In this Hero's Hour Wild Faction Guide, I'll tell you what you need to know to get started with playing the Wild Avengers.
Hero's Hour Wild Faction Guide - Basic Strategy
The Wild Faction are the elves of Hero's Hour and use Anima (faeries) to swarm their foes (thanks in part to the Afterlife ability) or help spawn in Grizzlies. They also have a fair few options for ranged combat.
Hero's Hour Wild Faction Guide - Unique Buildings
Wild's Unique Buildings are Elemental Gate, Grizzly Den, and Symbiotic Grove.
Summons Elementals every day, depending on which resource you've used to "tune" the gate. The number of summoned Elementals increases with the number of Overgrown Mines.
Creates Grizzlies in town over time. Having more Anima and Forest Spirits increases the rate that Grizzlies join.
Gives 1 Wood every day. Critically, it also allows you to turn Mines into Overgrown Mines which give you more Wood each day but reduce the income of the original Resource.
Hero's Hour Wild Faction Guide - Hero Strategies
The Wild Heroes are Archdruid and Warden.
Archdruid Heroes (Lifespark)
Archdruids get the Lifespark ability which heals nearby units and summons animals on the battlefield. Surviving summoned animals get turned into Anima.
Sidila / Taradu
Sidila and Taradu are excellent for summoning units in battle.
Mizico / Aloru
Mizico and Aloru are spellcasters that can gain access to all four elements in their skill tree.
Hekoni / Lorane
Hekoni and Lorane also are great for summoning, albeit with a focus on the weaker Anima and Forest Spirits.
Warden Heroes (Wild Communion)
Wardens get Wild Communion, a spell that can immediately summon animals onto the battlefield with a 2-day cooldown. Any surviving animals are converted into Anima.
Onomi / Kanela
Onomi and Kanela are experts in ranged combat.
Onomi / Kanela
Onomi and Kanela feature a mix of summoning and buffing their units.
Atoko / Bee
Atoko and Bee use a mix of summoning units alongside debuffs and deception.
Hero's Hour Wild Faction Guide - Unit Choices
Here are the unit choices you have to make for the Wild Faction.
Moonbeast or Satyr?
Moonbeasts are fast-attacking melee fighters that get more ferocious as their allies die. Satyrs are much slower, but they can afflict enemies with Confusion and have attacks that hit in a wide area. Additionally, they have the Afterlife effect.
Ranger or Hunter?
Rangers are precision archers that can do critical damage to a single target (and occasionally a wide area). Hunters do less damage overall, but they are better protected and can inflict Terror on an enemy once they're upgraded.
Deer or Ritualist?
Ritualists are glass cannons that can steal life from enemies to survive, but they'll flee battle if their health gets low. Deer can Charge right into battle and will summon Anima on death thanks to their Afterlife ability -- and upgraded Deer can turn enemies into Gold with their Midas Touch ability.