In Last Asylum: Plague: Plague, defeated troops do not automatically vanish from your roster. Combat resolves damage by sorting units into lightly wounded, severely wounded, and killed. Severely wounded troops occupy hospital beds up to your maximum facility capacity, but any severe casualties exceeding your remaining beds die permanently.
To protect your military power, prioritize hospital upgrades alongside troop recruitment, avoid solo offensive sieges, and heal wounded soldiers in small batches using alliance helps.
The Three Casualty Types
Every battle report sorts your involved units into three distinct categories:
- Lightly Wounded: These units absorb combat damage but recover without treatment. Once the march returns to your sanctuary, lightly wounded units rejoin your active roster immediately. They do not consume resources, require speedups, or take up hospital beds.
- Severely Wounded: These soldiers survive but are incapacitated. They are automatically sent to your sanctuary's hospital. Restoring them requires food, timber, banknotes, and healing time. Once treated, they retain their unit tiers and rejoin your garrison without retraining costs.
- Killed (Dead): These soldiers are permanently removed from your account. Dead units cannot be revived or treated. Replacing them requires full resource costs and new recruitment timers at your training camps.
When evaluating battle reports, prioritize the casualty breakdown over the total loss number. A high loss count dominated by lightly wounded troops represents an efficient trade. A report showing heavy severe wounds or direct deaths indicates a bad target matchup or an ineffective march setup.
Hospital Capacity and the Overflow Penalty
Your total hospital bed count sets the upper limit for how many severely wounded soldiers you can safely recover. When a battle generates more severely wounded troops than you have open beds, every overflowing unit bypasses the medical queue and converts directly into a dead casualty.
This overflow mechanic is the primary reason bases lose massive combat power during surprise attacks or cross-server warfare. If your sanctuary has a capacity of 80,000 beds and 40,000 are already occupied by healing troops, you have 40,000 open beds remaining. If an incoming strike causes 70,000 severe wounds, the hospital admits 40,000, while the remaining 30,000 units die permanently.
To avoid overflow wipeouts:
- Keep hospital building upgrades and medical research paced evenly with your troop recruitment.
- Avoid holding an unshielded standing army that exceeds your hospital bed capacity by more than two full march limits.
- Clear wounded troops out of the hospital between battles instead of hoarding casualties in the queue.
Casualty Rates by Combat Location
Where a battle takes place dictates whether incoming damage generates hospitalizable wounds or direct fatalities. Defending your home base offers the best survival odds, whereas attacking hostile structures imposes severe fatal risks.
| Combat Scenario | Primary Casualty Outcome | Permanent Death Risk | Priority Action |
|---|---|---|---|
| Sanctuary Defense | Lightly and severely wounded | None until hospital capacity overflows | Monitor open bed count between attacks |
| Open-Field Skirmish | Severely wounded and direct deaths | Moderate | Retract losing marches before heavy losses mount |
| Enemy Base Siege | Heavy severe wounds and direct deaths | Very high | Attack using coordinated alliance rallies only |
| Resource Tile Clash | Severely wounded | Low to moderate | Contest tiles using lower-tier or expendable squads |
Because attacking an enemy sanctuary guarantees that a percentage of casualties turn directly into deaths regardless of open hospital beds, avoid solo attacks against fortified bases. Breaching high-value bases through alliance rallies spreads damage among multiple players' marches, reducing individual casualty rates.
Speed Up Recovery with Alliance Batch Healing
Queueing your entire wounded army in a single, multi-day healing block wastes alliance assistance. Alliance helps deduct time from active construction and healing timers as flat minute reductions or fixed percentages based on your alliance's research level. Dividing your casualties into short batches allows alliance members to clear your timers for free.
- Select a small group of wounded soldiers whose treatment timer roughly matches your alliance help threshold (typically 15 to 30 minutes).
- Start the heal queue and immediately tap the Alliance Help button.
- Wait for guild members to tap help, reducing the timer to zero without using healing speedups.
- Collect the recovered soldiers, queue the next batch, and repeat.
Save your stored universal and medical speedups for emergency sanctuary defense, kill events, or active alliance wars where instant redeployment is critical.
March Setup and High-Tier Unit Preservation
High-tier units (such as T4 and T5) require extensive training timers and advanced resources. If high-tier damage units take the brunt of severe injuries, recovery becomes slow and expensive.
Structure your marches with sturdy frontline units and defensive heroes to absorb damage, keeping fragile damage carries protected. If an engagement turns unfavorable, retreat before your squad collapses to keep your hospital beds open for unexpected defensive battles.
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Player Comments
101 players commented on this guide.
This saved me time in the early game.
Good guide for Last Asylum: Plague players. The strategy part was useful.
Nice guide. I am checking the other Last Asylum: Plague articles next.
Can you add more details about strategy in a future update?