Don Q - Guidelines

Category: T11, T12 & T13 troops

Enhancing T11, T12 & T13 troops

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Tiers 11, 12 and 13 troops can be enhanced in the Family Advancement Center using Family Hi-Tech Parts. Family Advancement Center is unlocked when your mansion reaches Elite 5. You can further enhance T11 troops in Legacy R&D Center (unlocked at E6+10%).

Enhancing T12 troops requires the Family Training Center to be at least level 10.

Enhancing T13 troops requires the Family Training Center to be at least level 30.

Healing T11, T12 & T13 troops

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High-tier troops like T11 and T12 have a special hospital called Family Medical Center. It is unlocked once your mansion reaches level Elite 5. Once your turf hospitals and clan medical centers are full, T11 and T12 troops will start filling up Family Medical Center and only start dying after Family Medical Center reaches full capacity. T11, T12 and T13 troops instead of dying when they die, enter a coma state. Crew members in a coma state can be healed/revived in the Family Medical Center, where you can use morphine to heal/revive your T11, T12, and T13 troops. Family Medical Center’s capacity can be increased by leveling up the building level or by investing in Family Business Agency in the category Shadow Training (family reputation must be at least Neutral).

Rescue Base – This feature is located in the Healing Center. A certain percentage of the Lost Crew will be sent to the Rescue Base for treatment if the number of Lost Crew exceeds the Ops cap (including T11 and higher Crews),.

T11, T12 & T13 troops

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Guidelines related to T11, T12 & T13 troops

Items related to T11, T12 & T13 troops

Detailed descriptions

Training T11, T12 & T13 troops

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Detailed guidelines on how to unlock T11 troops can be found here, how to unlock T12 here and T13 here.

T11 and T12 troops are slightly different from other troops. They both require additional resources to train them – latent energy.

T11 requires 1 can of latent energy per troop.
T12 requires 2 cans of latent energy per troop.
T13 requires 3 cans of latent energy per troop.