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[Wildfrost Guide] Complete Leader Guide

Wildfrost Leader Breakdown

What This Guide Covers

  1. What is a leader
  2. How Crowns work
  3. Leader selection tips
  4. Tribe-specific stat ranges
  5. Snowdweller ability list
  6. Shademancer ability list
  7. Clunkmaster ability list
  8. Leader caveats for the final battle

What is a leader

The leader is your main card, chosen from several candidates at the start of a run. Wildfrost leaders are procedurally generated each run—name, abilities, stats, and appearance all vary.

Leaders come pre-equipped with a Crown, meaning they must be deployed at the start of every battle and cannot be retreated. If your leader's HP hits 0, the run ends. Keeping your leader alive is a mandatory part of your strategy.

Available abilities and stat ranges differ by tribe, so tribe selection and leader selection are closely intertwined.

How Crowns work

A card with a Crown must be deployed at the start of battle and cannot retreat. Leaders carry a Crown by default.

Crown upsides

  • Guaranteed deployment at battle start, so the ability fires immediately
  • Some charms (such as Krono) only affect non-Crowned allies
  • You can apply Crowns to cards at the shop (for an additional cost)

Crown downsides

  • No retreat, so the unit remains on the board even in dire situations
  • Copied into the final battle (Crowned companions get cloned too)
  • Crowning too many companions crowds your front line

Leader selection tips

Aim for 8+ HP

To survive high-damage attacks from threats like Frost Lancer, 8+ HP is the stability threshold. HP 4-6 leaders carry serious accident risk from early on—especially avoidable for beginners.

Abilities matter more than attack

Leader attack is easy to supplement with companions and items, but abilities are one-of-a-kind. Even at ATK 0, a leader with a strong ability has a higher win rate.

Short counters are valuable too

CT 3-4 leaders cycle fast and benefit from their ability more often. CT 6+ leaders struggle without Sun-type charms or countdown items.

Mind the final-battle copy

Healing leaders and Frenzy-holding leaders are strong, but when they return as enemies in the final battle, they're equally dangerous. Go light on leader charms.

Tribe-specific stat ranges

Leader stats are rolled from different ranges based on tribe.

Tribe HP ATK CT
Snowdweller 5 - 14 1 - 6 3 - 6
Shademancer 5 - 14 0 - 7 3 - 7
Clunkmaster 5 - 12 2 - 6 3 - 6

HP and ATK often trade off—high-HP leaders tend to have lower ATK, and vice versa. Shademancers can roll ATK 0 leaders, but paired with the ally-death scaling ability they become extremely powerful.

Snowdweller leader ability list

A beginner-friendly tribe with balanced ability choices. Covers diverse strategies spanning Snow, Spice, Shell, and Shroom.

Ability Details
Snow application Applies 1-3 Snow (Snow applier)
Spice application Applies 2 Spice to all allies when attacked / 3 Spice to the ally behind (Spice reactor)
Shell gain Gains 3-4 Shell on kill (Shell 4)
Shroom application Applies 2-3 Shroom / 1 Shroom to all enemies / 2-3 Shroom to attackers when hit (Demonize applier)
Healing Heals 3-4 HP on kill / Heals all allies 2 HP (Team heal)
Block gain Gains 1 Block on kill
Attack boost +2-3 ATK on kill / +1 ATK to all allies while active (+1 Attack aura)
Bonus damage +4 damage to damaged targets (Deal 4 extra to damaged targets)
Longshot Longshot (33% pull chance) (Longshot+Yank)
Smackback Smackback reaction
Frenzy / Barrage x3 Frenzy, Barrage, Fury

Shademancer leader ability list

Includes Snowdweller abilities plus Overburn and ally summoning—an advanced tribe. Even with ATK 0, they can scale damage through ally-death effects.

Ability Details
Overburn Applies 2-3 Overburn (Barrage Demonize / Overburn barrage)
Ally-death scaling Gains +1 ATK each time an ally dies (Shademancer-exclusive, powerful: Ally-death vengeance +1 ATK on ally kill)
Ally summoning Summons Beepop / Summons Fallow on placement (Beepop / Fallow summoner)
Healing (enhanced) Heals all allies 3 HP (more than Snowdweller's heal)
Block gain Gains 1 Block on kill
Attack boost +2-3 ATK on kill
Bonus damage +4 damage to damaged targets
HP recovery Heals 3-4 HP on kill
Longshot Longshot (33% pull chance)

Shademancers also roll Snowdweller-template abilities (healing, Shell gain, Shroom application, Snow application, Spice application, etc.). The above are Shademancer-exclusive or enhanced versions.

Clunkmaster leader ability list

A mechanical tribe with a distinctive ability set. All Clunkmaster leaders have the built-in ability "Trash 1," featuring strategies around Junk and Bomb.

All Clunkmaster leaders have Trash 1 as a built-in ability. Attacking generates one Junk, which you combine with Junk-synergy companions and Clunkers.

Ability Details
Trash 1 (built-in) All Clunkmaster leaders have this. Generates 1 Junk after use (Trash 1)
Junk buffer While active, all Junk in hand gains +2-3 ATK (Junk +2 ATK aura)
Bomb application Applies 1 Bomb / Applies Bomb 1 with x2 Frenzy / Applies Bomb 2 to attackers when hit (Bomb 1 / Smackback Bomb)
Ink application Applies 2-3 Ink (Ink 2-3)
Frost application Applies 2 Frost
Snow application Applies 1-3 Snow
Scrap bestowal Gives 1 Scrap to a random ally on kill (Scrap on kill)
Attack boost +1 ATK on attack (grows stronger with each attack)
Block gain Gains 1 Block on kill
Bonus damage +4 damage to damaged targets
HP recovery Heals 3-4 HP on kill

Leader caveats for the final battle

If your leader dies, the run is over. In the final battle, you fight a copy of your own leader.

In the Eye of the Storm, the deck from your previous victory "possesses" the enemy and appears in place of the Frost Wizard.

A possessed leader receives buffs: 3x HP, Snow Resist, +1 counter. Charms on your leader also carry over, so be cautious about buffing your leader.

Equip charms on Clunkers

Strong charms on your leader become a threat when copied as enemies. Prefer Clunkers or companions as charm targets. Clunker copies don't appear in the final fight, making them safe equip targets.

Watch Crown placements

Crowning companions means those companions get copied too. The stronger the Crowned companion, the harder the final fight.

Possessed unit stat changes

  • Companions: +10-12 HP (-1 per 2 charms), +1 attack effect (-1 per 2 charms)
  • Leader: 3x HP, Snow Resist, +1 counter
  • Items: replaced with matching enemy units (e.g. Ink items → Tentacles)
  • Teeth halved (rounded down)

Healing leaders are especially dangerous

A copied leader with healing abilities heals the enemy side too, dragging fights out. Frenzy-charmed leader copies are extremely dangerous.

Recommended leader ability rankings

S-rank: Ally-death scaling (Shademancer)

ATK grows on every Sacrifice. Combined with Shade summoning, scales infinitely, making the final battle easier to push through.

S-rank: Team heal (Snowdweller / Shademancer)

Team-wide healing is exceptionally stable. Shademancer's 3 HP heal offers more volume.

A-rank: Overburn application (Shademancer)

Overflow damage chains, making this excellent for both trash clears and boss fights. Strong synergy with Blue Candle.

A-rank: Spice application (Snowdweller)

Spice is universally useful and plays well with any companion. Combined with Pepper Flag, it becomes even stronger.

A-rank: Junk buffer (Clunkmaster)

Synergizes with the built-in Trash ability. Junk turns into attack items, converting the hand-clogging downside into damage.

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