Guild War exists in both versions of the game. The core rules below are the same in Hero Wars: Alliance and Hero Wars: Dominion Era; where a mode or rule belongs to only one version, it is marked. Numbers come from the official support centers and server merge notices, cross-checked with the Hero Wars Wiki and h-w.fun guides published in January 2026. Your guild's power still comes from your roster, so keep the best teams guide and the titans guide open while you plan defense.
How Guild War works

A war runs every weekday from Monday to Friday. Saturday is reserved for promotion and relegation matches between the top guilds of one league and the bottom guilds of the league above. The Guild Master (or a General) hands out Champion Signets: only members holding one take part. A guild can field 15 Champions, or 20 in the Gold League.
Every Champion sets one hero team and one titan team for defense, and those teams are placed on the war map. When the war starts, the defense is frozen: changes to teams, positions or Champion Signets made during a war only apply to the next one. On offense, every Champion has two attacks per war and can hit any team in a fortification that is open for attack.
Victory Points come from two sources. Each defeated defending team is worth 20 points (damaged but surviving teams give partial points based on lost health), and clearing every team in a fortification adds a capture bonus. The guild with more points wins the day. Results feed the guild rating and the weekly Guild War rewards, which is why a quiet guild that attacks every day often outranks a stronger guild that forgets.
Leagues, fortifications and defense slots
There are four leagues: Qualifying, Bronze, Silver and Gold. New guilds start in Qualifying. Silver and Gold guilds field 15 hero and 15 titan defense teams (20 and 20 in Gold), spread over ten fortifications. The table uses the Silver League layout, with the Gold League team count in brackets. The Wiki and the h-w.fun points table (January 2026) give the same values.
| Fortification | Defense type | Teams (Gold) | Capture bonus | When it opens |
|---|---|---|---|---|
| Mage Academy | Heroes | 2 (3) | 40 | From the start |
| Barracks | Heroes | 2 (3) | 40 | From the start |
| Lighthouse | Heroes | 2 (3) | 40 | From the start |
| Bridge | Titans | 3 (4) | 60 | From the start |
| Foundry | Heroes | 3 (4) | 60 | After the Bridge |
| Spring of Elements | Titans | 3 (4) | 60 | After the Bridge |
| Bastion of Fire | Titans | 3 (4) | 60 | After the Bridge |
| Bastion of Ice | Titans | 3 (4) | 60 | After the Bridge |
| Gates of Nature | Titans | 3 (4) | 60 | After the Bridge |
| Citadel | Heroes | 6 (7) | 120 | After one Bastion or the Gates |
Two things follow from the table. First, half the map is titans, so a guild with weak titans loses the Bridge and everything behind it. Second, the Citadel is the biggest single prize, and it is usually defended by the guild's best hero teams. The Ghost Bridge is a version difference: according to the official Alliance support center and community guides, mobile guilds that clear the Mage Academy, Barracks and Lighthouse get a second route that skips the central Bridge. We found no sign of it in Dominion Era.
Attack order that actually works
There is no single official order, but current guides agree on the skeleton. The h-w.fun attack priority guide (January 2026), the Victors Guild strategy page and the map rules on the Wiki all point the same way:
- Break the Bridge first. Nothing in the middle opens until all Bridge titan teams are beaten. h-w.fun notes that the war only really starts when the member assigned to the Bridge moves, so give the Bridge to your strongest titan players and ask them to attack early.
- Take one central titan fortification. Clearing Bastion of Fire, Bastion of Ice or Gates of Nature opens the Citadel. Pick the one with the weakest defenders, not all three.
- Decide on the Citadel early. Six or seven hero wins against the enemy's best teams is a big ask. If your guild cannot finish it, spending attempts there can cost more points than it gains.
- Fill in the remaining titan and Foundry teams. These are worth more per attack than the front three.
- Clean up the Mage Academy, Barracks and Lighthouse last. Both h-w.fun and Victors Guild treat them as low value because they are easy to capture but score little. The exception: hero-only players who cannot wait for the Bridge, or a guild whose heroes are much stronger than its titans.
How strictly you enforce that order is a management choice. The h-w.fun Guild War management guide (January 2026) describes three styles: free attack (everyone picks their own targets), full orders (officers assign every hit, highest scores but someone must watch until the end) and a half order hybrid. Its advice for long running guilds is a simple reservation rule: before attacking, post the target in guild chat so two members do not waste attempts on the same team.
Hero Wars Guild War Guide: Everything Beginners Need to KnowClash of Worlds: cross-server guild battles (Dominion Era)
Clash of Worlds (CoW) is the cross-server version of Guild War, and we verified it for Hero Wars: Dominion Era only. The official Dominion merge notice from August 2026 confirms it is still running and that a guild must reach the Silver or Gold League in Guild War to join the next CoW season. We could not confirm the mode in Hero Wars: Alliance; on mobile, the cross-server guild competition is Guild Versus (see below).
- Everyone plays. Unlike Guild War, all 30 guild members can take part, not only Champions.
- Bigger rosters. Each member sets three hero teams and two titan teams, which means three hero attacks and two titan attacks per battle.
- Longer seasons. A season runs about 12 weeks with two battles a week. The h-w.fun Season 16 page (July 2026) lists 24 battles alternating Monday to Thursday and Thursday to Sunday blocks.
- Bigger map. The CoW map adds fortifications with defense buffs tied to hero classes and titan elements, plus a second bridge and temples in front of the Citadel. Buff values change between seasons, so read the season post before setting defense.
CoW and Guild War also feed the Dominion Ascension Season pass: the official FAQ lists both among the modes that award Season Points, along with Arena, Grand Arena, Dungeon and Campaign.
Guild Prestige and guild locks (Dominion Era)

