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Treant

Playstyle: Defensive · Complexity: 6/6 · Season 1

Who is this character?

A patient gardener: grow Spirits, heal, then cash the harvest into damage.

How to play Treant

If after roll 1 5× Swirl for Wake the Forest! are reachable. Keep 5× Swirl and reroll all dice not needed, aiming at Wake the Forest! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Call of the Wild. Wake the Forest! deals a documented 10 damage and applies Barbed Vine, so the 5 committed dice stay on the table.

Early game: Splinter as the baseline load, building Spirits via passive abilities.

Mid game: Use Vengeful Vines for the straight and Barbed Vine, deploy Overgrowth on good rolls.

Late game: Convert stored Spirits into Overgrowth bonus damage or work toward Wake the Forest!.

If after roll 1 a large straight for Call of the Wild are reachable. Keep a large straight and reroll all dice not needed, aiming at Call of the Wild (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Wake the Forest!. Call of the Wild deals a documented 12 damage and applies Wellspring, so the 5 committed dice stay on the table.

Overgrowth becomes undefendable by discarding a Wellspring – the tank breaker with 2 Spirits invested (10 damage).

Never leave Seedlings idle at cap: 3 rerolls per game decide your 4× swirl turns.

Hoarding Spirits until the game is over – from 4 onwards Overgrowth pays better than any savings plan.

Rolling Tend with the opponent at 10 health – in the endgame only damage counts.

Strengths

  • Fertilize (passive) grows 1 free Spirit every round
  • Rooted prevents ~2.5 on average and grows Spirits doing it
  • Dryad = +3 on any attack or prevent 1 negative status
  • Wellspring & Sapling heal back reliably

Weaknesses

  • The most complex hero in the game (level 6)
  • Early turns are tame – you need 2–3 turns of setup

Key attacks

  • Splinter
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🪵 Branch is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🪵 Branch · 5 damage · barbed-vine

  • Tend
    Setup

    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 Tend deals no damage.

    2× 🍃 Leaf + 2× 🌀 Nature Swirl · barbed-vine

  • Overgrowth
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🪵 Branch + 3× 🍃 Leaf is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🪵 Branch + 3× 🍃 Leaf · about 8 damage

  • Vengeful Vines
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.

    Small straight (4 in a row) · 7 damage · barbed-vine

  • Nature's Grasp
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🌀 Nature Swirl is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× 🌀 Nature Swirl · about 8 damage

  • Call of the Wild
    Burst

    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) · 8 + 1 per 🪵 Branch (roll 4 dice)

  • Wake the Forest!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 🌀 Nature Swirl (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 🌀 Nature Swirl · 10 damage · barbed-vine

Key statuses & resources

  • Spirits: Companions in 3 forms: Seedling (max 3, 1 reroll), Sapling (max 2, heal 1 + 1 CP), Dryad (max 1, +3 attack or block 1 negative status). Fertilize 1 per upkeep (free), Tend +3, Nature's Grasp +2, Rooted 1 per leaf. Seedlings freely for rerolls towards 4× swirl targets; Dryad for +3 on Overgrowth/Splinter or against stun; Saplings when healing + CP matter.
  • Barbed Vine: negative, triggered via Splinter (conditional), Tend, Vengeful Vines and Wake the Forest!.
  • Wellspring: positive, no numeric cap recorded in the captured data.
  • Tend (2 leaf + 2 nature swirl) deals no damage per the data set (damageType none) but inflicts Barbed Vine (~46%).
  • Spirits: Fertilize 1 per upkeep (free), Tend +3, Nature's Grasp +2, Rooted 1 per leaf.
  • Spirits: Seedlings freely for rerolls towards 4× swirl targets; Dryad for +3 on Overgrowth/Splinter or against stun; Saplings when healing + CP matter.
  • Wellspring: Tend (to any player!), Call of the Wild per leaf, ultimate.
  • Wellspring: Whenever it sits around and health is missing – it costs no action.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🪵 Branch · 3/6 (faces 1, 2, 3)🍃 Leaf · 2/6 (faces 4, 5)🌀 Nature Swirl · 1/6 (faces 6)

