THE FIELD NOTES · CRITTERFRONT

Treant

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

Treant creature icon
Treant Minion → Treant Tree → Treant ForestAI-generated portrait
2 goldShop tier 1Physical damage

Treant belongs to Ironplate 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 · Ironplate

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
Health190145
Attack damage1218
Basic attacks / second11
Range (hexes)11
Minimum range (hexes)0—
Splash radius (hexes)00
Armor1313
Magic resistance77
Movement speed (hexes / second)Anchored0.5
Nexus damage—2
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.

Ironplate partners

2 families: marchers gain Ironplate equal to 35% max health; when it breaks, adjacent enemies are stunned for 1s. 3 families: Plate 50%, stun 1.5s. 5 families: Plate 75%, stun 2s, and every other allied marcher gains 30% Plate. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.

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

Hatcher partners

One Guardling at battle start, on the hex next to your Nexus on the enemy marchers' path; marchers stop to fight it. 2 families: 130 health, 6 attack. 3 families: 220 health, 11 attack, blocks 4 hits. 5 families: 780 health, 52 attack, blocks 16 hits. Health and attack are multiplied by the average star scale of your Hatcher towers (x1/1.7/2.8/4.5 health).

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.