The Hero System is a core progression mechanic featuring 179 playable heroes that provide combat leadership, resource bonuses, and strategic advantages.
Heroes are organized by:
9 Camp Factions, with factional warfare bonuses.
4 Rarity Tiers (B/A/S/SS), which determine base potential.
14 Quality Grades (Q2–Q15, internally 1–14), which define level caps from 30 to 140 and stat growth.
5 Arms Types, which control troop specialization.
5 Base Statistics, each with hero-specific growth curves.
Rarity controls access to higher qualities and reflects base hero potential.
| Rarity | Tier | Count | Quality Range | Typical Starting Quality | Acquisition Difficulty |
|---|---|---|---|---|---|
| 0 | B‑Tier | 4 | Q1–Q1 | Q1 | Tutorial/Event only |
| 1 | A‑Tier | 16 | Q2–Q14 | Q2–Q3 | Common (story/daily) |
| 2 | S‑Tier | 48 | Q3–Q14 | Q3–Q4 | Uncommon (lottery) |
| 3 | SS‑Tier | 111 | Q4–Q14 | Q4 | Rare (premium lottery) |
Distribution:
~62% SS, ~27% S, ~9% A, ~2% B.
Quality determines level caps, access to skills, and stat multipliers. Advancement consumes duplicate copies and materials.
| Quality | Name | Level Cap | Color | Level Growth | Stars | Notes |
|---|---|---|---|---|---|---|
| Q1 | Gray | 1 | Gray | 7,000 | 0 | Tutorial heroes only |
| Q2 | Green | 30 | Green | 10,000 | 0 | Common start |
| Q3 | Blue | 40 | Blue | 12,000 | 0 | First skill unlock |
| Q4 | Purple | 50 | Purple | 15,000 | 0 | Typical SS start |
| Q5 | Orange | 60 | Orange | 17,000 | 0 | Mid‑tier |
| Q6 | Red | 70 | Red | 18,000 | 0 | High tier |
| Q7 | Gold | 80 | Gold | 21,000 | 0 | Advanced |
| Q8 | Gold+ | 90 | Gold | 22,500 | ★ | Star 1 |
| Q9 | Gold++ | 95 | Gold | 24,000 | ★★ | Star 2 |
| Q10 | Gold+++ | 100 | Gold | 25,500 | ★★★ | Star 3 |
| Q11 | Platinum | 100 | Gold | 26,600 | 0 | Elite tier |
| Q12 | Platinum+ | 100 | Gold | 27,400 | ★ | Elite star 1 |
| Q13 | Platinum++ | 100 | Gold | 28,200 | ★★ | Elite star 2 |
| Q14 | Platinum+++ | 100 | Gold | 29,000 | ★★★ | Max quality |
Key milestones:
Q3: first active skill.
Q4–Q7: additional skills and major stat boosts.
Q8–Q10: Gold star progression at constant or slowly rising level caps.
Q11–Q14: Platinum tiers at level 100 with increasing stat growth.
Heroes belong to one of 8 active camps, providing faction bonuses and weaknesses.
| Icon | Camp Name | Counters | Bonus | Heroes |
|---|---|---|---|---|
| The Solari Neutral | None | None | 36 | |
| The Minutemen Teal | Vindicators | +20% damage | 19 | |
| The Vindicators Purple | Wildlings | +20% damage | 17 | |
| The Wildlings Yellow | Watchers | +20% damage | 19 | |
| Watchers Blue | Minutemen | +20% damage | 20 | |
| Lawbringers Pale Gold | Wreakers | +20% damage | 1 | |
| Wreakers Red | Lawbringers | +20% damage | 1 | |
| Spacetime Travelers Cyan | None | Neutral | 7 |
Main warfare loop:
Strategic implications:
Build cross‑camp lineups to exploit counters.
Solari and Spacetime Travelers are neutral (no bonus or weakness).
Lawbringers and Wreakers exclusively counter each other.
Recruitment is the primary way to obtain heroes in Last Fortress Underground. The system uses a gacha-style lottery with various recruitment methods and hero pools.
Important: Don't waste premium recruitment cards early game!
Different recruitment cards access different hero pools:
Elite cards come in numbered tiers (0-8), each unlocking additional SS-tier heroes:
Typical recruitment rates for Elite Recruitment:
| Rarity | Base Rate | Notes |
|---|---|---|
| SS (Orange) | 1-3% | Flagship heroes, extremely rare |
| S (Purple) | 5-10% | Solid heroes, viable endgame |
| A (Blue) | 20-30% | Common, early-mid game viable |
| B/C (Green/White) | 60-75% | Abundant, use for advancement material |
Most recruitment banners include pity mechanics:
Various currencies are used for recruitment:
Alternative to direct recruitment:
Collect Friendship Points from friends to recruit Combat Heroes!
How it works:
Benefits:
Special currency for guaranteed Combat Hero recruitment
How to obtain Combat Hero Recruitment Points:
Uses:
Purchase Alliance Recruitment Cards at Alliance Shop
Recruit heroes of a specific faction/camp
Special cards that let you select heroes of specific rarity tiers within a faction:
Recruit designated heroes during special events
Maximize your heroes:
There are 179 heroes total. Full hero definitions are available in the game data.
For a complete, searchable database of all 179 heroes with detailed stats, skills, and filtering:
View all heroes: Browse Hero Database
Heroes come from:
Recruitment/gacha (standard, premium, event, guaranteed) using recruitment tickets and special currencies.
Alliance‑based recruitment and shops (alliance heroes system).
Story and campaign rewards, hero quests, and activity events.
Fragment/shard collection and synthesis.
Details of recruitment systems are fully described in the dedicated recruitment document.
Heroes can reach up to level 140, gated by quality up to level 100 and by special currencies afterwards.
Experience requirements grow nonlinearly; some notable steps:
| Level Range | Example Level | EXP Required | Diamond Bypass | Comment |
|---|---|---|---|---|
| 1–10 | 1→2 | 100 | 0 | Very cheap |
| 5–6 | 5→6 | 800 | 5 | First diamond option |
| 10–20 | 10→11 | 3,200 | 10 | – |
| 20–30 | 20→21 | 27,000 | 60 | – |
| 30–40 | 30→31 | 210,000 | 500 | Q2 cap region |
| 40–50 | 40→41 | 520,000 | 1,500 | Q3 cap region |
| 50–60 | 50→51 | 860,000 | 6,000 | Q4 cap region |
| 60–70 | 60→61 | 1,500,000 | 12,000 | Q5 cap region |
| 70–80 | 70→71 | 2,300,000 | 100,000 | Q6 cap region |
| 80–90 | 80→81 | 2,800,000 | 200,000 | Q7 cap region |
| 90–100 | 90→91 | 3,400,000 | 400,000 | Q8+ region |
Diamond bypass becomes extremely expensive; it exists but is not efficient for most players.
Level caps are tied to quality:
| Quality | Max Level |
|---|---|
| Q1 | 1 |
| Q2 | 30 |
| Q3 | 40 |
| Q4 | 50 |
| Q5 | 60 |
| Q6 | 70 |
| Q7 | 80 |
| Q8 | 90 |
| Q9 | 95 |
| Q10–Q14 | 100 |
Beyond level 100, standard EXP is replaced by:
Hero Essence / Token.
Premium Essence for milestone boosts.
Example requirements:
| Level | Hero Essence | Premium Essence |
|---|---|---|
| 101 | 1,000 | – |
| 102 | 1,200 | – |
| 105 | 1,800 | 1,000 |
| 110 | 2,800 | 1,500 |
| 115 | 3,800 | 2,000 |
| 120 | 4,800 | 2,500 |
| 121 | 10,000 | – |
| 125 | 35,000 | 10,000 |
| 130 | 95,000 | 30,000 |
| 135 | 225,000 | 60,000 |
| 140 | 525,000 | 100,000 |
Level 140 is an extreme long‑term goal.
Quality advancement varies by hero type. Here are the three main advancement paths:

