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Ancient Grove

Beasts and ancients of the forest: poisons, healing, stunning bears and stone giants.

In the heart of the oldest forest, ancients of bark and moss, beasts and spirits live under a pact older than any crown. They march only when the war of castles reaches their roots, and then they all come: venomous spiders, healing shamans, bears that topple shield walls and giants of stone. The Grove grows slowly, but it never retreats.

Buildings and troops

One entry per build slot (the key you press in the game). Open it to see each building, what it upgrades into and the troop it trains.

QEgg Clutch · Web Nest · Matriarch's Lair
Egg ClutchTroop building

Hatches Black Spiders.

Cost
160 gold
Health
1300
Armor
5 · Fortified
Build
2s
Income
+3.20
Lumber back
+160
Trains every
23s
TrainsBlack Spider

Slow Poison: each hit poisons for 10s, dealing 5 spell damage/s and −10% attack and movement speed.

Health
250 (+1.5/s)
Armor
1 · Unarmored
Attack type
Pierce
Damage
28–33
Range
melee
Speed
330
Bounty
6 gold
Spawns every
23s

Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%

  • Slow Poison. Each hit poisons for 10s: 5 spell damage/s and −10% attack and movement speed.

Small, patient and venomous: the bite keeps burning long after she is gone.

Web NestTroop building

Hatches Giant Spiders.

Cost
180 gold
Health
1400
Armor
5 · Fortified
Upgrade
2s
Income
+3.60
Lumber back
+180
Trains every
32s
TrainsGiant Spider

Slow Poison: 8 spell damage/s and −15% attack and movement speed for 10s. Web (every 18s): pins an enemy troop for 10s. On death, releases 2 Wood Spiders.

Health
500 (+3/s)
Armor
4 · Unarmored
Attack type
Pierce
Damage
65–75
Range
melee
Speed
330
Bounty
12 gold
Spawns every
32s

Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%

  • Slow Poison. Each hit poisons for 10s: 8 spell damage/s and −15% attack and movement speed.
  • Web. Pins an enemy troop for 10s: it cannot move and, if flying, is pulled to the ground. cooldown 18s
  • Brood. On death, releases 2 Wood Spiders.

Kill one and it is not over: a hungry spiderling always crawls out of the carcass.

Matriarch's LairTroop building

Hatches Brood Matriarchs.

Cost
190 gold
Health
1700
Armor
5 · Fortified
Upgrade
2s
Income
+3.80
Lumber back
+190
Trains every
41s
TrainsBrood Matriarch

Slow Poison: 12 spell damage/s and −25% attack and movement speed for 10s. Web (every 18s): pins an enemy troop for 12s. Infest (50 mana, every 10s): 100 spell damage plus 20/s for 10s; if the target dies meanwhile, 2 Black Spiders hatch. On death, releases 1 Giant Spider.

Health
900 (+5/s)
Armor
6 · Unarmored
Attack type
Pierce
Damage
90–110
Range
melee
Speed
330
Bounty
18 gold
Mana
100 (+2/s)
Spawns every
41s

Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%

  • Slow Poison. Each hit poisons for 10s: 12 spell damage/s and −25% attack and movement speed.
  • Web. Pins an enemy troop for 12s: it cannot move and, if flying, is pulled to the ground. cooldown 18s
  • Infest. Deals 100 spell damage and poisons for 10s (20 spell damage/s). If the target dies meanwhile, 2 Black Spiders hatch. 50 mana · cooldown 10s
  • Brood. On death, releases 1 Giant Spider.

Mother of a thousand broods, she spins webs thick enough to catch knights, armor and all.

WShaman's Hut · Elder's Lodge · Riddle Stone
Shaman's HutTroop building

Trains Bear Shamans.

Cost
200 gold
Health
1200
Armor
5 · Fortified
Build
2s
Income
+4.00
Lumber back
+200
Trains every
25s
TrainsBear Shaman

Forest magic. Rejuvenate (50 mana, every 16s): heals an ally for 200 HP over 10s.

Health
450 (+1/s)
Armor
1 · Light
Attack type
Magic
Damage
50–55
Range
400
Speed
280
Bounty
7 gold
Mana
200 (+1/s)
Spawns every
25s

Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%

  • Rejuvenate. Heals an ally for 200 HP over 10s. 50 mana · cooldown 16s

He wears a bearskin as a mantle and sings to wounds until they forget to hurt.

