The Wilds is a Warhosts faction (green team color): pack, speed and hexes. Trait “Pack”, the hero Matriarch Korga casts “Call of the pack”. Strong: cheap fast units, slows and hexes on enemies. Weak: little armor; the pack bonus fades without kills.
The units
ScampBrawler · 251
Bog throwerRanged · 382
Armored beetleTank · 852
Mushroom shamanSupport · 1053
Thicket wolfRider · 1503
Marsh witchMage · 1904
Stone golemSiege · 3305
Firemane wyvernAir · 600Five castle stages

twig-and-hide stakes

mossy boulders

bone and horn

crystals and roots

the golden tree
Who they are
The land beyond the last Frontier, where the forest knows no borders. Goblins, beasts and stone guardians build no walls: they win by numbers, speed and venomous magic. The more they kill, the fiercer they get.
Motto: Pack, speed and hexes. Playstyle: Push in waves, strike first and never let the pack cool down.
Strengths and weaknesses
- Strengths: Cheap fast units, slows and hexes on enemies.
- Weaknesses: Little armor; the pack bonus fades without kills.
Racial trait: Pack
Every kill strengthens the whole wave’s attack (up to 10 times). With no kills for 15 s the bonus fades.
| Castle level | Attack bonus per kill | Maximum (10 kills) |
|---|---|---|
| 1 | +2% | +19.5% |
| 2 | +2.5% | +24.5% |
| 3 | +3% | +29.5% |
| 4 | +3.4% | +34% |
| 5 | +3.9% | +39% |
The hero and the spell: Matriarch Korga
Matriarch Korga, Mistress of the Thicket. Spell: Call of the pack. After 0.5 s scamps appear at the chosen point: 6 at castle level 1 (up to 10 at level 5). They live 25 seconds and give the enemy no gold when killed. Cooldown 50 s.
| Castle level | Scamps summoned |
|---|---|
| 1 | 6 |
| 2 | 7 |
| 3 | 8 |
| 4 | 9 |
| 5 | 10 |
The units of the faction
Eight units of five tiers. A tier equals the castle level from which the unit is available. Click a name to open its detailed page.
| Tier | Unit | Role | Health | Armor | Damage | Hit, s | Range | Speed | Cost |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Scamp | Brawler | 89 | 0 | 10 | 0.85 | 20 | 62 | 25 |
| 1 | Bog thrower | Ranged | 76 | 0 | 13 | 1.2 | 160 | 40 | 38 |
| 2 | Armored beetle | Tank | 247 | 5 | 8 | 1.4 | 22 | 30 | 85 |
| 2 | Mushroom shaman | Support | 89 | 0 | 6 | 1.6 | 110 | 36 | 105 |
| 3 | Thicket wolf | Rider | 190 | 1 | 19 | 0.9 | 24 | 75 | 150 |
| 3 | Marsh witch | Mage | 84 | 0 | 15 | 2 | 140 | 36 | 190 |
| 4 | Stone golem | Siege | 471 | 6 | 42 | 2.2 | 30 | 24 | 330 |
| 5 | Firemane wyvern | Air | 246 | 1 | 25 | 1.8 | 60 | 64 | 600 |
- Scamp (tier 1): Dodge. 25% chance to dodge a hit.
- Bog thrower (tier 1): Sticky glob. Slows the target.
- Armored beetle (tier 2): Shell. Arrows and stones deal half damage.
- Mushroom shaman (tier 2): Spore cloud. Poison cloud: damage and slow over an area.
- Thicket wolf (tier 3): Flank. Runs around the line to hit archers and mages.
- Marsh witch (tier 3): Hex. Enemies in the area: armor −2 and attack −15% for 4 s.
- Stone golem (tier 4): Stone skin. Nearly immune to arrows, structures take ×2.
- Firemane wyvern (tier 5): Fire breath. Fire in an area: hits everyone near the target.
The castle
With every level the castle and the lines change their look: 1) twig-and-hide stakes, 2) mossy boulders, 3) bone and horn, 4) crystals and roots, 5) the golden tree.
How to play the Wilds
The opening
4 scamps and 2 throwers cost 176 gold and give a fast first strike. Scamps (25 gold) dodge 25% of hits, throwers slow their target. The goal of the first minutes: start the fight first and get the Pack bonus right away, since it grows with every kill.
The midgame
At level 2 take armored beetles (arrows and stones deal half damage to them) and shamans (a poison cloud slows and damages over an area). Level 3: wolves run around the line and hit ranged units and mages, the Marsh witch strips enemy armor and attack. Do not let the pack cool down: with no kills for 15 seconds the bonus fades.
The late game
The stone golem (level 4) is nearly immune to arrows and deals ×2 damage to lines but is slow: bring it together with beetles. The Firemane wyvern (level 5) burns an area and reaches ranged units behind the line.
Against whom and how
- Against the Kingdom: do not enter a long positional fight: armor and Formation beat your cheap units. Flank with wolves, spoil with the witch, push by numbers.
- Against the Pale Court: shamans and the witch (area magic) work well against skeletons, and the wolves' speed lets you kill archers before they spread out. Beware of the Ghost: physical damage is halved.
- Mirror: the one who builds the pack first and keeps it wins.
The Wilds are a faction of tempo and aggression: they lose to the cautious and win with the bold.
FAQ
How does the Pack work?
Every kill strengthens the whole wave’s attack: at castle level 5, +3.9% per kill, up to ten stacks (up to +39%). With no kills for 15 seconds the bonus fades, so you must keep fighting.
What is the Wilds weak at?
Low armor and dependence on kills: if a fight stalls without casualties the pack cools down.
