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Xirkaali in KoW 4 – tier and analysis

Dog-headed hemicyons, human Yan monks, great Lionsnarl cats and not a single wizard. The Xirkaali consistently play above average, though without any fireworks. Every unit rated – how to play it, which artefact – plus orders and advice for small, medium and big games.

Xirkaali — B+

List state: 23 September 2026, after Fracture and ahead of the announced Arrogance.

The Xirkaali Empire comes to Pannithor from the far East – not as an ordinary conqueror, but on a mission to bring order. It is ruled by the hemicyons: dog-headed warriors created with dark magic by the serpentine uraeuses in the deserts of Ophidia, to serve as slaves. When their gods revealed themselves to them, Sidurgu and Sokhatai – the Four Who Are Two – forbade magic. Ever since, the Empire has hunted down sorcerers of every stripe, turning the ones it catches into magic dampeners and weapons kept on a short leash.

On the table, it's an army without a single wizard: fast hemicyon infantry, the disciplined human Yan, great cats, apes and a dragon – plus alchemical mortars. It wins through close combat and speed.

Xirkaali tier list – every unit rated from S to F

What the results say

The Xirkaali consistently play above average. At Clash of Kings 2026 (160 players, six games), nine lists – eight of them with a recorded record – went 25–3–19, which makes 56.4%: the fifth-best result of twenty factions. Five lists finished in the top 35% of the field – in 28th, 33rd, 44th, 48th and 56th place, three of them with a 4–0–2 record. Across the 17 tournaments analysed by Data & Dice, the Xirkaali won 55.5% against an expected 51.2%, and in the post-Fracture efficiency model they're third out of twenty.

The flip side: no fireworks. Since the July update, they haven't had a single podium – their best finishes are 9th at Battle Masters (28 players), 8th at Shroud of the Saint and 28th at CoK – and in the UK outside CoK, they scored 47.9%. In the UK season ranking, they're only fourteenth, and the three podiums they have in it date from before the update. The same Data & Dice model that puts them third for efficiency ranks them sixteenth for average unit strength. From the USA, there's only early data: 2–3 at Adepticon and 4th place at Bugeater (40 players).

Two of the six best lists (9th at Battle Masters and 56th at CoK) were put together by the same player. The unit ratings come from 14 lists after Fracture: nine from CoK, four from Battle Masters and one from Pannithor Ablaze.

Hence the B+ – at the lower end of the grade, on a par with the Elves. Consistently above average, but with no wins and no podiums since the update.

A few rules to start with

  • Traits. Hemicyon: Warrior Pack, Spearwardens, Plainstalkers, Wildfangs, Lionsnarl Cavalry and the Witch Cage. Yan: Brotherhood of Yan, Chakrams and Yan Warrior Monks. Beast: Lionsnarl, Shaoquan and Gokluu. Hunter: Plainstalkers, Wildfangs and the Witch Cage.
  • Orders. The Xirkaali have five of their own, all on 4+ (a Warlord gets them off 87.5% of the time, a Champion 75%):
    • Sic 'em! – Hemicyon only: Thunderous Charge (+1). Spearwardens on the charge then do over eight damage against Defence 4+ instead of almost seven.
    • Fight on with Honour! – Hemicyon only: one damage removed for each successful die; from a Warlord, one and a half on average.
    • Bloodhound – Hunter only: Slayer (+nD3), which means an average of two extra attacks for each successful die against large infantry, large cavalry and monsters. When it goes off, a Warlord gives over three attacks on average.
    • Pack Attack – a unit in a combat where several friendly units are fighting: Brutal (2).
    • For the Greater Good – Yan only: +1 Speed and one damage for each successful die, with no Nerve test. Monks with two successful dice charge 14 inches instead of 10.
  • Pack Leader. The Matriarch and Khulan issue orders at 18 inches instead of 12.
  • No magic. There isn't a single spellcaster in the army. What it does have is protection from magic – Spellward on Khulan and the Witch Hunters and the Spellward auras of the Witch Cage and Baidar – and the Witch Cage also has Arcane Silence, which switches off an enemy artefact, and Spellsteal.
  • Pace. Hemicyon infantry has Speed 7 (Spearwardens, Warrior Pack and Wildfangs also have Strider), the Lionsnarl Speed 9, Gokluu 10, and the Yan only 5. Charge ranges: Gokluu 20 inches, Lionsnarl 18, Wildfangs 15–17, hemicyon infantry 14, Yan 10.
  • Unlocks and Aux. All Troops in Core are Aux, and the cheapest Core is a Brotherhood Regiment for 85. Lieh Lung turns one Regiment of Monks into a Core unit, and with a Witch Hunter in the army, the Witch Cage can be a Specialist.

