Immortal Boost Levels
Immortal Boost Levels – Costs, Milestones, and Smart Priorities
Boost Levels are basically your Immortal’s gym membership: pure stats and combat juice, paid for in gold. And yeah—upgrading them gets expensive fast. From level 1 to 30, the costs snowball, so you want to pace it, hit the right milestones, and line things up with your actual marches instead of chasing pretty numbers.

The good news: you can shave up to 20% off the gold costs through Immortal Technology. The trick is knowing where to stop, who to push first, and how to keep alt teams from falling so far behind that they become dead weight.
Important to know: Boost Levels and the 20% Discount
- Every Immortal can be boosted from Level 1 → 30.
- Costs climb hard as you go up.
- Immortal Technology can reduce gold costs by up to 20%.
- The table below shows Base Cost and Cost w/ Tech (-20%), plus the stat/buff you unlock at each level.

Total Gold (levels 1→30)
- Base total: 572,948,663
- With -20% Tech: 458,358,930
That’s why planning matters.
Full Cost & Buff Table
| Boost | Gold Req | Cost w/ Tech | Gain / Buff |
|---|---|---|---|
| 30 | 80,000,000 | 64,000,000 | +300 Troop Number |
| 29 | 75,000,000 | 60,000,000 | +5.0% Resilience, +10 Initial Energy, +2.0% Energy Regen |
| 28 | 70,000,000 | 56,000,000 | +5.0% Crit Rate, +10% Crit Bonus |
| 27 | 65,000,000 | 52,000,000 | +5.0% Dodge, -2.0% Phys Dmg Taken, -2.0% Mag Dmg Taken |
| 26 | 55,000,000 | 44,000,000 | +5.0% Accuracy, +2.0% Physical Dmg, +2.0% Magical Dmg |
| 25 | 45,000,000 | 36,000,000 | +300 Troop Number |
| 24 | 40,000,000 | 32,000,000 | +4.0% Resilience, +10 Initial Energy, +2.0% Energy Regen |
| 23 | 35,000,000 | 28,000,000 | +4.0% Crit Rate, +10% Crit Bonus |
| 22 | 30,000,000 | 24,000,000 | +4.0% Dodge, -2.0% Phys Dmg Taken, -2.0% Mag Dmg Taken |
| 21 | 25,000,000 | 20,000,000 | +4.0% Accuracy, +2.0% Physical Dmg, +2.0% Magical Dmg |
| 20 | 20,000,000 | 16,000,000 | +300 Troop Number |
| 19 | 15,000,000 | 12,000,000 | +25 Initial Energy, +5.0% Energy Regen |
| 18 | 7,000,000 | 5,600,000 | +10.0% Crit Bonus |
| 17 | 5,000,000 | 4,000,000 | -2.0% Phys Dmg Taken, -2.0% Mag Dmg Taken |
| 16 | 3,000,000 | 2,400,000 | +2.0% Physical Dmg, +2.0% Magical Dmg |
| 15 | 800,000 | 640,000 | +300 Troop Number |
| 14 | 700,000 | 560,000 | +3.0% Resilience |
| 13 | 550,000 | 440,000 | +3.0% Crit Rate |
| 12 | 400,000 | 320,000 | +3.0% Dodge |
| 11 | 240,000 | 192,000 | +3.0% Accuracy |
| 10 | 93,763 | 75,010 | +300 Troop Number |
| 9 | 60,700 | 48,560 | +25 Initial Energy, +5.0% Energy Regen |
| 8 | 46,300 | 37,040 | +10.0% Crit Bonus |
| 7 | 31,900 | 25,520 | -2.0% Phys Dmg Taken, -2.0% Mag Dmg Taken |
| 6 | 17,500 | 14,000 | +2.0% Physical Dmg, +2.0% Magical Dmg |
| 5 | 3,100 | 2,480 | +300 Troop Number |
| 4 | 2,400 | 1,920 | +3.0% Resilience |
| 3 | 1,700 | 1,360 | +3.0% Crit Rate |
| 2 | 1,000 | 800 | +3.0% Dodge |
| 1 | 300 | 240 | +3.0% Accuracy |
Milestones You Should Care About
While all boost levels provide solid buffs, some are naturally better than others depending on the immortal you’re using. For instance, Crit and Energy are great for mages, while Physical Attack and Accuracy are naturally better for physical damage dealers. However, there are milestone upgrades that make natural stopping points: boost levels 5, 10, 15, 20, 25, and 30 each grant +300 troops.
When upgrading your immortals, I’d follow a few rules of thumb. First, prioritize your main march. Getting one strong march is super important, and within that march you should prioritize your main damage dealer(s) first, then move on to secondaries. That said, you shouldn’t end up with a main team at boost level 30 while everyone else sits at 0. You do need to prioritize your main, but you should also make sure the rest aren’t falling too far behind. This balance can be tricky.
What works well for me is upgrading in increments based on the troop-count milestones (these are the most impactful level upgrades). For example, as I pushed my main to boost level 30 in Season 2, I kept my second team at 20 and my third and fourth at 15. After finishing 30 on my main, I upgraded all teams I rely on for combat (Arena, Throne, etc.) to level 20. Then I began taking key immortals outside my main up to 30.
Cumulative Gold to Hit Each Milestone (1 → X)
- Lvl 5: 8,500 base | 6,800 w/ Tech
- Lvl 10: 258,663 base | 206,930 w/ Tech
- Lvl 15: 2,948,663 base | 2,358,930 w/ Tech
- Lvl 20: 52,948,663 base | 42,358,930 w/ Tech
- Lvl 25: 227,948,663 base | 182,358,930 w/ Tech
- Lvl 30: 572,948,663 base | 458,358,930 w/ Tech
So yeah—20 and 25 are huge commitments. Plan your season around these jumps if you’re aiming for serious PvP benchmarks.
Flex Picks vs. Raw DPS: Choose Your Path
Once you’re figuring out what to upgrade after completing your main immortals, there are generally two ways to approach it. Either upgrade your secondary team’s strongest damage dealers first, or upgrade key immortals you might want to swap into your main when you need to counter specific enemies. For example, I’m maxing Qin even though he isn’t in my main right now, because having access to Wounds to counter a heal-sustain (Holy) player is extremely powerful. Once I finish that, I’ll move on to the damage dealers from my secondary and third marches.
Conclusion Summary
- Boost Levels are powerful but pricey—the -20% Immortal Tech discount is huge, so unlock it early if you can.
- Troop milestones (5/10/15/20/25/30) are the best stopping points and make planning way easier.
- Match stats to roles: Energy/Crit for mages, Accuracy/Physical% for physical DPS, Resilience/Dodge/DR for tanks.
- Don’t neglect alt teams—hit milestones so they remain useful in Arena/Throne/KvK instead of becoming dead weight.
- Use a mixed plan: main carry to 30 over time, bring other teams to 15→20, then sprinkle 25/30 where it actually swings fights.
Bottom line: Push your main, milestone your backups, and always keep one counter-immortal climbing. That’s how you stay strong now without trashing your long-term gold economy.
Published: 08-10-2025
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