Hero Siege Wormhole Guide: How Endgame Pushing Works (Season 10)
Wormholes are Hero Siege's infinitely scaling endgame dungeons. How to unlock them, how scaling works, what a pushing build needs, and depth goals.
FAQ
What level should I start wormholes in Hero Siege?
How deep do wormholes go?
What rewards do wormholes give?
What Wormholes Are
Wormholes are Hero Siege’s infinitely scaling endgame dungeons — the system the entire loot chase funnels into. Each wormhole level raises enemy power and reward quality, and your season is, in large part, a question of how deep you can push before your build hits its ceiling.
The community treats wormhole depth the way other ARPGs treat greater rifts: it is the measuring stick for build power, the venue for the best drops, and the reason optimization matters. Players have published clears at depths above 100 in recent seasons — wormhole 137 showcases exist — but those are outliers with hyper-optimized gear. Most players’ meaningful progression happens far below the records.
The Pushing Loop
A pushing session looks like this:
- Enter at your current comfortable depth. Not your record — your comfortable clear. Depth you can clear quickly earns more per hour than depth you barely survive.
- Clear fast, kill the guardian. Each wormhole level ends with a boss-tier fight. Guardian kills are the checkpoint that matters; skipping them to race depth wastes the run.
- Step up in small increments. Two or three levels at a time. When a level takes noticeably longer or kills start sticking, that is your current ceiling — farm one or two levels below it.
- Bank loot, fix gaps, repeat. Every push session should end with an inventory check: what piece of gear, talent node, or Ether Tree branch was the actual bottleneck?
What a Pushing Build Needs
Class matters less than structure. Whatever you play — Viking, Marksman, Pyromancer, Bard — a pushing build converges on the same four properties:
- Mobility. Time-per-level is the economy of pushing. Builds that cross rooms fast out-earn marginally stronger but slower ones.
- Sustain. Enemy damage scales until chip damage is constant. Some form of self-healing or mitigation is what turns level 60 from a wall into a speed bump.
- Single-target burst. Guardians are the gate on depth. Area damage clears the map; burst kills the boss before its enrage-style mechanics stack up.
- Consistent scaling from your systems. Your talent build, Incarnation nodes, and item set must all compound — a pushing build is a system, not a weapon.
For concrete class-level starting points, see our league starter builds — each scales into a pushing shell without a rebuild.
Realistic Depth Goals for a Season
A sensible first-season ladder, based on how the community’s seasons typically flow:
| Phase | Goal |
|---|---|
| Fresh 100 | Unlock wormholes, clear the opening depths comfortably |
| First week | Push past the early tiers with a complete starter build |
| Mid-season | Deep enough that guardians resist — usually where gold farming via wormholes starts competing with dedicated farms |
| End of season | Personal record depth, plus your first serious unique finds |
Exact level numbers vary wildly by class, gear, and patch — anyone quoting a single “should reach level X” number is guessing. Use the community’s published showcases as orientation, not as quotas.
Common Mistakes
- Pushing on a farming build. Clear-speed builds and guardian-killing builds overlap less than you would think; carry a target-loadout mindset.
- Chasing record depth every session. Farming one or two levels below your ceiling is faster per loot earned, and faster loot is what raises your ceiling.
- Ignoring defensive nodes. At depth, deaths cost more than they ever did earlier — the Incarnation Tree defensive spine pays for itself here.
- Comparing your week 2 to someone’s month 6. Endgame showcases are aspirational content, not baselines.
FAQ
Are wormholes different in Season 10? The system is stable across seasons; what changes is the meta around it — new nodes, class reworks, and balance. Season 10’s talent expansion in particular reshaped pushing builds.
Solo or co-op for pushing? Both work. Co-op scales enemies but splits aggro and adds build synergy; solo is simpler to optimize. Community record pushes exist in both formats.
Do wormholes drop the best items in the game? They are a top source of high-tier loot, but Uber boss fights and crafted/rerolled gear compete. A balanced endgame uses all three.
What is the “cheese” I see in pushing videos? Strategies that bypass intended difficulty — terrain abuse, AI quirks, specific interactions. They are patched irregularly; don’t build your season around one.
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