Warlords

Model photos: © Mantic Entertainment Ltd. Images used with permission.

Matriarch — S

Matriarch

210 points: Speed 7, six attacks on 3+ with CS (2), Defence 5+, Nerve 16+, Individual, Strider, Very Inspiring, Pack Leader and a Vicious aura in combat for Hemicyon units.

How to play her: she's the army's engine. She stands in the middle so that her aura catches two to four hemicyon blocks – Spearwardens then do almost eight damage against Defence 4+ instead of almost seven, a Warrior Pack Horde almost twelve instead of ten, and Wildfangs over nine instead of eight. With three blocks in the aura, that's three or four more damage a turn. Her orders reach 18 inches anyway. On her own, she hits for almost four. Artefact: usually none; at most the Blade of Slashing (5).

She was in 11 of the 14 lists and in five of the six best – the sixth had Khulan.

Khulan Kaiju-slayer — B+

Khulan Kaiju-slayer

Khulan commands the Tiger Claw – because Imperial policy dictates that command always belongs to a hemicyon, never to a human or any other vassal. She is one of the few hemicyons with a real feel for the sea and a grasp of naval warfare. Together with her officers, she led the Xirkaali fleet halfway across the world, keeping to the invasion timetable to the very day.

245 points: Speed 7, eight attacks on 3+ with CS (2), Defence 6+, Nerve 16+, Individual, Spellward, Strider, Very Inspiring, Pack Leader, Quick Thinking (once per game, +1 to each order die) and a Slayer (3) aura for Hemicyon units.

How to play her: as a tougher Warlord – Defence 6+ and Spellward. In combat, she does over four damage against Defence 4+, and over six against large targets. The Slayer (3) aura, though, is only three more attacks against large infantry, large cavalry and monsters – day to day, the Matriarch's Vicious gives more. Two lists: 28th at CoK (the best Xirkaali result) and 17th at Battle Masters. As a unique unit, she can't take an artefact.

Baidar Witch-eater — D

Baidar Witch-eater

285 points: Speed 7, six attacks on 3+ with CS (2) and Vicious, Defence 5+, Nerve 18+, Fearless, Individual, Inspiring, Strider, Bane of Magic, a Spellward aura at 9 inches and the Flying Guillotine at 12" with Piercing (2).

How to play: the most expensive hero in the army, with plain Inspiring and no Pack Leader. In combat, almost four damage against Defence 4+; from the guillotine, after a Halt!, over three. The Matriarch, for 75 points less, gives the army a great deal more. Nobody took this unit. As a unique unit, Baidar can't take an artefact.

Witch Hunter Shuugch — D

Witch Hunter Shuugch

190 points: a chariot, Speed 7, eight attacks on 3+ with CS (1), Defence 4+, Nerve 16+, Fearless, Inspiring, Spellward, Strider, Wild Charge (2) and Elite in combat against spellcasters.

How to play: Shuugch charges 16 inches and does over three and a half damage against Defence 4+, but lacks Individual, stands at Height 4 with Defence 4+ and offers only Inspiring – no aura and no Pack Leader. That's 20 points less than the Matriarch, and the difference in strength is clear. Nobody took this unit.

Champions

Beastmaster — A-

Beastmaster

80 points: Speed 5, two attacks on 4+, Defence 4+, Nerve 13+, Individual, Yielding and a Strider aura for Beast units.

How to play him: as the cheapest commander – two order dice for 80 points – and the Lionsnarl's handler. The Lionsnarl have no Strider of their own, and with the aura they charge through woods and over obstacles without being Hindered; he was in eight of the ten lists with Lionsnarl. The aura works if the cats begin their move within 6 inches. Artefact: the Inspiring Talisman (30) – Inspiring as well, for 110 points in total; seven times in the lists – or the Banner of Command (20).

Ten of the fourteen lists, three of the six best.

