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Weirdwood 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.

Abilities

Fiery Nut

Icon Feiry This will *nut* gonna hurt! [sic] WWFieryNut

Throws a burning nut that explodes for area damage, setting the ground on fire for 5 seconds.

(Cooldown: 25.5 seconds) (once every 8 nuts)

Level Cost Explosive DamageFire Damage ‡ at maximum
1 330 130 100 (1/0.1s)
2 330 270 200 (2/0.1s)
3 330 400 300 (3/0.1s)

† The burning nut's explosive damage is not affected by Heavy Load upgrade and ignores half the armor.

‡ Fire Damage is dealt over time and ignores armor.

Clobber

Icon Clobber Smashing! WWClobber

Shakes the ground, dealing True Damage and stunning enemies in the range. (Cooldown: 14 seconds)

(Requires at least 2 targets in the range to trigger.)

Level Cost Damage Stun
1 225 75 1 second
2 225 100 2 seconds
3 225 125 3 seconds

Range

Strategy

  • As said, use Weirdwood to destroy hordes of weaker enemies to allow the other towers to focus on stronger foes. It is recommended to upgrade Clobber first, to give the Weirdwood an effective crowd-control tool. Fiery Nut III deals devastating area damage, but it is very expensive, has comparatively low DPS, and the AoE is annoyingly small. Therefore, this skill should only be upgraded last, once the player has enough high-level soldiers to ensure no enemy can escape the firebomb.
  • 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.

Related Upgrades

  • KRO Upgrade D 01 Level-1 Hardened Boulders (1 star)
    • Increases Druid attack damage. (+10%)
  • KRO Upgrade D 02 Level-2 Sharp Splinters (1 star)
    • Increases boulder explosion area.
  • KRO Upgrade D 03 Level-3 Earth Mastery (2 stars)
    • Increases Druid attack range. (by 10%)
  • KRO Upgrade D 04 Level-4 Heavy Load (3 stars)
    • Boulder explosions ignore physical armor.
  • KRO Upgrade D 05 Level-5 Shocking Impact (3 stars)
    • Boulder explosions slow enemies for a short time. (by 50% for 0.5 second)

Related Achievements

OrAchP5 11Heavy HEAVYWEIGHT CLASS Stun 10 or more enemies with a single clobber.

OrAchP5 12WildF WILDFIRE HARVEST Throw 1000 burning nuts.

Quotes

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


View All Towers
Towers • Kingdom Rush
Standard Archer TowerMarksmen TowerSharpshooter TowerRangers HideoutMusketeer GarrisonMilitia BarracksFootmen BarracksKnights BarracksHoly OrderBarbarian Mead HallMage TowerAdept TowerWizard TowerArcane WizardSorcerer MageDwarven BombardDwarven ArtilleryDwarven HowitzerBig BerthaTesla x104
Special Sylvan Elf HallSasquatchSunray Tower
Towers • Kingdom Rush: Frontiers
Standard Archer TowerMarksmen TowerSharpshooter TowerCrossbow FortTribal AxethrowersMilitia BarracksFootmen BarracksKnights BarracksAssassin's GuildKnights TemplarMage TowerAdept TowerWizard TowerArchmage TowerNecromancer TowerDwarven BombardDwarven ArtilleryDwarven HowitzerDWAARPBattle-Mecha T200
Special Legion ArcherMercenary CampSCUMM BarPirate CapSpear MaidenDwarven BastionDwarf HallPirate WatchtowerShrine of RegnosDark Forge
Towers • Kingdom Rush: Origins
Standard Hunter ArborWatcher ArborSentinel ArborArcane ArchersGolden LongbowsDefender BarracksWarden BarracksRanger BarracksBladesinger HallForest KeepersMystic DaisArcanist DaisEldritch DaisWild MagusHigh Elven MageStone CircleBoulder CircleMenhir CircleArch-Druid HengeWeirdwood
Special Awok HutGryphon RiderFaery Dragon AerieGnome GardenDragon NestYoung BeresadRenegade PostBastion
Towers • Kingdom Rush: Vengeance
Standard Shadow ArchersOrc Warriors DenInfernal MageRocket RidersDark KnightsMelting FurnaceSpecters MausoleumGoblirangsBone FlingersElite HarassersOrc ShamanGrim CemeteryRotten ForestBlazing GemDeep Devil's ReefWicked SistersSwamp ThingGoblin War Zeppelin
Special Troll MercenariesSpider NestCaravan
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