Tier List
Build and Conquer tier lists for missiles, buildings, units and defenses, ranked by damage, income and defensive value so weak picks never drain your treasury.
Introduction
Tier lists in Build and Conquer answer one question: what deserves your limited budget first? In a game where every dollar can go into housing, industry, defense or missiles, rankings are survival tools. This page ranks buildings, missiles, units and defenses by three axes — damage output, income generation and defensive value — using creator-tested gameplay from the V0.1 beta and clear reasoning for every placement. The S tier is not "looks cool"; it is "changes the outcome of wars and economies." You will find the Hypersonic BM and RA3 interceptor at the top of the military axis, malls and mid-rise apartments on the economy axis, and a deliberate warning label on every community-reported number, because beta balance patches move faster than tier lists. Use this page to sequence purchases, then dive into the dedicated Buildings, Missiles and Military pages for the full mechanics behind each pick.
Tier Summary: What To Buy First
| Tier | Top Picks | Why They Rank Here |
|---|---|---|
| S | Hypersonic BM, RA3 interceptor, Mall, Mid-rise Apartment | War-deciding firepower, top anti-air, and the two pillars of treasury and population |
| A | MRBM, Iron Dome, Sea RAM, Supermarket, Factory, HIMARS | Reliable damage, capped but essential defense, and steady income/industry anchors |
| B | GLCM, mainline tanks, drones, Nuclear Power Plant, Bunker | Solid mid-game workhorses with clear niches but outscaled at the top end |
| C | SRBM, basic early weapons, starter housing spam | Stepping stones: needed early, replaced or outgrown by better options |
Flagship Picks Explained
Hypersonic BM
Endgame strategic strike
RA3 Interceptor
Anchor of late-game air defense
Mall
Treasury anchor
SRBM
Necessary stepping stone
Core Mechanics
Tier placement in Build and Conquer is driven by three measurable axes. Damage: what a unit or missile actually destroys per launch, adjusted for interception probability — which is why the Hypersonic BM outranks raw-damage alternatives that get shot down. Income: gold per minute relative to footprint and staffing cost, where malls beat supermarkets and upgraded mid-rise apartments beat raw housing spam on population-per-space. Defense: coverage quality per base slot, where the RA3 interceptor leads a stack that includes Iron Dome and Sea RAM (community-reported cap of six per base). Beta balance patches shift these axes without warning — steel acquisition fixes and drone content passes already moved mid-tier picks — so this page re-weights placements whenever creator testing contradicts the previous snapshot.
Advantages
A reasoned tier list saves more money than any discount. Buying into S-tier picks early — malls for income, apartments for population, interceptors for survival — means every later purchase is funded faster and survives longer. The list also exposes trap builds: SRBM spam, defenseless greed economies and luxury constructions that drain treasury without contributing to any of the three axes. Counterplay reasoning is baked into each placement, so the same page that tells you what to buy also tells you what opponents fear — useful when you are the one launching missiles. And because placements cite the logic (interception rates, staffing needs, cap mechanics), you can re-derive the tier after a patch instead of waiting for an update.
Challenges
Tier lists are editorial judgments layered on sparse beta data. Most numeric backing comes from a handful of creator videos: interception behavior, Sea RAM caps and apartment population values are community-reported, not datamined. Balance patches can and do move picks between tiers between wiki updates. Server context also warps rankings — HIMARS dominates neighbor-heavy servers with open sightlines, while dense alliance clusters raise the value of layered defense over long-range strike. Treat every tier here as the best current synthesis of V0.1 evidence, verify anything labeled community-reported against your own servers, and expect the Hypersonic BM / RA3 / mall core to hold while the middle of the list churns with each patch.
Frequently Asked Questions
What is the single best purchase in the game?+
Why is the SRBM ranked so low if it is required?+
Do tier lists change with patches?+
Quick Tips
Buy economy S-tiers before military S-tiers. A mall online three levels earlier funds dozens of interceptors later; the Hypersonic BM cannot launch if the treasury is empty. Sequence your spending: apartments for population, malls for income, interceptors for survival, and only then the missile line. Nations that reverse this order spend the whole beta rebuilding.
When a patch drops, re-check the B and C tiers first. S-tier pillars rarely move, but stepping stones and mid-game workhorses (GLCM, drones, tanks) are exactly where balance patches land their changes. Re-arming a mid-tier build is cheaper than discovering a stale placement too late — spend five minutes on the changelog before committing a full treasury.
Match tiers to your server. Open maps with roaming attackers reward HIMARS and fast air options; alliance-heavy clustered servers reward layered air defense and bunkers. The list is global — your optimal build is local. Watch which compositions your neighbors actually field for a day or two, then weight your purchases toward the counters that server demands.
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