Ironfrost
Smiths of the frozen mountains. Ironfrost starts with Smithing and a Swordsman, one of the strongest melee units in the game, and its hero, the Frost Giant (a towering giant made of ice and stone), freezes whatever it hits.

Play style
Early aggression. Swordsmen from turn one let Ironfrost take and hold villages early and threaten neighbours sooner than most tribes.
Starting unit: Swordsman
Swordsman: 4 stars, 12 HP, attack 3, defence 2, 5 damage, moves 1, range 1.
Hero: Frost Giant
The Frost Giant is a towering giant made of ice and stone. Units it hits are Frozen: they get 1 less movement on their next turn.
20 HP, attack 4, defence 2, 6 damage, moves 1, range 1. A city recruits the hero for free when it reaches level 5, and again at level 10.
Ironfrost strategy
- Your Swordsman (attack 3, defence 2, 5 damage, 12 HP) beats almost everything else in the early game. Use it to take villages fast.
- Swordsmen cost 4 stars, so build an economy alongside them: Agriculture is a cheap 1-turn tech for Farms. You start with Smithing only, not the techs before it.
- The Frost Giant freezes what it hits (1 less movement on its next turn), so enemies it strikes struggle to escape or to reach your back line.
- Mass Swordsmen is a proven plan: in a recorded 10-tribe game, the two human winners each built armies of about 20 Swordsmen.
More tips in the strategy guide.
Other tribes
Bogforge · Canopy Hunters · Deeproot Wardens · Frostguard · Mireheart · Saltforge Mariners · Steppe Riders · Sunfield Knights · Tideborn