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
- SplinterStandard 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
- TendSetup
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
- OvergrowthBurst
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 VinesControl
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 GraspBurst
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 WildBurst
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
Level I abilities
- SplinterNormal
- 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
- OvergrowthUndefendable
- Dice requirement:
- 2× 🪵 Branch + 3× 🍃 Leaf
- Damage/healing:
- about 8 damage
- Vengeful VinesNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- barbed-vine
- Nature's GraspUndefendable
- Dice requirement:
- 4× 🌀 Nature Swirl
- Damage/healing:
- about 8 damage
- Call of the WildNormal
- 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 CompanionSpirits 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 mechanicFertilize grows 1 free Spirit each upkeep; Rooted additionally provides 1 Spirit per rolled leaf.
- Wellspring as team healing Token mechanicWellspring 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 MechanicBarbed 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?
- SplinterLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🪵 Branch instead of 3× 🪵 Branch
- SplinterLevel 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
- Shadow Thief
Shadow Thief adds the attack avoidance that Treant lacks.
- Spider-Man (Miles Morales)
Spider-Man (Miles Morales) adds the attack avoidance that Treant lacks.
- Barbarian
Barbarian adds the healing that Treant lacks.
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
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