Level I abilities

  • Splinter
    Normal
    Dice requirement:
    3× 🪵 Branch
    Damage/healing:
    5 damage
    Key effects:
    barbed-vine
  • Tend
    Dice requirement:
    2× 🍃 Leaf + 2× 🌀 Nature Swirl
    Damage/healing:
    Not sufficiently verified
    Key effects:
    barbed-vine
  • Overgrowth
    Undefendable
    Dice requirement:
    2× 🪵 Branch + 3× 🍃 Leaf
    Damage/healing:
    about 8 damage
  • Vengeful Vines
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
    Key effects:
    barbed-vine
  • Nature's Grasp
    Undefendable
    Dice requirement:
    4× 🌀 Nature Swirl
    Damage/healing:
    about 8 damage
  • Call of the Wild
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    8 + 1 per 🪵 Branch (roll 4 dice)

Ultimate

  • Wake the Forest!
    Ultimate
    Dice requirement:
    5× 🌀 Nature Swirl
    Damage/healing:
    10 damage
    Key effects:
    barbed-vine

Defense

Rooted The defense roll is made whenever you are attacked. On average it prevents about 2.5 damage. The prevention is reliable. Rooted: 3 dice – prevent 1 per branch AND per leaf (~2.5 on average), each leaf also grows a Spirit.

Special mechanics

  • Spirit companions
    Companion
    Spirits sit on the board as their own states: Seedling (max 3, 1 reroll), Sapling (max 2, 1 heal + 1 CP) and Dryad (max 1, +3 attack or block 1 negative status). · Maximum: 3
  • Fertilize engine
    Board mechanic
    Fertilize grows 1 free Spirit each upkeep; Rooted additionally provides 1 Spirit per rolled leaf.
  • Wellspring as team healing
    Token mechanic
    Wellspring can be granted to any player and heals there at no action cost; in team play the healing refills the shared health dial.
  • Barbed Vine control
    Mechanic
    Barbed Vine punishes the affected player's rerolls with 1 damage per extra attempt and is applied via Tend, Vengeful Vines, Wake the Forest! and conditionally via Splinter. · Maximum: 1

Resources

  • SpiritsCompanions in 3 forms: Seedling (max 3, 1 reroll), Sapling (max 2, heal 1 + 1 CP), Dryad (max 1, +3 attack or block 1 negative status). · Fertilize 1 per upkeep (free), Tend +3, Nature's Grasp +2, Rooted 1 per leaf. · Seedlings freely for rerolls towards 4× swirl targets; Dryad for +3 on Overgrowth/Splinter or against stun; Saplings when healing + CP matter.
  • WellspringSpend in your main phase: roll 1 die, heal half the value (rounded up). · Tend (to any player!), Call of the Wild per leaf, ultimate. · Whenever it sits around and health is missing – it costs no action.

Upgrades & cards

What changes?

  • Splinter
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🪵 Branch instead of 3× 🪵 Branch
  • Splinter
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 🪵 Branch instead of 3× 🪵 Branch

Hero-specific cards

Not sufficiently verified

Works well with

Good matchups

  • Gunslinger

    Treant keeps Gunslinger tied up with Barbed Vine, and Gunslinger already needs tight rolls.

  • Psylocke

    Treant keeps Psylocke tied up with Barbed Vine, and Psylocke already needs tight rolls.

  • Pyromancer

    Treant keeps Pyromancer tied up with Barbed Vine, and Pyromancer already needs tight rolls.

Tough matchups

  • Druid

    Druid pushes damage through that Treant barely stops with Rooted.

  • Storm

    Storm pushes damage through that Treant barely stops with Rooted.

  • Huntress

    Huntress keeps Treant tied up with Bleed, and Treant already needs tight rolls.

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