THE FIELD NOTES · CRITTERFRONT

Treant

Ironhide on the march. Hatcher at home. Get to know both sides of this creature.

Treant creature icon
Treant Minion → Treant Tree → Treant Forest
2 goldShop tier 3Physical damage

Treant belongs to Ironhide on attack and Hatcher on defense. Buying one family gives you both combat forms.

Planning considerations

Treant grows whenever an allied summon appears anywhere on the battlefield. Egg or another summon source is a concrete interaction to explore. Its basic scythe still needs a valid range-one target; summon scaling does not solve poor placement.

Plan a team with Treant ↗

One recruit. Two abilities.

ON DEFENSE · Hatcher

Bulwark tower

Every allied summon anywhere on the battlefield permanently grows each living Treant tower's maximum health and attack by 1%/2%/4%/6%, compounding from current combat values, and heals the added maximum health. Its normal attack is a range-1 scythe that hits every enemy on the targeted hex plus the two in-board lateral range-1 hexes—left and right as seen from Treant—for 100% attack damage. Each hit is discrete.

ON ATTACK · Ironhide

Bulwark marcher

Whenever a friendly marcher within a 1-hex radius finally dies, heals for 8%/12%/16%/20% of its own maximum health.

Treant base stats

Unmodified star-I stats · Physical damage
StatDefending towerAttacking marcher
Health190210
Attack damage1212
Basic attacks / second11
Range (hexes)11
Minimum range (hexes)0
Splash radius (hexes)00
Armor1313
Magic resistance77
Movement speed (hexes / second)Anchored0.5
Nexus damage2
BodyGround towerGround
Normal attackYesYes

Catalog attack values can remain nonzero when an ability disables normal attacks. Attack × APS is not a damage forecast. Ability effects, stars, synergies, resistances, and round modifiers change combat outcomes.

Find a team connection.

Ironhide partners

2 families: marchers gain Ironplate equal to 20% max health; when it breaks, adjacent enemies are stunned for 0.5s. 4 families: Plate increases to 50% and the stun to 1s. 5 families: Plate increases to 100% and the stun to 1.5s. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.

Other Ironhide families: Cactus, Scorpion, Dragon, Hermit King.

Hatcher partners

2 families: hatch one shared living Guardling at battle start. 4 families: hatch one additional Guardling. 5 families: hatch one further Guardling and give all Guardlings 3-hit shields. Marchers stop to fight them.

Other Hatcher families: Egg, Hydra, Bunnie, Petal.

These are shared-synergy options, not a tested win-rate ranking. Only distinct deployed families count; bench units and summons do not add members.

What changes with stars?

Two matching copies at the same star merge into the next star. Stars I, II, III, and IV represent 1, 2, 4, and 8 copies. Health scales by 1×, 1.7×, 2.8×, and 4.5×; attack scales by 1×, 1.6×, 2.5×, and 4×. Nexus damage increases by one at each star after I. Each ability uses its own values listed above.

Generic star scaling does not increase armor, magic resistance, range, or basic attack speed. Learn the recruiting and merging loop or read about tower and marcher positioning.