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The Wilds: a Warhosts faction

Pack, speed and hexes. Push in waves, strike first and never let the pack cool down.

The Wilds8 units · Matriarch Korga

Matriarch Korga, hero of the Wilds

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

Five castle stages

The Wilds: castle 1
Level 1
twig-and-hide stakes
The Wilds: castle 2
Level 2
mossy boulders
The Wilds: castle 3
Level 3
bone and horn
The Wilds: castle 4
Level 4
crystals and roots
The Wilds: castle 5
Level 5
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 levelAttack bonus per killMaximum (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 levelScamps summoned
16
27
38
49
510

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.

TierUnitRoleHealthArmorDamageHit, sRangeSpeedCost
1ScampBrawler890100.85206225
1Bog throwerRanged760131.21604038
2Armored beetleTank247581.4223085
2Mushroom shamanSupport89061.611036105
3Thicket wolfRider1901190.92475150
3Marsh witchMage84015214036190
4Stone golemSiege4716422.23024330
5Firemane wyvernAir2461251.86064600
  • 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.

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