Druid
Playstyle: Balanced · Complexity: 3/6 · Vanguard
Who is this character?
Balanced through shapeshifting: Shape Shift decides whether you absorb hits in Bear form, deal Maul damage in Cat form, or heal in base form.
How to play Druid
If after roll 1 4× Paw for Maul are reachable. Keep 4× Paw and reroll all dice not needed, aiming at Maul (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Wrath of Nature!. Maul deals a documented 12 damage, so the 4 committed dice stay on the table.
Early game: Wild Realignment and Ferocity: prepare the shift, keep base damage.
If after roll 1 5× Leaf for Wrath of Nature! are reachable. Keep 5× Leaf and reroll all dice not needed, aiming at Wrath of Nature! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Maul. Wrath of Nature! deals a documented 12 damage, so the 5 committed dice stay on the table.
Wild Realignment draws an extra card in Druid Form – the setup turn belongs in Druid rounds.
Staying 'parked' in Cat Form and eating the enemy burst without bear fur.
Hoarding Shape Shifts – two unused swaps are two wasted +2 rounds.
Strengths
- Cat Form: +2 on EVERY attack plus a Wound on top
- Bear Form turns Thick Hide into a real defense (4 dice, prevention per paw/leaf)
- Protect the Forest: 6 undefendable + Regenerate + Shape Shift
Weaknesses
- Small base damage (Ferocity 4–6) – without Cat Form the pressure is missing
- In plain Druid Form Thick Hide blocks almost nothing (2 dice, only counters)
Key attacks
- FerocityStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🐅 Claw is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🐅 Claw · 4 damage · wound
- Wild RealignmentSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Wild Realignment deals no damage.
1× 🐅 Claw + 2× 🐻 Paw + 1× 🍃 Leaf
- Nature's CureBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🐅 Claw + 2× 🍃 Leaf is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🐅 Claw + 2× 🍃 Leaf · 5 damage
- MaulBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🐻 Paw is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
4× 🐻 Paw · Sum of 2 dice
- Forest's CallBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 6 damage
- Protect the ForestBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🍃 Leaf is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× 🍃 Leaf · 6 damage
- Forest's AnswerBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · 7 damage
- Wrath of Nature!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🍃 Leaf (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🍃 Leaf · 12 damage
Key statuses & resources
- Shape Shift (positive): spent to enter Cat Form.
- Regenerate (positive) and Wound (negative, via Ferocity) are the recorded statuses.
- Cat Form pays off once at least two more attack turns follow – +2 per attack amortizes the setup turn.
- Shape Shift: Wild Realignment +2, Forest's Call, Protect the Forest, Forest's Answer, ultimate +2.
- Shape Shift: Cat BEFORE your attack turn (+2 and Wound), Bear BEFORE dangerous enemy rounds – 'any time' includes mid-turn on their turn.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- FerocityNormal
- Dice requirement:
- 3× 🐅 Claw
- Damage/healing:
- 4 damage
- Key effects:
- wound
- Wild Realignment
- Dice requirement:
- 1× 🐅 Claw + 2× 🐻 Paw + 1× 🍃 Leaf
- Damage/healing:
- Not sufficiently verified
- Nature's CureNormal
- Dice requirement:
- 2× 🐅 Claw + 2× 🍃 Leaf
- Damage/healing:
- 5 damage
- MaulNormal
- Dice requirement:
- 4× 🐻 Paw
- Damage/healing:
- Sum of 2 dice
- Forest's CallNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- Protect the ForestUndefendable
- Dice requirement:
- 4× 🍃 Leaf
- Damage/healing:
- 6 damage
- Forest's AnswerNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 7 damage
Ultimate
- Wrath of Nature!Ultimate
- Dice requirement:
- 5× 🍃 Leaf
- Damage/healing:
- 12 damage
Defense
Thick Hide The defense roll is made whenever you are attacked. On average it prevents about 1.3 damage. The prevention depends on the roll. Thick Hide: 2 dice, 1 counter per claw – in Bear Form 4 dice plus 1 prevention per paw and leaf (~1.3). The Bear is your defense, not the leaf.
Special mechanics
- Three forms as one state Board mechanicDruid is always in exactly one form: Druid (start), Bear or Cat. A Shape Shift switches the state at any time, including mid-turn on the opponent's turn. The state persists until switched again - Druid is therefore not a character with fixed averages but one with three switchable profiles: Druid = healing and card income, Bear = defense, Cat = damage. · Maximum: 1
- Bear Form: the only real prevention Board mechanicOnly in Bear Form does Thick Hide roll 4 dice instead of 2 and prevent 1 damage per paw and leaf; Maul additionally gets a reroll. In Druid and Cat Form, Thick Hide prevents 0 and only delivers counter damage per claw. A defense value averaged across all forms underrates the Bear and overrates the Cat.
- Cat Form: +2 on every attack Board mechanicIn Cat Form every attack deals +2 damage and Ferocity additionally applies Wound: 4 base damage becomes 6 plus a status, the ultimate 14 instead of 12. The price is a complete loss of prevention while the Cat is active.
- Regenerate as plannable sustain Token mechanicAt most 2 tokens, 3 healing each across two upkeeps. The Druid Form passive places 1 token on Druid or a teammate at end of turn - the character's only documented ally-facing effect. Healing counts separately from prevention and also works against undefendable and pure damage. · Maximum: 2
Resources
- Shape ShiftMax 2: spend any time – shift into Bear Form, Cat Form, or back to Druid. · Wild Realignment +2, Forest's Call, Protect the Forest, Forest's Answer, ultimate +2. · Cat BEFORE your attack turn (+2 and Wound), Bear BEFORE dangerous enemy rounds – 'any time' includes mid-turn on their turn.
- RegenerateMax 2, enters on the 2 side: heal 2 in upkeep and flip to 1, then heal 1 and remove – 3 healing per token. · Nature's Cure, Protect the Forest, the Druid Form passive (also for teammates!), ultimate. · Runs automatically. In team modes put the passive on the member taking the most pressure.
Upgrades & cards
What changes?
- FerocityLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🐅 Claw instead of 3× 🐅 Claw
- FerocityLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× 🐅 Claw instead of 3× 🐅 Claw
Hero-specific cards
Not sufficiently verified
Works well with
- Shadow Thief
Shadow Thief adds the attack avoidance that Druid lacks.
- Spider-Man (Miles Morales)
Spider-Man (Miles Morales) adds the attack avoidance that Druid lacks.
- Barbarian
Barbarian adds the attack denial that Druid lacks.
Good matchups
- Gunslinger
Druid keeps Gunslinger tied up with Wound, and Gunslinger already needs tight rolls.
- Pyromancer
Druid keeps Pyromancer tied up with Wound, and Pyromancer already needs tight rolls.
- Cursed Pirate
Druid pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
Tough matchups
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