Elder's LodgeTroop building

Trains Elder Bear Shamans.

Cost
200 gold
Health
1400
Armor
5 · Fortified
Upgrade
2s
Income
+4.00
Lumber back
+200
Trains every
35s
TrainsElder Bear Shaman

Forest magic. Rejuvenate (50 mana, every 14s): heals an ally for 400 HP over 10s. Mana Burn: 30% chance per hit to burn up to 150 mana, dealing the same as spell damage.

Health
650 (+2/s)
Armor
3 · Light
Attack type
Magic
Damage
70–95
Range
450
Speed
280
Bounty
13 gold
Mana
250 (+2/s)
Spawns every
35s

Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%

  • Rejuvenate. Heals an ally for 400 HP over 10s. 50 mana · cooldown 14s
  • Mana Burn. 30% chance per hit to burn up to 150 of the target's mana, dealing the same as spell damage.

He has seen a hundred winters and knows a remedy for each; for war, he knows two.

Riddle StoneTroop building

Awakens Visionaries.

Cost
300 gold
Health
1300
Armor
5 · Fortified
Upgrade
2s
Income
+6.00
Lumber back
+300
Trains every
40s
TrainsVisionary

Very long-range chaos damage, slow. Clear Sight: reveals invisible troops within 1200. Demolish: triple damage to buildings. Heavy armor; regenerates 5 HP/s.

Health
900 (+5/s)
Armor
8 · Unarmored
Attack type
Chaos
Damage
120–140
Range
1000
Speed
310
Bounty
16 gold
Mana
100 (+2/s)
Spawns every
40s
  • True sight. Reveals invisible troops within 1200.
  • Demolisher. ×3 damage to buildings.

He sees the battle before it happens and strikes where the enemy has yet to arrive.

EAncient of Growth · Ancient of Life · Ancient of Eternity
Ancient of GrowthTroop building

Awakens Dryads.

Cost
220 gold
Health
1300
Armor
5 · Fortified
Build
2s
Income
+4.40
Lumber back
+220
Trains every
26s
TrainsDryad

Forest spears. −15% spell damage taken. Abolish Magic: 15% chance per hit to dispel a positive effect from the target. Nature's Touch (35 mana, every 15s): heals an ally for 75 HP and grants +2 armor.

Health
500 (+1/s)
Armor
3 · Medium
Attack type
Pierce
Damage
50–70
Range
400
Speed
310
Bounty
7 gold
Mana
150 (+1/s)
Spawns every
26s

Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%

  • Spell resistance. −15% spell damage taken.
  • Abolish Magic. 15% chance per hit to dispel a positive effect from the target.
  • Nature's Touch. Heals an ally for 75 HP and grants +2 armor until it dies (does not stack). 35 mana · cooldown 15s

Daughter of an oak and a spring, she hurls thorn spears and mends allies with a touch.

Ancient of LifeTroop building

Awakens Grove Wardens.

Cost
220 gold
Health
1600
Armor
5 · Fortified
Upgrade
2s
Income
+4.40
Lumber back
+220
Trains every
37s
TrainsGrove Warden

−20% spell damage taken. Abolish Magic: 20% chance per hit to dispel a positive effect from the target. Nature's Touch (25 mana, every 8s): heals an ally for 150 HP and grants +3 armor. Wake the Woods (100 mana, every 25s): summons 2 Walking Trees that return 10% of melee damage taken.

Health
700 (+1.5/s)
Armor
5 · Medium
Attack type
Pierce
Damage
80–100
Range
450
Speed
300
Bounty
14 gold
Mana
200 (+2/s)
Spawns every
37s

Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%

  • Spell resistance. −20% spell damage taken.
  • Abolish Magic. 20% chance per hit to dispel a positive effect from the target.
  • Nature's Touch. Heals an ally for 150 HP and grants +3 armor until it dies (does not stack). 25 mana · cooldown 8s
  • Wake the Woods. Summons 2 Walking Trees for 45s; they return 10% of melee damage taken. 100 mana · cooldown 25s

He has watched the forest paths for centuries; magic runs off his bark like rain.

