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Hero Wars: Alliance Tower Guide: Relics, Jorge and Daily Rewards

Clear the current 23-floor Tower with the right relics, a durable team and a practical plan for Jorge Boundless. Learn how resets, chests and Instant Clear work.

👤 By Ron
📅 Updated 03.11.2026
👁️ 15 views
⏱️ 9 min read
Hero Wars: Alliance
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The current Tower in Hero Wars: Alliance is a 23-floor daily climb ending in Jorge Boundless. Win relic-floor fights, choose temporary team boosts and open treasure chests on the way. The most useful relic depends on what is stopping your team: survival, boss casts or damage. Check the wording on each offer rather than choosing a door colour blindly.

This guide covers Alliance, including the current boss. Older 50-floor advice and Dominion Era rules use different systems: do not plan around persistent health, saved energy, Skull Coins or altar resurrection in this version.

The daily route and what carries over

Stage What happens Decision
Relic floor Fight an opposing team; winning gives gold and a choice of one offered relic. Choose a door by its indicated relic type, then read the actual choices.
Treasure floor Three chests contain gold, Tower Coins or random equipment fragments. Open one free; pay emeralds for extra chests only if their cost is worthwhile to you.
Floor 23 Fight Jorge Boundless for gold, Tower Coins and equipment fragments. Choose an available team that can survive his magic damage and deal sustained damage.

The Tower unlocks at team level 15 and resets at 05:00 in your in-game time zone. Collect rewards in the Tower itself; Nexters says they are not mailed. Each battle starts both teams at full health and zero energy. Your selected Tower relics remain active for the day, but the same selected relic will not be offered again until reset; unselected options can return.

Nexters’ Tower article says opponents are set at reset based on the power of your five strongest heroes. Upgrading after reset can help against the already-set opponents that day; the difficulty changes at the next reset. The amount of gold and Tower Coins from chests also depends on those five heroes’ power at reset and the floor. Build a useful core rather than spreading resources simply to inflate power.

Prepare a team that wins each fight

Start with your best-developed tank, a healer or protective support, and damage dealers who work together. A healer helps keep heroes alive during each battle, especially against Jorge’s team damage, but there is no need to spend the last seconds healing for the next floor. Energy also resets, so use a ready ultimate when it can save a hero or secure the current fight; there is no carryover reward for holding it.

For an accessible starting point, try an invested Astaroth and Thea with three of your strongest complementary attackers or supports. This is a template, not a guaranteed winning lineup. If the front hero falls first, improve or replace your tank or take defensive relics. If the team survives but times out, trade excess protection for a developed damage dealer and offensive relics. If the back line dies, seek team-wide protection or healing instead of only a stronger tank.

You cannot retreat. Skipping makes the battle finish automatically; it does not cancel or undo it. A successful fight cannot be replayed. Heroes who die, or who fail to beat opponents within the time limit, cannot enter the next fight until the daily reset. After a loss you can try again with other available heroes, so preserve a usable reserve if your first team is at risk.

Choose relics for the problem in front of you

A door can show one or two relic types. Gold ornaments generally improve stats, blue weapons damage and physical attack, purple staffs magic attack and control, and green armor health and defense. These are tendencies, not a fixed tier list. Hold an active relic to read its effect and check the offered text before selecting.

Tower relic selection showing Sorcerer’s Wrath, Hushing Scepter and Shockstrike. Image: Nexters.

Tower relic selection showing Sorcerer’s Wrath, Hushing Scepter and Shockstrike. Image: Nexters.

If your problem is… Look for… Why
Heroes die early Green protection, damage prevention or health; gold defensive stats if the offered effect is stronger. A living team gets more time to deal damage.
Jorge starts too many spells Purple silence or stun effects, especially those your team can trigger repeatedly. Control can delay a new cast, but cannot interrupt one already underway.
Damage falls short before time expires Blue damage or critical-hit effects for a physical team; purple magic attack for a magic team. Match the bonus to the damage your developed heroes actually produce.
Several options look good A relic that works with one you already selected. A repeatable trigger can be more valuable than an isolated stat bonus.