Prestige is a Dominion Era guild system where members complete Prestige Quests and fill a shared track. It paused after 11 September 2026 and came back on 2 October 2026 with the changes from the official post "Prestige Returns: What's Changing in the New Season?":
- All Prestige Quests are now repeatable and focus on getting and spending in-game resources. Points go to the guild automatically.
- Two reward tracks: a free one for every member and a paid Prestige Pass track, which also unlocks extra quests. The 50 main levels are meant to be easier to finish than before.
- Every fifth Prestige level has a personal contribution requirement. Buying the Pass does not remove it.
- The new Prestige Competition puts guilds in groups of 10 (same platform, possibly different servers). The winner of each group gets a temporary Prestige Champion Guild Banner Frame.
- Seasons now run from the 2nd of each month to the 1st of the next; the 1st is reserved for final results and unclaimed rewards arrive by mail.


Dominion Era also runs Area of Conquest, a four day guild event where groups of four similarly powered guilds fight for settlements on a hex map and earn Superior Coins (left). Since May 2026 there is also a titan version, now called Territory of Titans (right), where titan squads decide the fights. Both are separate from Guild War but use the same guild roster, so titan investment pays off twice.
Realm guild battles (Hero Wars: Alliance only)
The Realm is an Alliance feature: a base building layer with troops, a Global Map and guild territory. None of this exists in Dominion Era. Two Realm modes put guilds against each other.

Guild Versus, Day 6: Realm PvP
Guild Versus is the Alliance guild competition, and its Day 6 now sends you into the Realm against the guild you are matched with. According to the official "Battles in Realm!" post (1 November 2026), you find enemy bases (red icons on the map), scout them for power, troop count and lootable resources, then attack. If the rival guild is on another server, special interserver Teleports from the new Enemy Hunt tab move your Realm base next to them while your account stays home.
Defense uses familiar tools: a Shield blocks attacks and scouting, the Wall holds your defending heroes and troops, and Storages protect resources even after a lost fight. If an attack you cannot stop is on the way, teleporting away is a legitimate retreat. The update rolls out gradually and should reach every Alliance server by the end of November 2026. Honor Marks from Guild Versus Chests pay for the newest Research branches.
Throne Rush: fighting over Forts


Throne Rush launched in July 2026 and is now open to every Alliance player. To join you need a guild, the Realm unlocked and a Hall of Heroes at level 7. A Guild Leader or General declares war on a Fort, which starts a 30 minute preparation phase. During the siege, squads beat the defenders to earn Capture Points, and the guild with the most points takes the Fort. Captured Forts need a garrison of player squads, because attackers must break those before reaching the Fort Guards.
Holding Forts gives every member bonuses. The official post lists them by level: level 1 and 2 Forts boost gathering or production of one resource, level 3 speeds up construction, level 4 troop training, level 5 adds a combat stat bonus and level 6 speeds up all Research. Higher Forts open later in each season.

Mines on the Global Map are the everyday version of this fight. Since the June 2026 update, rival guilds can push you out of a Mine (you keep what you already gathered), attackers take heavier losses than defenders, and wounded troops go to the Infirmary only if it has free beds.

Weekly checklist for guild PvP
- Before Monday: update your defense hero and titan teams; they lock when the war begins.
- Every war day: use both attacks. An unused attempt is the most common reason a guild loses a close war.
- Titans first: the Bridge and four central fortifications are titan fights. Our titans guide covers which element to build.
- Dominion Era: watch Prestige quests, CoW battles and the guild lock dates in festival weeks.
- Alliance: keep Shields and the Infirmary ready before Guild Versus Day 6 and Throne Rush sieges.
Guild War rewards stack up over months. For the rest of your daily loop, see Outland, Tower and the daily routine, the differences between the two versions in Alliance vs Dominion Era, and our Arena PvP guide. Everything else is on the Hero Wars hub.
FAQ
How does Guild War work in Hero Wars?
Wars run Monday to Friday, with promotion and relegation matches on Saturday. Up to 15 Champions (20 in Gold League) each set one hero and one titan defense team and get two attacks per war. Points come from defeated teams plus a capture bonus for each cleared fortification.
What should my guild attack first in Guild War?
The Bridge. Its titan teams block the Foundry, the central Bastions and the Citadel. After the Bridge, clear one of Bastion of Fire, Bastion of Ice or Gates of Nature to open the Citadel, and leave the Mage Academy, Barracks and Lighthouse for last.
How do you get into Clash of Worlds?
In Hero Wars: Dominion Era your guild needs to reach the Silver or Gold League in Guild War before the next Clash of Worlds season starts. All 30 members can then fight with three hero teams and two titan teams each.
Can I leave my guild during an event in Hero Wars?
Not during announced guild locks. In Dominion Era, guild changes and server transfers were blocked from 9 to 16 November 2026 for the Mead Festival. Move before the lock starts.
Is the Realm in Hero Wars Dominion Era?
No. The Realm, Guild Versus Day 6 Realm battles and Throne Rush are Hero Wars: Alliance (mobile) features. Dominion Era has Clash of Worlds, Area of Conquest and Territory of Titans instead.
