Deeproot Wardens
Ancient guardians of the deep jungle. The Deeproot Wardens start with Organized Warfare and a Defender, and their hero, the Treant (a giant living tree that walks and fights), can shield every ally next to it.

Play style
A defensive tribe. Hold your land with cheap, sturdy Defenders, build up your cities and score, then counter-attack once the enemy has worn itself out.
Starting unit: Defender
Defender: 3 stars, 12 HP, attack 1, defence 3, 2 damage, moves 1, range 1.
Hero: Treant
The Treant is a giant living tree that walks and fights. Bark Shield (once a turn): +2 defence to every friendly unit next to it until your next turn.
12 HP, attack 1, defence 2, 2 damage, moves 1, range 1. A city recruits the hero for free when it reaches level 5, and again at level 10.
Deeproot Wardens strategy
- Defenders (defence 3, 12 HP) are cheap at 3 stars and very hard to kill on jungle hills. Use them to hold villages and chokepoints.
- Since you can hold ground cheaply, spend more on buildings and temples. That suits the Genius (score) win condition well.
- Use the Treant's Bark Shield (once a turn) to give +2 defence to every friendly unit next to it until your next turn. It works best in the middle of a group of your units, right before the enemy attacks.
- Defenders deal only 2 damage, so add harder-hitting units before going on the attack: Archers come right after Organized Warfare in the Military branch.
More tips in the strategy guide.
Other tribes
Bogforge · Canopy Hunters · Frostguard · Ironfrost · Mireheart · Saltforge Mariners · Steppe Riders · Sunfield Knights · Tideborn