Lieh Lung — B+

Lieh Lung

Lieh Lung was born into a lowly family on the Empire's eastern frontier. When an official from the Imperial Register came to assess the Yan of his village, they were attacked by ninja from a nearby shogunate – everyone fled before their ghostly aura, but Lieh Lung went on the attack. The official sent him straight to a martial arts monastery. Today, holding the tenth degree in his style, he is meant to be an example to the other Yan on the march west.

130 points: four attacks on 3+ with CS (1), Elite and Vicious, Duellist (D3+1), Defence 4+, Nerve 13+, Ensnare, Individual, Inspiring, Iron Resolve (1). One Regiment of Monks in his battalion is Core.

How to play him: as cheap Inspiring and the key to Monks in Core – in the list that came 28th at CoK, that was the third Core unit, which let a third Specialist in. In combat, over two damage, and over four against a hero. Three lists, two at the top (28th and 44th at CoK, different players). As a unique unit, he can't take an artefact.

Siegemaster — C+

Siegemaster

140 points: three attacks on 4+ with CS (2), Defence 6+, Individual, Inspiring for war engines only and an Elite aura for shooting.

How to play: only in a list with three war engines – with the Siegemaster's aura, a Mortar does three damage instead of a little over two and a half. Two lists, both from the same player (9th at Battle Masters and 56th at CoK).

Witch Hunter — C

Witch Hunter

Sorcerers are not tolerated in the Empire – witch hunters track them down wherever the army goes.

160 points: five attacks on 3+ with CS (1), Defence 4+, Nerve 15+, Fearless, Individual, Inspiring, Spellward, Strider and Elite in combat against spellcasters. On a Lion, for 40 more: Large Cavalry, Speed 9, two more attacks, Thunderous Charge (1) and Vicious, but no Individual.

How to play: on foot – Inspiring with Fearless and Spellward, and over two damage in combat; on a Lion – four and a half on the charge. Except that the Yan Lieutenant provides Very Inspiring for 130. A single Witch Hunter in the army lets a Witch Cage be taken as a Specialist. After July, one list – on foot, 142nd at CoK.

Xorxoi Prowlmaster — C+

Xorxoi Prowlmaster

180 points: Large Infantry, four attacks on 4+, Defence 4+, Nerve 15+, Elite (Ranged), Individual, Inspiring, Pathfinder, Scout, Stealthy and a Long Bow at 24" with Blast (2) and Piercing (1).

How to play: the army's best-shooting hero – over three damage against Defence 4+ on the move and over four after a Halt! – while Individual and Stealthy give shooters -2. But that's 180 points for three damage. Four lists, one at the top (9th at Battle Masters at 2500 points – at 2300 points, the same player went without this unit). As a unique unit, this hero can't take an artefact.

Yan Lieutenant — A-

Yan Lieutenant

130 points: cavalry, Speed 8, three attacks on 3+ with CS (1), Defence 4+, Nerve 14+, Individual, Iron Resolve (1), Very Inspiring.

How to play him: as the cheapest Very Inspiring in the army – one that keeps up with the hemicyon infantry – and a second pair of order dice. In combat, a little over one damage – that's not what he's there for. Nine of the fourteen lists, four of the six best.

Core

Brotherhood of Yan — A

Brotherhood of Yan

The Yan are the Empire's human auxiliaries – disciplined warrior monks and chakram throwers.

Troop (Aux) 65, Regiment 85, Horde 150. Speed 5, Melee 4+, Defence 3+, Iron Resolve (1), Yan; the Horde has Nerve 24+.

How to play them: the 85-point Regiment is the cheapest Core in the army – US 2 and an unlock. The 150-point Horde is an anvil with US 4 and Nerve 24+, but it hits weakly (over six damage against Defence 4+), and with Defence 3+ it suffers under shooting – it's best kept out of the shooters' range, on an objective. Artefacts from the lists, once each: Liliana's Tear (5), Fire-Oil (5) and the Healing Brew (5).

Ten of the fourteen lists (19 units, mostly Regiments), five of the six best.

Chakrams — B

Chakrams

Troop (Aux) 100, Regiment 125, Horde 220. Speed 5, Melee 5+, Shooting 4+, Defence 3+, Iron Resolve (1), Yan, and chakrams at 12" with Piercing (1).

