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

  • Ironplate: 2 distinct families · 2-family bonus
  • Evergrowth: 3 distinct families · 3-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 three-family regeneration tier, not the five-family bonus.

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, its whole current shared pool; 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

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