In War Inc: Rising, you should stop upgrading beginner Common and Rare troops once they reach Level 7. Early-tier units exist to fill deployment slots and clear entry stages, but upgrading them past Level 7 consumes universal materials that you need for core mid-game units.
Even if you have extra duplicate cards for starter units, halt their progression at Level 7 and bank your currencies until you pull higher-tier replacements.
Why the Level 7 Cap Matters
Leveling starter units from Level 1 to Level 7 provides affordable early power to stabilize your board. Pushing past Level 7, however, creates diminishing returns:
- Exponential Resource Costs: Upgrading to Level 8 and beyond requires steep currency investments that early-tier units cannot justify.
- Low Stat Scaling: Common and Rare starter units have lower baseline stats and weaker skill multipliers, meaning each added level yields less performance than it would on an advanced unit.
- Lack of Advanced Utility: Starter units lack essential late-stage mechanics, such as heavy crowd control, armor-piercing damage, or high-scaling area-of-effect bursts.
- Opportunity Cost: Currencies spent pushing a Common filler to higher levels directly delay your ability to build core mid-game units when they unlock.
Unit Investment by Tier
Use the following tier guidelines to manage your roster investments:
| Unit Classification | Target Level Range | Progression Role | Resource Action |
|---|---|---|---|
| Starter Common Fillers | Level 1–7 (Hard Cap) | Temporary deployment slots and early wave clear | Stop spending immediately at Level 7. |
| Starter Rare Fillers | Level 1–7 (Hard Cap) | Early secondary damage, off-tanking, or basic utility | Stop spending at Level 7 regardless of duplicate counts. |
| Mid-Game Core Units | Level 8 and Higher | Primary carry damage, specialized tanks, core buffers | Invest banked resources to match or exceed squad level. |
| Late-Game Specialists | Maximum Available | High-rarity hyper-carries and end-game synergy anchors | Priority target for all available progression currencies. |
Traits That Justify Upgrading Past Level 7
Only invest beyond Level 7 when a unit possesses permanent kit value rather than temporary clearing power. Look for these specific traits:
- Higher Base Scaling: Units in higher rarity brackets gain larger numerical bonuses per level, providing more combat value per currency spent.
- Persistent Kit Utility: Units providing damage barriers, armor reduction, continuous enemy displacement, or team-wide attack buffs remain useful regardless of raw damage output.
- Archetype Anchors: Dedicated frontline hyper-tanks or single-target boss killers that define your entire lineup strategy.
If a unit only offers basic frontline durability or flat single-target damage without secondary effects, treat it as a filler and leave it at Level 7.
How to Transition Your Roster
Follow this three-phase process to rotate out your starter troops without stalling stage progression:
- Stabilize the Starter Lineup: Raise your active Common and Rare units to Level 5, then push key frontliners and your main attacker to Level 7. Freeze all upgrades on these units the moment they reach Level 7.
- Stockpile Currencies: Accumulate stage rewards, daily bonuses, and summon pulls. Bank your upgrade materials rather than spreading them across side units.
- Execute One-for-One Swaps: Once you obtain a high-tier core unit, spend your banked resources to level it immediately. Replace your weakest Level 7 Common unit with the new core card, and repeat this process as your roster expands.
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Player Comments
136 players commented on this guide.
The tips are practical and easy to follow.
This saved me time in the early game.
Good guide for War Inc: Rising players. The early game part was useful.
I tried this today and it worked better than my old setup.