Big Clash of Worlds Update in Hero Wars Dominion Era

Big Clash of Worlds Update

The Big Clash of Worlds Update looks tiny on paper, yet it quietly rewrites how this entire mode gets played this season. Warriors of Dominion, the fortification buff system has been reworked, and despite the panic flooding Discord, only three things actually changed. The catch is that those three adjustments completely reshape the meta.

Before anyone rebuilds a whole roster, let’s clear up the confusion first. None of the base values moved. So if a number looks brand new to you, it isn’t.

What Actually Changed in the Big Clash of Worlds Update

The Foundry’s sixty percent maximum health bonus for defense teams has always been there. The Engineerium’s thirty percent energy gain bonus for defenders has always been there too. Nothing was added and nothing was removed on those base numbers. Only three things shifted, and here they are side by side.

Fortification Before After
Lighthouse 1% Skill Cooldown Reduction per Support hero No bonus at all (dead fortification)
Foundry +8% health per Tank hero +10% health per Tank hero
Engineerium +4% energy gain per Control hero +5% energy gain per Control hero

The Lighthouse loses everything

This fortification used to reduce Skill Cooldowns by one percent for every Support hero on defense. That bonus is gone completely, leaving the Lighthouse effectively dead right alongside the Barracks and the Bridge.

The Foundry gets a bigger Tank bonus

Its base sixty percent health boost stays identical. What climbed is the per-Tank bonus, moving from eight percent to ten percent for every Tank on the defense.

The Engineerium rewards Control heroes more

Again, the base thirty percent energy gain hasn’t moved. Instead, the Control-hero bonus rose from four percent to five percent for each one defending.

One quick heads-up before you test this yourself. Sandra, the Community Manager, confirmed that Combat Training still runs the old fortification buffs, so practice battles won’t show the new values yet. Live Clash of Worlds already has them, while Combat Training simply hasn’t caught up. The developers know about the issue, and the fix should land during the first week of the season.

Why the Engineerium Becomes the Real Battleground

Here’s where I expect the biggest fights. This fortification currently revolves around Jorgen. Rewind a little and it was Arachne’s territory before the ward changes reshaped the map. Then Fluffy arrived, and players gradually settled into running both Jorgen and Polaris here.

Push that bonus to five percent energy gain per Control hero, and the whole defensive lineup starts cycling skills faster. Jorgen gains the most. His Cycle of Energies already doubles an ally’s energy generation, while Torment of Powerlessness drains the enemy front line and blocks their energy gain for a full nine seconds. Reach his next activation even sooner, and that energy denial becomes almost impossible to escape. Fluffy doesn’t generate energy himself, but he’s another excellent defender here, and the same team-wide bonus brings his abilities online much faster. Two major threats, both sharpened by the exact same buff.

The result is defenses that feel unbreakable. Energy loops keep refreshing before attackers can recover, so team after team hits the wall without ever building momentum. With the Lighthouse losing its only meaningful bonus, defensive squads that used to spread across the map are about to concentrate inside the Engineerium and the Foundry instead.

Keep a close eye on Adam too. This update makes him a legitimate Engineerium threat. Between his naturally strong energy generation, Reactive Screen letting him dodge every form of damage for five seconds, and Adaptive Caliber stacking Attack and Armor Penetration all fight long, Adam already snowballs when you give him time. Drop him into a fortification that speeds up his whole team’s energy, and he turns genuinely oppressive. Whether you’re building here or attacking into it, keep him firmly on your radar.

Big Clash of Worlds Update fortification buff changes for Engineerium and Foundry

The Foundry Is the Real Sleeper of the Big Clash of Worlds Update

Ten percent per Tank sounds unimpressive at first glance. Stack enough Tanks onto a Foundry defense, though, and that health bonus climbs into the two-hundred to two-hundred-fifty-percent range. At that point it stops being a defensive buff and becomes an offensive multiplier, because so many Hero Wars heroes scale their damage, shields, or utility directly from maximum health.

Corvus is probably the clearest example. His Altar of Souls scales both its own health and its pure damage from Corvus’s maximum health, so more Foundry health means an altar that survives longer while punishing enemies even harder.

Electra benefits just as much. Embrace of Pain builds a shield from her maximum health, so a larger pool means a stronger shield, and a far nastier explosion when it finally pops.

Iris follows the same pattern. Expose Soul creates a soul tied to a large percentage of her own health, so raising her health lets that soul survive longer while reflecting much more damage back onto the enemy team.

And the list keeps going. Mushy and Shroom lean on health for their copies and spore mushrooms, turning both noticeably tougher while piling on pressure. Byrna’s Living Heart converts part of her health into permanent Magic Attack whenever allies receive healing, so a bigger pool scales harder throughout the fight. Andvari’s Nature’s Barrier absorbs damage based on his health for much sturdier shields. Lilith sacrifices health through Possession to spike her Magic Attack even higher. Polaris deals more through Glacial Fortress because its explosion scales from her health. Even Tristan gains, since Serving the Light reduces enemy Attack based on his maximum health.

Polaris ends up as the special case, because she profits from both fortifications. As a Control hero she boosts and benefits from the Engineerium’s energy bonus, while Glacial Fortress lets her fully cash in on the Foundry’s massive health increase. Whichever wall she defends, this rework makes her stronger.

That’s the hidden story here. The Foundry isn’t only making defenses harder to kill, it’s quietly powering up an entire roster of health-scaling heroes. Those walls survive longer, and now they hit back much harder too.

The Lighthouse Fades Off the Map

The Lighthouse once handed defenses one percent Skill Cooldown Reduction for every Support hero. Now it rewards nothing at all. Any reason to build around it is gone, leaving another empty stretch of map while the Engineerium and Foundry keep gaining value.

How to Adjust Your Attack Order

So here’s the real takeaway from the Big Clash of Worlds Update: one removal and two small buffs, together reshaping the entire mode. Expect more energy-loop defenses inside the Engineerium, more health-scaling monsters inside the Foundry, and far fewer meaningful teams parked anywhere else.

Adjust your plan accordingly. Save your strongest attackers for the fortifications that actually matter, watch heroes like Adam and Corvus closely, and stop wasting top teams on objectives that no longer give defenders an edge. The numbers may look small, but the impact is anything but, so adapt your defenses and rethink your attack order to stay one step ahead while everyone else keeps playing the old game.

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