Hero Wars

Rating

4.01

Votes
348
Release Date
October 8, 2016

About the game

A bright, bite-sized RPG where you collect quirky heroes, tap your way through battles, and build a squad that can auto-farm while you nap. Hero Wars keeps it casual with cartoon chaos and just enough strategy to feel like you’re doing something heroic.

Review

Hero Wars Review: Quirky Heroes, Quick Taps, and Surprisingly Satisfying Battles

Let's be honest, I downloaded Hero Wars thinking I'd poke around for five minutes, get bored, and delete it. Forty-seven days later, my main team has matching armor sets, I know which tank shuts down Faceless, and, somehow, I have strong opinions about rune efficiency. Wild. That's Hero Wars for you. It slips into your routine with shiny buttons and quick hits of progress, then slowly digs in with upgrade trees and team synergy that's sneakily clever. If you're wondering what it's actually like past those ridiculous ads, let's dig in.


Thrown Into Battle, Shirtless and Confused

The game just drops you into a fight. No setup. No tips. Just a sword-swinging dude and three glowing buttons yelling for attention. I clicked the biggest one. Fireball. Whole screen lit up in sparkles and boom noises. Win.

Weirdly, I was into it. Not because it was deep. Definitely not because it felt new. But it looked slick. Moved fast. Knew what it wanted to be. You grab heroes. Boost their stats. Tap buttons. Watch explosions. Then keep going. And going.

Ten minutes later, I had five heroes, including one shirtless guy who clearly lost a bet. He punched ghosts. I didn't ask questions.


The Campaign: A Loot-Filled March to the Right

Hero Wars isn't pretending to be open world. You get a sideways chain of battles. Hit "fight," your team sprints in, and the screen fills with chaos until someone flops over.

You get gold, gear, and soul stones with every stage. First few levels? Blink and you'll miss 'em. Later ones? Gotta think a bit harder. But the rhythm stays the same: fight fast, gear up, feel good.

An hour in, I was grinding Chapter 3 boots for my healer and silently rooting for a frog wizard carrying a stick way too big for his body. No clue why I cared. But I did.


Your Squad, Your Style: Build What Feels Right

This whole game is about building a crew. You start with randos. Slowly trade up for better heroes from chest pulls, events, or daily login bribes.

Each one gets four abilities. One goes off manually when their energy fills up. Some heal. Some throw fire. Some summon flying goblin-things that look like Pokemon with attitude problems. The whole thing has just enough strategy to feel smart without turning into spreadsheet work.

I spent a dumb amount of time debating control team or damage team. Turns out? Doesn't matter. Do both. Hero Wars lets you mess around, try weird combos, fail gently. I once ran two tanks with no healer. Still got rewarded. Game just kinda nodded like, "Sure, buddy. You tried."


That Gacha Feeling: Chests, Emeralds, and Regret

Yep, it's got a gacha system. You spend emeralds on Heroic Chests. One free pull a day. Or you grind. Or toss in some cash. Or finish a random quest about feeding a squirrel. Who knows.

Open ten at once and the drama kicks in. Maybe you'll get your dream tank. Maybe it's a funky fire mage. Maybe just a sad stack of XP soup. It's weirdly addictive. Not proud of how much I enjoy it.

And the bundles? Oh boy. There was one with a new hero, 5,000 emeralds, and "15 Super Titan Potions" for the price of a bad pizza. I stared at it too long. I didn't buy it. Mostly.


The Arena: PvP, Pride, and Painful Losses

Arena unlocks a bit later, and things get spicy. You build a squad, lock in the order, and go slap other players' teams. No live control, just vibes and pre-fight prep.

I got stomped. Shiny frames. Cooler units. People who clearly studied this stuff. I lost three times fast and almost rage-deleted. Then I saw you still get loot for losing. Kept going.

Week later, I was winning. Kinda. Started tweaking lineups. Swapping heroes like I was coaching a budget sports team. Arena turns into this background obsession. You check it daily. Wonder if replacing your tank with a glass cannon is genius or disaster.

Spoiler: it was disaster.


Daily Grind Checklist: Tower, Outland, Repeat

Hit level 15, and you unlock the Tower. It's a tall stack of battles you clear once a day. Pretty chill. Like flipping through your fantasy league, except your players are undead.

Then there's Outland. Big bosses, big loot. Add in Grand Arena (three teams in a row), guild stuff, elemental temples, holiday chaos, and some bizarre clown-based event I still don't understand. The game just keeps tossing things at you.

And yeah, somehow Hero Wars claimed my lunch breaks. Ten minutes turned into thirty. I was looking up tier lists. Mapping out promotions. Googling "is Cleaver actually broken?" (He is.)


The Grind Isn't That Bad, Promise

Stuff slows down. That's just how these games roll. Suddenly you need one weird gear drop. XP stretches like taffy. Going from level 60 to 70 feels like moving apartments.

But Hero Wars doesn't nag. You log in. Do a thing or two. Make some progress. Bounce out. Energy tops up on its own. Events rotate through like a playlist. Most days you just poke around, upgrade some gear, and call it a win.

It's low effort, low pressure. Honestly? That's kind of nice.


Final Verdict: Why I'm Still Playing This Silly Game

I figured this would be throwaway junk. Tap-and-forget. But Hero Wars is sneakily solid. You get actual choices. Real squad variety. Just enough polish to keep it slick. Not mind-blowing, but pretty satisfying.

Yeah, it's got monetization. Duh. But it's not obnoxious. You can go full free-to-play or speed-run with your wallet. Either path works. No guilt trip.

And sure, the ads lie. You're not solving lava puzzles. But if you're into leveling up weird heroes, blasting stuff with sparkly powers, and slowly becoming a mildly obsessed squad manager, this one's got you.

Click Here to Play Hero Wars