Ironhide on the march. Hatcher at home. Get to know both sides of this creature.
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.
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
Stat
Defending tower
Attacking marcher
Health
190
210
Attack damage
12
12
Basic attacks / second
1
1
Range (hexes)
1
1
Minimum range (hexes)
0
—
Splash radius (hexes)
0
0
Armor
13
13
Magic resistance
7
7
Movement speed (hexes / second)
Anchored
0.5
Nexus damage
—
2
Body
Ground tower
Ground
Normal attack
Yes
Yes
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.
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.
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.