How to play them: the best shooting in Core – a Regiment does four damage against Defence 4+ on the move, and after a Halt! – over five. In combat, Melee 5+ – they're not cut out for that. Four lists, Regiments only, two at the top (33rd and 48th at CoK).

Warrior Pack — A

Warrior Pack

Troop (Aux) 120, Regiment 160, Horde 235. Heavy Infantry, Speed 7, Melee 4+, Defence 4+, CS (1), Strider, Hemicyon; the Horde has Nerve 24+.

How to play them: the Horde is an infantry hammer – thirty attacks, ten damage against Defence 4+, almost twelve with the Matriarch's aura, and almost fourteen with the aura and the Blessing of the Gods (25). That's how the 28th- and 44th-place lists at CoK played them. In most of the other top lists, it's a cheap 160-point Regiment. Ten of the fourteen lists, seventeen units, five of the six best.

Spearwardens — S

Spearwardens

Troop (Aux) 155, Regiment 195. Heavy Infantry, Speed 7, Melee 3+, Defence 5+, CS (1), Strider, Phalanx, Hemicyon; the Regiment has Nerve 17+.

How to play them: a wall that hits back. Cavalry, large cavalry and flyers that charge their front are Hindered – enemy cavalry similar to the Lionsnarl will do almost six damage to them instead of thirteen. They themselves do almost seven damage against Defence 4+, almost eight with the Matriarch's aura, and almost ten with the aura and Sic 'em! on the charge. Only Regiments were played in the lists, usually two or three. Artefact: usually none.

Eleven of the fourteen lists, 23 Regiments, five of the six best.

Plainstalkers — D

Plainstalkers

Troop (Aux) 150, Regiment 185. Large Infantry, Speed 7, Melee 4+, Shooting 5+, Defence 4+, Feint, Pathfinder, Scout, bows at 24" with Piercing (1); Hemicyon, Hunter.

How to play: Scout and bows at 24 inches, but on the move that's just under three damage, and in combat three, with no CS. In Core, the Spearwardens and Warrior Pack are better; for shooting – the Chakrams and Mortars. Two lists – the two weakest Xirkaali results at CoK (142nd and 158th).

Specialists

Yan Warrior Monks — A+

Troop 120, Regiment 160. Speed 5, Melee 3+, Defence 3+, Ensnare, Fearless, Iron Resolve (1), Thunderous Charge (1), Yan; the Regiment has Nerve 17+.

How to play them: as a centre that doesn't give ground. Attacking them from the front, the enemy hits at -1 (Ensnare), Fearless and Iron Resolve keep them in the fight, and a Regiment on the charge does almost nine damage against Defence 4+. With the Hammer of Measured Force (20), almost seven against any armour. Weak spot: Speed 5 – For the Greater Good helps them get there. The top lists played Regiments; the weaker ones, Troops only.

Seven of the fourteen lists, but five of the six best, from four players.

Wildfangs — A+

Wildfangs

Wildfangs are frenzied berserkers – great muscular strength and animal reflexes. They fight with their claws alone.

Troop 140, Regiment 215. Large Infantry, Speed 7, Melee 4+, Defence 4+, CS (1), Nimble, Strider, Wild Charge (D3); Hemicyon, Hunter; the Regiment has Nerve 18+.

How to play them: as a hammer for the flank – they charge 15–17 inches, and Nimble gives them an extra pivot on the charge. A Regiment has 24 attacks: eight damage against Defence 4+, over nine with the Matriarch's aura, almost eleven with the Brew of Sharpness (45), and over twelve with the Brew and the aura. Bloodhound adds attacks against large targets. Weak spots: Melee 4+ and Defence 4+. Artefacts from the lists: the Brew of Sharpness four times, the Brew of Haste (20) three times, the Brew of Strength (40) twice.

The army's most common unit: twelve of the fourteen lists, twenty units (almost all of them Regiments), four of the six best – with three each in one player's lists.

Lionsnarl Cavalry — A+

Lionsnarl Cavalry

The Lionsnarl are shock cavalry riding huge, overgrown hunting cats from the Chinlun region.

Regiment 270: Large Cavalry, Speed 9, Melee 3+, Defence 5+, CS (1), Thunderous Charge (2), Vicious; Hemicyon, Beast; Nerve 18+.

