“ | The forest awakens! | ” |
The Weirdwood is a level 4 Artillery Tower in Kingdom Rush: Origins, unlocked in stage 10, Neverwonder. It is a huge Treant that throws equally huge acorns at enemies.
Description[]
This huge Treant is of the very angry kind! It gives a whole new meaning to 'wrath of the forest'!
Compared to the other level 4 Druid Tower, the Arch-Druid Henge, the Weirdwood's nuts are stronger, and both of its abilities can clear masses of weak enemies extremely quickly. However, the Weirdwood attacks slower, can't block enemies, can't store more than one nut when idle like the Arch-Druid can, and subsequently lacks crowd control. They are better placed near the frontlines where they can effectively wreck the likes of Redcaps, Boomshrooms or Spiderbroods so the towers at the back can focus more on the bigger, stronger enemies.
Cost analysis[]
- Total DPS: Average damage / attack speed * number of enemies hit
- Cost Efficiency: Total cost / DPS
Note: DPS is calculated without Hardened Boulders.
Damage Efficiency Comparisons[]
Stone Circle | Boulder Circle | Menhir Circle | Arch-Druid | Weirdwood | |
---|---|---|---|---|---|
Cost | 120 | 340 | 660 | 1035 | 1040 |
DPS | 3.2 | 8 | 13.3 | 23.5 | 24 |
g/DPS | 38 | 42.5 | 50 | 44 | 43 |
Abilities[]
Fiery Nut[]
This will *nut* gonna hurt! [sic]
Throws a burning nut that explodes for area damage, setting the ground on fire for 5 seconds. The burn modifier lasts 6 seconds, and refreshes if the enemy stays on burning ground, so they can be burned for a maximum of 11 seconds.
(Cooldown: 25.5 seconds, roughly once every 8 nuts)
Level | Cost | Explosive Damage | Fire Damage (overall) |
1 | 330 | 135 | 1/0.1s (60-110) |
2 | 330 | 270 | 2/0.1s (120-220) |
3 | 330 | 405 | 3/0.1s (180-330) |
- The burning nut's explosion deals artillery damage but is not affected by Heavy Load or Shocking Impact upgrade.
- If the cooldown is over but a normal nut is in Weirdwood's hand, he need to throw it before Fiery Nut can be cast.
- Fire Damage is True Damage and is dealt over time.
- If a Twilight Evoker silences a Weirdwood with a Fiery Nut in his hand, he cannot throw the nut and will not replace it with a normal one, making him effectively disabled for the duration.
Clobber[]
Shakes the ground, dealing True Damage and stunning enemies in the range. (Cooldown: 14 seconds)
(Requires at least 2 targets in the range and not holding a nut to trigger.)
- The first 2 targets will have 100% chance to get stunned, the third one will have 75%, the rest will have 50%.
Level | Cost | Damage | Stun |
1 | 225 | 75 | 1 second |
2 | 225 | 100 | 2 seconds |
3 | 225 | 125 | 3 seconds |
Range[]
- 40% wider than Stone Circle
- 24% wider than Boulder Circle
- 11% wider than Menhir Circle and Arch-Druid Henge
Strategy[]
- The most expensive tower across the whole series, Weirdwood costs a whopping 1,065 GP at base, and has a rather lacking DPS of 27. To add insult to injury, its slow attack speed of 3.5s also causes a lot of damage wasted.
- Fiery Nut is only effective in dense chokes as it deals devastating area damage, but it is very expensive, has comparatively low DPS, and the AoE is annoyingly small, but it's effectiveness is multiplied many fold when multiple enemies are stalled inside the explosion radius and fire. While it is relatively cost-ineffective, having this skill enables Weirdwood to throw 3 nuts almost consecutively in certain conditions: If Fiery nut is ready while a normal attack is readied, Weirdwood will throw the normal nut, takes out the fiery nut and immediately throw it, and takes out another normal nut before throwing it at an unusually short interval.
- It is recommended to upgrade Clobber first to give the Weirdwood an effective crowd-control tool. This way, weaker units are killed more quickly and makes it more likely Fiery Nut will target a more important enemy.
- Very fast enemies can often dodge the projectiles that Weirdwood fires. Units should be deployed around the tower to block enemies and prevent this issue.
- Building Weirdwood near path curves is beneficial because Clobber affects the tree's entire attack range, so this helps the skill to hit more enemies.
- It is recommended to build Weirdwood in stages where heavily clustered enemies may allow him to unleash his full potential, while the large number of enemies also provides considerable bounty to justify building such an expensive tower. Out of such situations though, Weirdwood may have some potential but usually is not the best choice.
Related Upgrades[]
- Hardened Boulders (1 star)
- Increases Druid attack damage (by 10%).
- Sharp Splinters (1 star)
- Increases boulder explosion area (by 10%).
- Earth Mastery (2 stars)
- Increases Druid attack range (by 10%).
- Heavy Load (3 stars)
- Boulder explosions ignore physical armor. (damage type is changed to true)
- Shocking Impact (3 stars)
- Boulder explosions slow enemies for a short time. (by 50% for 0.5 seconds)
Related Achievements[]
HEAVYWEIGHT CLASS Stun 10 or more enemies with a single clobber.
WILDFIRE HARVEST Throw 1000 burning nuts.
Quotes[]
- "The forest awakens!"
- "Need a light?"
- "Beat it!"
Trivia[]
- Weirdwood might be a reference to Weirwoods, sacred religious trees in the A Song of Ice and Fire universe. They have very similar appearances and names.
Gallery[]
Towers • Kingdom Rush | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104 |
Special | Sylvan Elf Hall • Sasquatch • Sunray Tower |
Towers • Kingdom Rush: Frontiers | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200 |
Special | Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cpt. • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge |
Towers • Kingdom Rush: Origins | |
Standard | Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood |
Special | Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion |
Towers • Kingdom Rush: Vengeance | |
Standard | Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Shaolin Temple • Ignis Altar • Goblin War Zeppelin • Sandworm Hollow |
Special | Troll Mercenaries • Spider Nest • Caravan • Ancient Sarcophagus |