A historical reference for a remarkably efficient taunt-and-scythe pair. Hermit King has since been nerfed, so the old score is not a current recommendation of equal strength.
Test budget12g
Net roster investment12g
Base-copy purchase total20g
Round rules testedRound 7
Net investment deducts merge refunds from the purchase total. 0g of the test budget is unspent. This is an owned-roster comparison, not a starting purse or a promise you can find these copies in that round. Shop rolls, reroll costs, liquidity and other players’ purchases were not simulated.
Exact families and stars, with an illustrative starter layout. Edit both formations before playing. This is not a recorded simulation layout. The planner’s base-copy value is the 20g purchase reference, not 12g net investment.
No active threshold on this side. Individual abilities still matter.
Duplicates do not add faction members. These are current rules interactions, not proof that a particular bonus caused the recorded score.
Give each side a job
Placement notes below are practical interpretation of the abilities, not experimentally optimized hex positions.
YOUR DEFENDING TOWERS
Cover the route
Placement suggestion, not a tested hex layout: keep Hermit King reachable so enemies can engage its taunting shell, and cover that approach with Treant’s range-one scythe.
Treant hits the target hex and its two lateral neighboring attack hexes. This pair has only one Hatcher family and no built-in summon source, so do not expect a self-starting growth engine.
YOUR ATTACKING MARCHERS
Plan the approach
The two distinct Ironplate families provide marching Plate; Hermit King’s marcher reflects every fifth direct tower shot with or without Plate.
Keeping Treant near a friendly marcher can enable its death-triggered healing, but this two-unit roster offers few such triggers.
Recruit toward it, without forcing it
This is a conditional recruitment plan, not a tested shopping sequence. Keep a playable board while the shop decides which copies are available.
Suggested collection priority, not a tested buying sequence: view four-star Hermit King as an expensive copy commitment, even though its base purchase price is low.
Hermit King requires eight base copies and Treant requires two. Twelve net gold does not include rerolls, liquidity or the difficulty of securing those copies from the shared pool.
Where it can struggle
All quoted battles predate Hermit King’s defender-reflection change to 10/20/30/50% and its five-percent health reduction in both forms at every star.
Hermit King has no defender auto attack. Ability damage does not feed its direct-basic-attack reflection; ability-heavy opposition is an interaction to test, not a proven counter from this panel.
Recorded matchup notes
The historical panel recorded 860 wins and four draws in 864 battles. It tested 48 generated opponents, not all legal armies or optimized placements.
Hermit King’s health has since been cut again: the current star-I bases are 160 for the tower and 145 for the marcher. The frozen evidence has not been rerun after those changes.
What the experiment measured
99.8%
Historical points A win is 1 point. A draw is ½.
Opposing compositions
48
Battles in this comparison
864
Opponent-panel 95% interval
99.4%–100.0%
Cap or allocation-drop battles
0
Each opposing composition spends at least 85% of the test budget. Each opposing composition has equal weight. Repeated seeds and swapped seats are not independent opponent strategies. The interval describes this tested panel, not ranked players or a guaranteed result.
Formation sensitivity · the same roster under three placement policies
Test policy
Historical points
Planned defense · front-row offense
100.0%
Random legal defense · randomized Nexus
100.0%
Planned defense · randomized full-depth offense
99.3%
Scores pool many placements. None of these numbers is a result for the editable starter layout linked above. They compare both armies’ applied Nexus damage, not total DPS.