How to play them: they're the army's main hammer – twenty attacks on the charge means thirteen damage against Defence 4+ and 5+, and over ten against 6+. They charge from 18 inches, usually in pairs. Weak spots: Phalanx and terrain – without Strider from the Beastmaster, a Hindered charge drops to almost eight against Defence 4+ – and 270 points. Bows for 0 points take away Thunderous Charge; nobody took them.

Ten of the fourteen lists, seventeen Regiments, four of the six best, from four players.

Support

Witch Cage — B

Witch Cage

130 points: Monster, Speed 7, five attacks on 4+ with CS (1), Defence 4+, Nerve 14+, US 2, Height 3, Strider, a Spellward aura, Arcane Silence (an enemy unit within 12 inches loses its artefact until the end of its next turn) and Spellsteal (it casts a spell belonging to an enemy unit within 18 inches, rolling at most five dice); Hemicyon, Hunter.

How to play: cheap US 2 with anti-magic and an anti-artefact ability – Arcane Silence on a Brew or a Blessing carried by the enemy hammer, before combat. In combat, just under two damage. Nine of the fourteen lists, but only twice among the best – and in seven of the eight weaker ones. As a Monster, it can't take an artefact.

Shaoquan — B

Shaoquan

Shaoquan are superbly trained apes that don't think twice about grappling with the mightiest enemies.

140 points: Monster, Speed 6, Melee 3+, Defence 4+, Nerve 16+, US 2, Height 4, CS (2), Fearless, Iron Resolve (1), Retaliate! and The bigger they are… – it has five attacks plus as many as the enemy's Defence value.

How to play it: as a cheap, tough counter-puncher with US 2 – against Defence 4+, it has nine attacks and does five damage, and the harder the target, the more attacks: against Defence 6+, almost four damage. Weak spots: Defence 4+ and Speed 6. Five lists, two at the top (33rd at CoK, and 48th – with two). As a Monster, it can't take an artefact.

Gokluu — B-

Gokluu

Gokluu is a revered dragon, and the very sight of it fills the Empire's warriors with courage.

255 points, Titan: Speed 10, ten attacks on 3+ with CS (3), Defence 5+, Nerve 18+, Inspiring (Self), Pathfinder, Rallying; Beast.

How to play it: as a fast Titan for the flanks and for war engines – it charges from 20 inches and does over five and a half damage against Defence 4+ and 5+. Rallying gives neighbours within 6 inches +1 Nerve. Except that it's 255 points for five and a half damage and Height 5. Five lists, one at the top (28th at CoK), the rest in the bottom half. As a Titan, it can take an artefact, but nobody gave it one.

Hwathca — C+

95 points: War Engine, four shots at 48" with Blast (D3), Indirect, Piercing (1), Reload and Shattering (D3).

How to play: almost two damage after a Halt!, plus Shattering added to the Nerve test. Five times as many Mortars were fielded for the same 95 points (ten against two). Two lists, from one player.

Khon-Bukhan Mortar — B

The mortars and rocket batteries are the work of human Yan alchemists – and they reap a grisly harvest in the enemy's lines.

95 points: War Engine, two shots at 48" with Blast (D3+2), Indirect, Piercing (2), Reload and Vicious.

How to play it: always as a pair, at the back – it shoots from behind its own units, always after a Halt!: over two and a half damage against Defence 4+, one and a half against 6+. In 44% of turns it won't hit anything, so there's no point building a plan around it. Five lists, always a pair, three at the top.