Tutorial and early-game heroes. Simpler advancement path but lower endgame potential.

Main roster SS and S-tier heroes. Complex advancement with higher material costs but superior stats.

Special faction heroes with unique advancement requirements and progression paths.
Advancing quality raises level caps, unlocks skills, and boosts stats. Requirements vary by hero type and quality tier.
Two main consumption patterns:
Indicative pattern:
| Target Quality | Type | Approx Hero Copies | Material Tier |
|---|---|---|---|
| Q2 | 1 | 2 | Common Materials |
| Q3 | 1 | 2 | Uncommon Materials |
| Q4 | 1 | 1 | Rare |
| Q5 | 1 | 1 | Rare+ |
| Q6 | 1 | 1 | Epic |
| Q7 | 2 | 1–2 | Epic Materials |
| Q8 | 2 | 1–2 | Legendary Materials |
| Q9 | 2 | 1–2 | Legendary+ |
| Q10 | 2 | 2 | Mythic |
| Q11–Q14 | 2 | 2 | Mythic+ |
Enhanced progression paths are available for 38 heroes, giving rewards at specific qualities.
Typical milestones:
Q4: Initial reward package (resources and materials).
Q5: Enhanced rewards.
Q6/Q7: Premium tier packages.
Q9/Q10: Legendary milestone rewards.
Example featured heroes:
2411 (Galande) – milestones at Q4, Q5, Q7, Q9, Q10 plus promotional media.
2412 (Kelly) – similar advancement track.
2111 (Mira) – six distinct milestone rewards from Q4 through Q10.
Very rough total duplicate requirements from starting quality:
| Start Quality | Copies to Q7 | Copies to Q10 | Copies to Q14 |
|---|---|---|---|
| Q4 (SS) | ~3–5 | ~8–12 | ~20–30 |
| Q3 (S) | ~4–7 | ~10–15 | ~25–35 |
| Q2 (A) | ~6–10 | ~15–20 | ~35–50 |
Exact values vary by hero and path type.
Heroes typically have 4–5 skills. Skills unlock at specific qualities and can be individually leveled.
General pattern:
Q3: first active skill.
Q4: second skill (often a passive or secondary active).
Q5: third active.
Q6: fourth active.
Q7: fifth skill (only on certain heroes).
Example – Enrique
Skills:
Armor Crush (active) – AoE damage + DEF reduction.
Zombie Hunter (passive) – Bonus damage vs zombies.
Additional passive buffs unlocked at higher qualities.
Unlock progression:
Q3: Main active skill (Armor Crush) – deals weapon damage to all enemies and reduces their defense.
Q4: Zombie Hunter passive – bonus damage against zombies.
Q5–Q7: Additional passive buffs and enhanced effects.
Example – Doris (2105)
Unlock:
Q3: primary defensive skill.
Q4: gathering passive.
Q5–Q6: additional actives.
Skills generally have 20 levels, using skill-specific and generic materials:
Material requirements:
Hero-specific skill stones – Each hero has their own unique skill material.
Generic skill materials – Shared across all heroes for common upgrades.
Higher levels require exponentially more materials. Skill level 15 is a good baseline for most heroes.
Some special skins (like Season of War skins) replace or enhance hero skills with modified versions. See the hero skins guide for details on skill-modifying skins.
Maximize your damage: Not all skills are created equal!
Hero skins provide visual customization and in some cases, combat bonuses:
View complete skin information: Browse Hero Skins
These systems provide additional copies, fragments, or special rewards for focused heroes.