THE FIELD NOTES · CRITTERFRONT

Hydra and Dragon: a historical late-game mix

A six-slot late-game reference combining two Hydra upgrades, close-range fire and a high-star Hermit King. Its evidence predates the Hermit nerf.

Test budget60g
Net roster investment60g
Base-copy purchase total80g
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.

Historical late game · 6 DEPLOYED RECRUITS

The exact roster

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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 80g purchase reference, not 60g net investment.

What the families activate

Attacking threats

  • Ironhide: 2 distinct families · 2-family bonus
  • Evergrowth: 3 distinct families · 2-family bonus

Defending roles

  • Binder: 2 distinct families · 2-family bonus
  • Ravager: 2 distinct families · 2-family bonus

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: cover Hermit King’s engagement area with Hydra attacks and bring Dragon’s one-hex aura close enough to reach passing marchers.
  • Demon still needs timely kills to offset its self-burn. Do not hide it so far back that it never contributes before losing its health.

YOUR ATTACKING MARCHERS

Plan the approach

  • Dragon can resist control while applying its short-range fire aura; Hydra provides two original marchers with separate recovery triggers.
  • The two Hydras count as only one Evergrowth family. Demon, Hydra and Seed reach the two-family regeneration tier, not the four-family tier.

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.

  1. Suggested collection priority, not a tested buying sequence: treat this as a late-game target assembled from strong available pieces, not a demand to force every listed copy.
  2. The two Hydras are legal because their stars differ and represent six base copies together. Hermit King adds eight copies; tier-five Dragon availability and pool competition remain real constraints.

Where it can struggle

Recorded matchup notes

What the experiment measured

77.1%

Historical points
A win is 1 point. A draw is ½.

Opposing compositions
48
Battles in this comparison
864
Opponent-panel 95% interval
72.3%–81.9%
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 policyHistorical points
Planned defense · front-row offense72.2%
Random legal defense · randomized Nexus88.5%
Planned defense · randomized full-depth offense70.5%

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.

Evidence source and reproducibility

Frozen run: validation-20260906
Stage: validation
Roster: r-118cdfcd7c593eb89250

Download the compact evidence snapshot, including source SHA-256 hashes. Read the method and limitations.

A different direction to try

All roster guides ↗