How to play Xirkaali

Four lists from the top

  • Khulan and Lieh Lung (28th at CoK, 4–0–2 – the best Xirkaali result; 12 units, US 25): Khulan Kaiju-slayer, a Beastmaster with the Banner of Command, Lieh Lung; a Troop and a Horde of Brotherhood (the Horde with Liliana's Tear), a Horde of Warrior Pack with the Blessing of the Gods, a Regiment of Monks as Core; a Regiment of Wildfangs with the Brew of Sharpness, two Lionsnarl; a Witch Cage and Gokluu.
  • Matriarch, Spearwardens and Monks (33rd at CoK, 4–0–2; 14 units, US 25): the Matriarch, a Beastmaster with the Inspiring Talisman, a Yan Lieutenant; a Regiment of Chakrams, three Regiments of Spearwardens, a Regiment of Warrior Pack; two Regiments and a Troop of Monks, a Lionsnarl; a Shaoquan and a Witch Cage. The 44th-place list (3–2–1) played in a similar way – with Lieh Lung, three Regiments of Brotherhood, two Hordes of Warrior Pack and two Lionsnarl, and no Support.
  • Spearwardens and Mortars (48th at CoK, 4–0–1; 15 units, US 27, no artefacts): the Matriarch, a Yan Lieutenant; three Regiments of Spearwardens, two of Brotherhood and two of Chakrams; Wildfangs and Lionsnarl; two Shaoquan and two Mortars.
  • Wildfangs and artillery, no Lionsnarl (9th at Battle Masters at 2500, 2–1–1, and 56th at CoK, 4–0–2 – the same player): the Matriarch with the Blade of Slashing, a Siegemaster, a Yan Lieutenant (plus the Xorxoi at 2500); a Horde of Brotherhood, two Regiments of Spearwardens, a Regiment of Warrior Pack; a Regiment of Monks and three Regiments of Wildfangs (one with the Brew of Sharpness or the Blessing of the Gods); a Hwathca and two Mortars.

The common denominator: the Matriarch, two or three Regiments of Spearwardens, Monks and cheap Core from the Brotherhood – each of them in five of the six lists – plus a cavalry hammer: one or two Lionsnarl, three Wildfangs, or both units together.

Game plan

  1. Deployment. Spearwardens and Monks in the middle – a front that's unpleasant to charge – and the Brotherhood on objectives, out of the shooters' range. The Matriarch right behind the hemicyon blocks, Lionsnarl and Wildfangs on the wings, the Mortars at the back.
  2. First turns. The Mortars stay put and shoot from behind the line, the Witch Cage switches off the artefact on the enemy hammer, and the hemicyon infantry advances – Speed 7 and Strider let it choose where to fight.
  3. The clash. The enemy crashes into the Spearwardens or the Monks, and the hammer comes in from the flank: Lionsnarl from 18 inches, Wildfangs from 15–17, with an extra pivot. Sic 'em! before the charge, Bloodhound on the Wildfangs against large targets, Pack Attack for combined charges, Fight on with Honour! on a battered block.
  4. Endgame. The Brotherhood and Spearwardens stand on the objectives, while the fast hemicyons grab the distant ones.

What to be scared of

  • Phalanx and terrain. Lionsnarl charging into a front with Phalanx, or through terrain without a Beastmaster, drop from thirteen damage to almost eight against Defence 4+.
  • Shooting at the Yan. The Brotherhood, Chakrams and Monks have Defence 3+ – shooters will take them down quickly.
  • Temptation. Plainstalkers, the Xorxoi, lots of Witch Cages and Gokluu – that's what the lists at the bottom of the table looked like.

Small games

Up to 1000 points:

  • a Yan Lieutenant (130) and a Beastmaster with the Inspiring Talisman (110);
  • a Regiment of Spearwardens with the Brew of Strength (235);
  • a Regiment of Brotherhood (85);
  • a Regiment of Monks (160);
  • Lionsnarl Cavalry (270).

990 points in total and six units. At 1000 points, the Matriarch is over a fifth of the army – she only starts to make sense from around 1500.

Medium games

At 2000 points:

  • the Matriarch (210), a Beastmaster with the Inspiring Talisman (110), a Yan Lieutenant (130);
  • three Regiments of Spearwardens (585), a Regiment of Brotherhood (85), a Regiment of Warrior Pack (160);
  • a Regiment of Monks (160) and two Lionsnarl (540).

1980 points in total and eleven units – modelled on the 33rd-place list at CoK, without the Support.

Big games

At 2300 points, the best bet is one of the four lists described above. At 2500, the Battle Masters lists had 15–17 units, three or four commanders, more Wildfangs and Warrior Pack, and three of the four had a pair of Mortars. All of them in a single battalion.

Pitfalls:

  • Plainstalkers. Both lists with them finished at the very bottom at CoK.
  • Monks as Troops only. The top lists played Regiments; lists with only Troops of Monks finished low.
  • Lionsnarl into Phalanx. The army's most expensive hammer can't charge just anywhere.

In fourth edition, the Xirkaali are an army of order: Spearwardens and Monks hold the line, the Matriarch cranks up the hemicyons, and the cats and Wildfangs come in from the side. It wins more often than it loses – all that's missing is its first trophy since the update.

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