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.
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
Stat
Defending tower
Attacking marcher
Health
190
145
Attack damage
12
18
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.
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.
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).
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.