Are you new to the game of Mobile Strike and wonder about the best way to setup your operational buildings inside the wall. This beginner’s base layout strategy can help. We will go through each of the buildings in the game, and how they can affect your game play. We will use the information provided to help you chart out an easy to follow path to victory. We will also give you additional pointers why certain buildings are more necessary than others, and how you can incorporate them into your game play and overall strategy.
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Please note that the base layout guideline provided here will help you finish challenges by focusing significantly more on Training Grounds and Banks. If you are looking for how to build out your resource plots, please check Resource Building Setup.
This Mobile Strike base layout strategy is written for players who spend little to no money in the game. If you do plan to spend any small amount of money at all, we recommend purchasing Full Auto Mode.
If you plan on spending more money, consider replacing our recommendation of training grounds and banks more into hospitals throughout the game until end game. The reason is that a full hospital can heal troops quite quickly, and you generally do not have to worry about resources as a money player. As you get into end game however, you converge into the same strategy of constant peace shielding for protection. Consider to quickly speed up your HQ levels until you reach 14, build up your troops and push for level 15.
During the game progression and building, you should keep all of your important buildings, as well the buildings required for the HQ upgrades. Your goal is to hit as many challenges as you can, complete them to build up your gold coffers for later levels of the game.
How to Build Your Base Effectively as a Beginner
Below are some of the general guidelines no how to build out your base. As you gain more experience into the game, you may have specific strategies that deal with alliances cooperation, PvP, and Trapping. But here’s a good blue print to get started. You will need all of the important buildings throughout the game.
For individual construction costs and requirements of each building, check out the building reference.
Other Important Buildings: Hall of Hero, Warehouse (non-cash player), War Room, Research Facility. Armory as needed.
6~7 Training Grounds, Rest in Banks, Rally to Protect Troops
6 Training Grounds, Rest in Banks, (Substitude Banks for 1~2 Hospitals If you are in a combat frequent state).
Same as Above, replace Training Grounds with Prison and Death Row for PvP Purposes if needed.
Same as Above, Substitute Banks with Hospitals if you have spec commander as Troop training.
At this stage, if your army has grown millions of troops. Gradually replace hospitals with banks, and opt for shield for troop protection.
Mobile Strike Base Building Layout Building Strategy
Below is a list of buildings and their associated strategies in the game. Note the number in () means that they are requirement for specific HQ upgrade level. You may also want to check our Construction Reduction and Prerequisite Unlock Guide for more information.
Most Important Buildings:
Must needed at lower levels to improve your troop training speed. This is key to earn more rewards at lower level where you have lower level commanders skills who can provide the heavy lifting in troop training bonus.
Training Ground (9, 17)
Boost Training Capacity and Troop Defense. You will need a decent amount to queue troops and win challenges without spending tons of speedups.
Hospital (6, 12, 14)
Necessary to save your troops while base being burned. It is a must have for states or alliance hives that are constantly burned and attacked. The only exception to this rule is that you can potentially setup more hospitals, get burned, and complete power increase challenges through troop healing. However this can be more complicated to execute.
Hall of Hero (10, 18)
Hall of Hero should be build as the consistent hero XP increases add up over time. Hall of Hero becomes a must at HQ level 15 where your commander can be executed, especially if you lack resources to revive your hero. However, they can be considered to be torn if your commander reaches max level, and you do a good job at protecting your commander.
Warehouse (5, 13, 20)
Warehouse is an important building through early and mid game only for a non-cash player. Having a cache of resources can help you instantly rebuild after being attacked. They become less important at end game where you shield your bases for troop protection. It is also less important for cash players who can simply replace their stolen resources quite easily.
Early Troop / Commander Protection, this is a must have building as a first level of protection for your troops. You should consistently ghost rally to protect a portion of your troops. Although this building requires Embassy, but you will most likely be constrained by Tactical Manual. Consider building and tearing down Embassy during War Room upgrade process.
Research (7, 15)
Research facility is important as nearly half of your base’s power will come from upgraded and unlocked research capabilities.
Wall (All Levels)
You will need to upgrade wall level to unlock every HQ upgrade.
Armory is really only useful when you are manufacturing commander gears, and it is a requirement to level up your wall.
Third Tier Building:
Enable you to capture commanders. You generally do not need this building unless you plan on attacking other players bases to capture their commanders.
Enable you to Execute commanders. You generally do not need this building unless you plan on attack other players to kill their commanders.
Fourth Tier Building:
This allows you to store reinforcing troops from other players, they are vital during beginning and mid game for smaller non paying players to receive help.
Trading Post (8, 16)
Trading post allows RSS or resources to be traded. During the resource deployment, it will count towards a deployment slot. The deployment usually travels at a really slow rate as well.
Radar Station (11, 19)
Radar Station is by most part useless, you are more likely to keep your commander ghost rally or shielded at higher level. Use it as a last line of defense in case you forget, however they are generally not needed for good player. Consider only building it out to fulfill HQ upgrade requirement.