Ancient of EternityTroop buildingLegendary

Legendary: awakens the Eternal Ancient.

Cost
400 gold · 400 lumber · 1 crystal
Health
2000
Armor
5 · Fortified
Upgrade
2s
Income
+8.00
Lumber back
+400
Trains every
57s
TrainsEternal AncientLegendary

Legendary, immune to negative spells. Nature Aura: +15 HP/s to allies within 515. Incorporeal: 25% evasion. Abolish Magic: 25% chance per hit to dispel positive effects from enemies around the target. Sprout (200 mana, every 30s): 5 trees sprout around it and, 3s later, awaken and march on the enemy base.

Health
1000 (+5/s)
Armor
7 · Medium
Attack type
Chaos
Damage
140–150
Range
550
Speed
290
Bounty
26 gold
Mana
400 (+3/s)
Spawns every
57s
  • Legendary resistance. Legendary: −70% spell damage; immune to hex, mind control and instant death.
  • Immune. Immune to negative effects: stun, slow, curses, hex, mind control and instant death.
  • Aura. Nearby allies (radius 515): +15 HP/s.
  • Evasion. Dodges 25% of hits.
  • Abolish Magic. 25% chance per hit to dispel positive effects from enemies in a 100 area around the target.
  • Sprout. Sprouts 5 trees around itself; 3s later they awaken as Walking Saplings and march on the enemy base. 200 mana · cooldown 30s

When the Eternal Ancient steps onto the field, even trampled grass rises again.

RDen of Light Slumber · Hibernation Den
Den of Light SlumberTroop building

Awakens War Bears.

Cost
260 gold
Health
1300
Armor
5 · Fortified
Build
2s
Income
+5.20
Lumber back
+260
Trains every
28s
TrainsWar Bear

Cleave (30%), 20% critical strike (×2) and 15% chance to stun (0.5s, +50 damage). Feral Rage: 15% chance when hit to gain +25% attack speed and +20% damage for 5s. Light Slumber: at 30% HP, retreats and sleeps until healed, regenerating 20 HP/s.

Health
675 (+1/s)
Armor
5 · Unarmored
Attack type
Normal
Damage
80–90
Range
melee
Speed
270
Bounty
8 gold
Spawns every
28s

Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%

  • Cleave. Each hit deals 30% of its damage around the target (radius 200).
  • Critical strike. 20% chance of a critical strike (×2).
  • Stun. 15% chance to stun for 0.5s (+50 damage).
  • Feral Rage. 15% chance when hit to gain +25% attack speed and +20% damage for 5s.
  • Light Slumber. At low HP, retreats and sleeps until healed, regenerating 20 HP/s. cooldown 30s

Woken too early and in a foul mood: anything within reach of its paw goes down.

Hibernation DenTroop building

Awakens Ancestral Bears.

Cost
230 gold
Health
1500
Armor
5 · Fortified
Upgrade
2s
Income
+4.60
Lumber back
+230
Trains every
39s
TrainsAncestral Bear

Cleave (35%), 30% critical strike (×2) and 30% chance to stun (1s, +65 damage). Feral Rage: 20% chance when hit to gain +25% attack speed and +30% damage for 5s. Hibernation: at 325 HP, retreats and hibernates until healed, regenerating 40 HP/s; the first hit after waking deals +100% damage.

Health
1100 (+2/s)
Armor
8 · Unarmored
Attack type
Normal
Damage
105–125
Range
melee
Speed
270
Bounty
15 gold
Spawns every
39s

Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%

  • Cleave. Each hit deals 35% of its damage around the target (radius 200).
  • Critical strike. 30% chance of a critical strike (×2).
  • Stun. 30% chance to stun for 1s (+65 damage).
  • Feral Rage. 20% chance when hit to gain +25% attack speed and +30% damage for 5s.
  • Hibernation. At very low HP, retreats and hibernates until healed, regenerating 40 HP/s. The first hit after waking deals +100% damage. cooldown 30s

It slept through a whole winter dreaming of war; the roar of its waking knocks ranks flat.

AEmerald Nest
Emerald NestTroop building

Hatches Emerald Dragons.