For example, community players report success combining a blue effect that makes the rightmost hero land critical hits with a purple effect that silences an enemy hit by a critical attack. Treat this as a conditional combination, not a guaranteed drop or win: read each offer, verify its trigger and target, and use it only if that hero attacks often enough. Control on Jorge lasts half as long, and his cast is not interrupted once started.

If your team dies before control or damage matters, take protection first. Players also report useful opening-hit protection and reflected damage combinations, but exact available wording and interactions should be checked in game. If you are already surviving comfortably, choose damage or control instead of stacking defense indefinitely.

How to beat Jorge Boundless

Jorge’s basic attack deals magic damage to the nearest hero, although it scales with his physical attack. Silence does not stop those basic attacks. His other skills strike around the farthest hero, burn the energy of farthest heroes while dealing magic damage per energy point burned, and damage the whole team with a control effect based on each target’s main stat: intelligence is silenced, agility blinded, and strength stunned.

He is immune to displacement, and silence and stun last half as long on him. Neither stops a spell once casting has begun, although they can prevent him starting another cast while active. One attack cannot deal more than 5% of his health, so favor reliable repeated damage over a plan that relies on a single enormous hit. This cap does not by itself establish how a multi-hit skill is counted; test your own team rather than assuming.

What you see Adjustment for your next attempt or daily climb
Front hero drops to basic attacks Strengthen magic defense and survival or use a better-developed frontline; a silence effect alone will not stop the basic attack.
Back heroes die to the portal or energy burn Use team-wide sustain or protection and review which hero is farthest; the portal strikes an area, so a single-target fix may not be enough.
Healer cannot respond The boss can silence intelligence heroes. Add another source of protection or healing rather than relying on one emergency cast.
Team stays alive but boss remains healthy Use a stronger sustained-damage hero if available; choose compatible offensive relics on your next climb. Do not rely on displacement or one huge attack.

Hero changes during a run are constrained by those still available; new relic choices require another daily climb. If the attempt fails and your best heroes are unavailable, use the remaining team if it has a realistic chance, collect what you can, and apply the lesson after reset. There is no assured universal boss lineup: level, upgrades, offered relics and surviving heroes matter.

Chests, Tower Coins and Instant Clear

Every treasure floor offers one free chest. Extra chests cost emeralds, so compare the displayed price with your other priorities rather than buying them automatically. Chest contents are random; there is no supported method here to predict which one contains the reward you want. Tower Coins can buy equipment, gold, and Soul Stones for Kai, Orion, Dante, Maya and Fafnir in the Tower Shop. Prioritize a hero you already intend to develop or equipment you need now; do not buy a hero merely because their stones are available. The shop refreshes at 21:00 in-game time, separate from the 05:00 Tower reset.

Instant Clear unlocks at team level 90 after you clear the Tower up to the top floor at least once after reaching that level. Nexters says it includes the boss’s three-part reward along with the other rewards, without a boss fight. If you want to play the fights, close the Instant Clear prompt with the X and choose “I want to fight!”

Quick answers

Does health or energy carry between floors? No. Both sides start each battle at full health and zero energy. Healing and ultimate timing still matter inside the fight.

Can you retreat, revive a fallen hero with Skull Coins, or retry a win? Current Alliance rules say no retreat and no replay of a successful fight. A fallen hero is unavailable until the next reset; Skull Coin altar advice belongs to another or older Tower system.

Which relic is best? Choose the actual effect that solves your immediate weakness and works with your team. Control can delay Jorge’s next spell; protection buys time; matching damage helps when the timer is the problem.

Official Tower rules

Check the latest floor, relic, reset and boss descriptions in Nexters’ Alliance support article.

Read the Tower support article

Tower Shop inventory

See the official Tower Coin inventory and shop reset time.

Read Tower Shop support

Community relic discussion

Compare player-reported relic combinations and adapt them to the offers and heroes in your run.

Read the player discussion
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