Skip to content
Hero WarsGuide

Hero Wars: Alliance Tower guide: the rules that decide how far you climb

A Tower run is lost on the health bar and the coin clock long before your line-up matters. Here's the daily routine: floor types, star maths, chest floors and what to burn before reset.

2 min read
Hero Wars screenshot
Hero Wars screenshot
Image: © Nexters Global Ltd. — play-lh.googleusercontent.com

Most Tower guides open with a team list. I'm not going to, because what wrecks a Tower run in Hero Wars: Alliance isn't which names you picked. It's a health bar that never refills and a currency that disappears overnight.

How the Tower works

The Tower sits in Strongford and opens at Team Level 15. It has 50 floors and resets each personal Game Day. Every floor is one of three things: a battle, an altar or a chest.

At altars you spend Skull Coins on buffs for your heroes in Tower fights. The harsh rule is that health does not regenerate between battles. Energy carries over, health doesn't. A hero who dies stays dead unless you pay for the Resurrection buff with Skull Coins.

Heroes and Pets need to be at least level 15 to take part.

Why stars matter more than speed

Each victory pays Skull Coins (5 × stars) and Tower Points (floor value × stars). You start at 3 stars and lose one for every dead hero, down to a minimum of 1.

So a sloppy win costs you twice: fewer coins now, and a Resurrection bill later.

Prep: investment, not loadouts

There's no gear puzzle to solve. Equipment, artifacts and glyphs are fixed per hero, so Tower prep is about where you put your upgrades. Spend them on the heroes you'll actually field, and check the Hero Wars tier list (last updated 26 October for the Wodryn update) for who deserves the investment.

There's a trap. Enemy strength is based on the average power of every hero you've summoned, not only your squad, and enemy levels are capped around your team level. Aim for 37 or more heroes summoned and keep the ones you don't use weak. If you've been levelling every summon for fun, rethink it. The Hero Wars heroes page is the place to decide who actually earns your resources.

Pick the squad that survives fights without losing members. That's what the star system pays for.

Chests and the daily coin rule

Blue Tower Chests turn up on floors 4 to 20, Purple ones on floors 22 to 46, and the Final Chest waits on floor 50. They give Gold, Tower Coins or Item Fragments. Opening extra chests costs 50 Emeralds. I'd skip that unless you're short on something specific.

Skull Coins don't carry over from one day to the next. The Skull Coin Exchange suits leftovers, but it isn't available in mobile apps. On mobile, treat spare coins as dead weight and spend them on altar buffs or Resurrection before you stop.

More routines are in our Hero Wars guides.

Before your next climb, decide your coin plan: keep a Resurrection's worth in reserve, and spend everything else at the last altar.

Images: © Nexters Global Ltd.

FAQ

What level do I need for the Tower in Hero Wars?

Team Level 15 opens it. Your heroes and Pets also need to be level 15 to fight.

Do dead heroes come back in the Tower?

Only if you buy the Resurrection buff with Skull Coins. Health also doesn't recover between fights.

Do Skull Coins roll over to the next day?

No. Use them the same day; the Skull Coin Exchange isn't available in mobile apps.

  • #Hero Wars
  • #Hero Wars: Alliance
  • #Tower
  • #Guide
  • #Daily routine
Callum Reid

Guilds and events writer

Guild chat is the first thing I open in the morning and the last thing I check at night. I play Hero Wars and Empires & Puzzles mostly for guild wars and alliance events, and I'm the one reminding everyone the free chest resets at midnight. If an event is worth your stamina I'll say so, and if it isn't I'll say it louder. Spotted a mistake? hello@gatchanews.com