then validated on three more plugins — the curve is identical for all of them). Two things make chips different from every other system on this page: every marker inside a star pays the same stat tick — there is no completion spike and therefore no parking penalty — and the EXP curve is unusually gentle. What bites is the absolute size, and the copies:
| Star | EXP for the star | Duplicate copies | Primary stat gained | EXP per stat point |
|---|---|---|---|---|
| 1★ | 129,500 | — (20 catalysts) | 96 | 1.3K |
| 2★ | 512,000 | 1 | 128 | 4.0K |
| 3★ | 1,266,300 | 2 | 192 | 6.6K |
| 4★ | 3,195,700 | 3 | 192 | 16.6K |
| 5★ | 5,292,100 | 6 | 256 | 20.7K |
| 6★ | 9,680,600 | 8 | 304 | 31.8K |
| 7★ | 16,149,800 | 16 | 368 | 43.9K |
| 8★ | 22,260,700 | 21 | 448 | 49.7K |
| 9★ | ~30.7M (est.) | ? | 512 | ~60K |
What that means in practice: EXP per point worsens only ~13–21% per star past 7★ — gentle by this game’s standards — but taking a second chip from 0★ to 7★ averages 23.6K EXP per stat point, half the price of pushing a first chip’s 8th star (and it banks 1,536 points to the 8th star’s 448). In fodder terms: 1 purple plugin = 50,000 EXP, so an 8★ point costs about one purple each. The harder wall is duplicate copies — stars 7 and 8 alone eat 37 of the 57 copies the whole track needs, and orange copies barely farm.
7. Exterior modules — the exception: the last level is fair ✅
Section titled “7. Exterior modules — the exception: the last level is fair ✅”Every other system on this page punishes the last step. The vehicle’s exterior modules are the exception, and it’s worth seeing why. Costs triple per level (a level-N part = 3^(N−1) level-1 parts, verified live at the Lv.14→15 bar: exactly 393,660 EXP) — but the stat payout accelerates too. On the attack modules (Mounted Cannon, Nitro Booster, Solar Cell), per point of Troop DMG:
| Module level | EXP for the level | Troop DMG% gained | EXP per +1% DMG |
|---|---|---|---|
| 11 | 98,415 | +5% | 19.7K |
| 12 | 196,830 | +6.25% | 31.5K |
| 13 | 196,830 | +6.25% | 31.5K |
| 14 | 196,830 | +7.5% | 26.2K |
| 15 | 393,660 | +15% | 26.2K |
What that means in practice: Lv.15 costs double Lv.14 — it’s exactly one third of the entire 1→15 track — but it pays +15% Troop DMG (the single biggest DMG jump in the vehicle, as much as a maxed D5 weapon’s whole promotion track) plus +25 main stat. Per point, the top levels are cheaper than 12–13. So there’s no value cliff to avoid here; the constraint is part income: free drops run ~1,019 level-1 equivalents a week, which puts one maxed module literally decades out for F2P. That’s a paywall, not a trap — and it means whatever parts you do have are never badly spent at the top.
The order of operations — one checklist
Section titled “The order of operations — one checklist”| Priority | Do this | Before this |
|---|---|---|
| 1 | Every deployed hero to Lv.160–165 | Anyone pushing Lv.166–175 |
| 2 | Your faction’s purple statue (Christina / Vivian / Maria) to its next capacity milestone | Honor spent on other statues |
| 3 | Every deployed hero (F1–F3) to 3★ | Anyone’s 4th or 5th star |
| 4 | All 4 gear slots of a formation to the same hexagon | One piece racing ahead |
| 5 | F2 gear to hexagon 3 | F1 gear into hexagons 4–5 |
| 6 | Every equipped piece forged to Mythic Lv.2 | Any piece into Lv.3+ |
| 7 | Every deployed chip to 7★ | Anyone’s chip pushing 8★+ (copy income decides) |
| 8 | All six exterior modules roughly even, attack modules leading | Focused pushes past ~Lv.12 — then go as far as parts reach; the top levels pay fairly |
| 9 | 5★ and Lv.175 for your faction leader & main carry; one piece to full Mythic | — the depth phase, once breadth is done |
Level, star, fragment, promotion and forging values are from the verified cost tables in this hub (Heroes → Hero Leveling Chart 1–175 & Progression Costs, D5 Full Tables, and the Mythic forging track). Plugin star-up costs were live-measured on a full rebuild and the module EXP model live-verified (Vehicles section). Star stat bands measured on S heroes; A/B tiers scale lower but follow the same cost curve, so the rules hold everywhere.