Hero Wars: Alliance – Hydra Guide

Quick Guide to Hydra Guide

Hydra Lineups

There are 5 levels of Hydra. Each guild starts at common, and only after killing the hydra will you be able to unlock the next head. The Hydra heads are Common, Elder, Ancient, Dreadful, and Legendary.

Once unlocked you can start doing that head each day, without needing to clear the previous head first again. Each Hydra has six different heads called Darkness, Water, Earth, Light, Wind, and Fire. Each head has its specifics and difficulty.

Fire

  • The Fire Hydra burns the affected heroes, decreasing their Armor, and dealing additional physical damage over time.

Water

  • The closer the hero, the more damage the Water Hydra does to them, where the affected heroes are slowed down hard.

Earth

  • The Earth Hydra stuns the nearest hero, and all heroes around the first hero, that are in the area of effect (AoE)

Wind

  • The first hero that is hit by the Wind Hydra is pushed back, and slowed down significantly.

Light

  • All affected heroes by the Light Hydra are blinded, making all physical attacks miss their targets.

Darkness

  • The Darkness Hydra prevents all affected heroes from healing.

You can fight against the hydra 3 times a day, so you can only kill them together with your guildmates. Beating the hydra is your main source to getting dust to upgrade your titan artifacts. You can get horns as grand prize to do an extra attack. Only think about buying a horn in the titan merchant shop after all your titans are level 120. Until then buy potions. You should never buy a horn box in the hero way shop.

Hero Lines

The different Hydra heads are doing different types of damage and each have there own strengths and weaknesses. Therefore each Hydra head needs a unique lineup that does the most damage.

It highly depends on how the heroes are build, so this list has both the world record as well as the maxed hero lines listed. A tip to all that level heroes just for Hydra. Building a hero for Legendary need to invest in Armor and Magic defense.

For Armor and magic defense anything above 10k starts to reduce damage. Don’t go to far above to get the ult quicker. Somewhere between 11k and 12k is often ideal. If you upgrade a hero, first level them up to orange +2 or +3 before investing anything in health glyphs, skins, artifacts, for else you might go to ‘healthy’ on them.

Invest in magic and armor penetration first instead. You need between 39k and 42k to take away defenses depending on the head. To prevent leveling both magic and armor select the head(s) you are building against.

Hero lines against hydra that deal Physical damage are easier to build. After penetration is high enough start building up the attack stats of the hero. When investing in the ‘health’ of a hero, first upgrade the ‘strength’. This gives you 40 health per strength point, but also an attack point.

With good healers most heroes survive with around 170k health. The ones in front, taking the beating, require around 270k though. These are general numbers that help you not to exceed the potential of heroes against Hydra. Wanting them also for war, arena and other uses these stats do not really apply.

If building a complete new Hydra team though it helps to not over invest resources, so you could move on to the next hero, and as a bonus deal milions more damage.

Jan Bakowski
About Jan Bakowski 474 Articles
A lifelong gamer Jan Bakowski, also known as Lazy Dice, was always interested in gaming and writing. He lives in Poland (Wrocław). His passion for games began with The Legend of Zelda: Ocarina of Time on the Nintendo 64 back in 1998. Proud owner of Steam Deck, which has become his primary gaming platform. He’s been making guides since 2012. Sharing his gaming experience with other players has become not only his hobby but also his job.

Be the first to comment

Leave a Reply

Your email address will not be published.


*