Cost
310 gold
Health
1400
Armor
5 · Fortified
Build
2s
Income
+6.20
Lumber back
+310
Trains every
30s
TrainsEmerald DragonFlying

Chaos breath with 60% splash. Corrosive Breath: each hit removes 2 armor from the target, stacking up to −6.

Health
700 (+1.5/s)
Armor
5 · Heavy
Attack type
Chaos
Damage
55–75
Range
250
Speed
330
Bounty
10 gold
Spawns every
30s
  • Splash damage. The shot splashes 60% of its damage around (radius 150).
  • Corrosive Breath. Each hit removes 2 armor from the target, stacking up to −6.

Its green breath eats through steel, and the air around it makes breastplates rust.

SMonolith
MonolithTroop building

Awakens Stone Giants.

Cost
440 gold
Health
1600
Armor
5 · Fortified
Build
2s
Income
+8.80
Lumber back
+440
Trains every
37s
TrainsStone Giant

Fortified armor. Hardened Skin: −25 damage per hit (min. 5). Resistant Skin: −20% damage from all sources and negative effects last half as long. Pulverize: 30% chance per hit to deal 200 damage to ground troops within 175. Grab Tree: near the woods, for 10 hits it attacks with siege damage +50% and can hit flyers. Taunt (every 15s): forces enemies within 350 to attack it.

Health
800 (+4/s)
Armor
8 · Fortified
Attack type
Normal
Damage
125–175
Range
melee
Speed
250
Bounty
14 gold
Spawns every
37s

Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%

  • Plating. Each hit taken loses 25 damage.
  • Tough hide. Takes 20% less damage.
  • Tenacity. Negative effects last 50% shorter.
  • Pulverize. 30% chance per hit to deal 200 damage to enemy ground troops within 175.
  • Grab Tree. Near the woods, rips out a tree: for 10 hits its attack becomes siege, deals +50% damage and can hit flyers.
  • Taunt. Forces enemies within 350 to attack the Giant for 3s. cooldown 15s

Arrows shatter on his rocky hide; his hammer does not break things, it pulverizes them.

DAncient Guardian
Ancient GuardianSpecial

Special: every 12s, banishes a random enemy troop for 12s. While ethereal it cannot attack, physical attacks pass through it and it takes +66% damage and healing.

Cost
250 gold · 500 lumber
Health
1000
Armor
5 · Fortified
Build
2s
Income
+2.25
  • Banish. Makes a non-legendary enemy troop ethereal for 30s: it cannot attack, moves 50% slower, physical attacks pass through it and it takes +66% damage and healing. cooldown 12s
FAncient of the Gale
Ancient of the GaleSpecial

Special: every 14s, a wandering cyclone appears near a random enemy troop and lasts 7s: 40 spell damage/s in a 250 area and −25% attack and movement speed. Buildings take 15 damage/s.

Cost
350 gold · 650 lumber
Health
900
Armor
5 · Fortified
Build
2s
Income
+3.15
  • Cyclone. A wandering cyclone appears near a random enemy troop for 7s: 40 spell damage/s in a 250 area and −25% attack and movement speed. Buildings take 50% of the damage. cooldown 14s
YAncestral Protector
Ancestral ProtectorTower

Tower: hurls stones with 80% splash. Bash: 15% chance per shot to stun for 2s and deal 25 extra damage. Reinforced armor; regenerates 2 HP/s.

Cost
210 gold · 300 lumber
Health
1600
Armor
8 · Fortified
Build
20s
Income
+0.84
Attack
Siege 100–110
Range
700
  • Bash. 15% chance per shot to stun the target for 2s and deal 25 extra damage.
XTree of Wonders
Tree of WondersSpecialLegendary

Legendary special: every 40s, the Call of the Wild brings forth 3 Wood Spirits next to a random enemy troop. They attack with a 50% chance to stun and, on death, explode for 150 spell damage in a 350 radius.

Cost
650 gold · 1800 lumber · 1 crystal
Health
1500
Armor
5 · Fortified
Build
2s
Income
+5.85
  • Call of the Wild. Brings forth 3 Wood Spirits next to a random enemy troop. They attack with a 50% chance to stun and, on death, explode for 150 spell damage in a 350 radius. cooldown 40s