Season 1 Guide
The Quick Last War Season 1 Guide: Surviving the Virus and Conquering the Grid
A complete Season 1 guide to the virus system, new resource loop, Virus Resistance, map conquest rules, and the path toward the City of Apocalypse.

Season 1 changes Last War in a huge way. The old flow of simple zombie clearing and raw power checks is replaced by viral mechanics, a new conquest grid, and a much stricter progression race that punishes alliances that ignore Virus Resistance.
This Last War Season 1 guide explains the full picture: how the new resource loop works, which buildings matter most, how to avoid getting your troops infected, and what rules control Strongholds, Cities, and the final fight for the City of Apocalypse.
Key takeaways
- Mutant Crystals, Immune Proteins, and Genetic Fragments form the new Season 1 progression loop.
- Virus Resistance matters more than raw squad strength when fighting infected enemies and contesting map objectives.
- Your Virus Research Institute is the most important Season 1 building because it is the only way to raise Virus Resistance.
- Alliances must capture adjacent Strongholds before they can take connected Cities on the grid map.
Profession quick pick
Engineer
Best for most players
Choose Engineer if your focus is efficient growth, better upgrade pacing, and stronger long-term account value.
- F2P friendly
- Better resource efficiency
- Useful alliance support value
War Leader
Best for aggressive PvP
Choose War Leader if you plan to lead rallies, fight constantly, and trade long-term efficiency for stronger combat impact.
- Better for whales and rally leads
- Stronger offensive pressure
- Higher value in active war play
1. Understanding the New Resource Loop and Enemies
The first thing every player needs to understand is that Season 1 introduces a closed progression loop built around three new items. If you do not keep this loop running, your account will stall and your alliance will lose pace against stronger groups.
Season 1 also changes the enemy ecosystem. Standard zombies on the world map are largely replaced by Infectious Zombies, while Doom Elites give way to more aggressive Infecting Scorpions. These enemies are not just stronger. They are tied directly to the infection system that defines the season.
- Mutant Crystals are your core upgrade material and come from first kills of world zombies, Infecting Scorpions, and Doom Walkers.
- Immune Proteins are generated by Protein Farms and are required to upgrade the Virus Research Institute.
- Genetic Fragments come from world monsters, radar tasks, and curing infected alliance members, and can be recombined into more Mutant Crystals.
- Genetic Fragments work a lot like shard collection. If you are missing specific types, especially IV, V, and VI, trade with alliance members whenever possible.

2. Expanding Your Base with Season 1 Buildings
Your normal base progression is no longer enough. Season 1 adds new buildings that directly support viral resistance, combat scaling, and long-term seasonal efficiency.
If you want a clean progression path, prioritize the facilities that unlock more resource generation first, then funnel that output into Virus Resistance upgrades and combat buffs.
- Protein Farms should be your first focus. Push your first farm to level 5 quickly to unlock the second one, then continue toward level 10 to unlock more farms.
- The Virus Research Institute is the single most important Season 1 building because leveling it is the only way to increase Virus Resistance.
- Tank, Air, and Missile Military Bases provide extra combat buffs and require both Mutant Crystals and Immune Proteins to upgrade.

3. Managing the Infection Meta and Virus Resistance
One of the biggest mistakes players make is assuming their normal squad power will carry them through Season 1. It will not. Virus Resistance is the stat that decides whether you can fight infected targets efficiently or whether you will burn through troops for almost no progress.
If your Virus Resistance is below the recommended requirement, you will deal poor damage and take severe losses. This makes Virus Resistance more important than raw aggression in many early and mid-season fights.
- Your troops can be infected by attacking infectious zombies above your Virus Resistance level.
- You can also be infected when fighting zombies that guard Cities or Strongholds, or by attacking the Wanted Boss and infected enemy players.
- If your Virus Resistance is low, send a one-hero squad when joining rallies to reduce troop losses.
- Supporting allies by curing infected members is often smarter than overfighting, and it rewards you with Genetic Fragments.
- Reinforcing an ally's base does not infect your troops, so support play remains valuable even when your resistance is behind.

4. Conquering the Grid Map: Hives, Strongholds, and Cities
The Season 1 map is much larger and far more structured than the normal world map. Alliances begin on the outer edges inside hives, and nobody starts with any Cities under their control.
Map conquest follows strict adjacency rules. You cannot skip steps, and alliances that do not plan their pathing carefully will get boxed out by smarter groups.
- Alliances spawn in edge hives and start with zero captured Cities.
- To capture a City, your alliance must first capture the Strongholds adjacent to that City.
- Your alliance can capture exactly 2 Strongholds and 2 Cities per day.
- Stronghold capture opens on Day 1 of Week 1, while City capture unlocks on Day 3.
- After capture, Strongholds are protected for 36 hours and Cities are protected for 7 days.

5. Preparing for the City of Apocalypse Endgame
At the center of the new map sits the Capitol's seasonal replacement: the City of Apocalypse. This is the long-term target that gives alliances a reason to keep building resistance, advancing through the grid, and securing territory over time.
Even for top alliances, this is not an early-rush objective. The season is designed so that alliances need time to build resistance, establish borders, and open a path toward the center before the final contest becomes available.
- If your alliance held the Capitol before Season 1, you initially keep it and still have access to the Ministries.
- The actual City of Apocalypse capture event only unlocks 28 days after city battles begin.
- Use that time to scale Virus Resistance, expand territorial control, and secure the route to the center.

6. Tactical Combat Counters and Siege Planning
Season 1 punishes lazy combat. Throwing your strongest squad at every target is no longer enough because infected enemies now have clearer type matchups and special siege conditions.
Always scout before marching. The right squad type and the right timing will save you more troops than raw impatience ever will.
- Use Air squads against Tank Zombies, Missile squads against Air Zombies, and Tank squads against Missile Zombies.
- When capturing a Stronghold for the first time, expect a Corruptor boss plus waves of infected zombies.
- Those opening Stronghold fights can infect your troops regardless of Virus Resistance, so prepare healing and recovery resources before the siege begins.
Final Thoughts
Season 1 is less about brute force and more about disciplined progression. Alliances that understand the Mutant Crystal loop, prioritize Virus Resistance, and obey the Stronghold-to-City capture path will control the pace of the season.
If you treat this Last War Season 1 guide as your operating manual, you will make better upgrade decisions, avoid wasteful troop losses, and give your alliance a much cleaner path toward the City of Apocalypse.