Buildings

Fellwood Buildings Hub

After the additive patch, every portrait is viable — this hub says which ones still carry.

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Fellwood Building Ranks Hub

Fellwood’s combat math used to be a trap. Multiplicative damage taught demo players to dump every coin into one building and ignore the rest. Allerton Apps switched to additive damage so a mixed camp wins. This hub is the ranking layer on top of that rule. Child pages split the roster: Attack Buildings for axes, archers, and ballistas; Wizards for fire, ice, and electro; Collectors and Sawmill for the gold tap; Logs and Acorns for what the trees actually drop; Cannons and Projectile Tiers for the siege line the store already names. Unlock order lives in How to Unlock Buildings, not here.

How to read these ranks

Ranks assume a full-release camp after August 14, 2026, with additive damage, ricochet soft caps, and the demo’s late wizard buffs carried forward. They assume you prestige. A first-hour axe-only camp is correct. A tenth-prestige axe-only camp is you ignoring the patch notes.

  • S — Ice Wizard + Collectors. Ice shards are easy to aim, shatter pays when you can keep hitting, and collectors are the only reason damage becomes gold. If the mill is starved, nothing else on this list matters.
  • A — Axe Throwers, Sawmill pull, luck logs. Axes are the tutorial weapon that stays honest. Pull range and high-value logs multiply every other rank.
  • B — Ballista (manual), Electro Wizard (mixed). Ballistas are slow on automatic fire and huge on a piercing manual shot. Electro looks broken if you remember multiplicative math; it is a strong specialist now, not a 100× shrine. See Wizards.
  • C — Archer, Fire Wizard, extra trees. Archers curve and want pierce. Fireballs need pull-back space and crit that Allerton Apps had to specially attach so the line did not fall off. Extra trees dilute hits until you own pierce and ricochet.
  • D — Back-row anything. Placement is a rank. A wizard you cannot drag-aim is a statue.

Later portraits (Mages, Engineers) stay unranked until the live unlock path is fully documented. Cannons have their own child page: treat a new siege building as B if you can aim it and the mill is staffed, D if you parked it behind HQ. When they unlock, they will land on How to Unlock Buildings first, then here.

Additive damage in one paragraph

If two buildings each add damage, both are worth buying. If one building used to multiply the whole camp, it was the only purchase that mattered. The patch killed that. Numbers do not go as high. Runs feel less silly. Electro Wizard still has strong scaling — Allerton even buffed it slightly after the change — but a Steam thread that says “I have 30 in every building and Electro does 100×” is describing the old formula or an uneven upgrade path, not a law of nature. Spread population. Then specialize with cards.

Axe ricochet chance soft-caps near 90%. Ricochet count soft-caps near 8. Past that you are buying comfort, not power. Spend the overflow on luck, log value, or a second role. Attack Buildings lists the axe line in order.

Guides tell you how to click. This category tells you what to feed. Getting Started still starts with axes. How to Prestige tells you not to buy a damage shrine as your first shop row. Events slightly boosts aimable weapons. Active Abilities is why ballista manuals outrank ballista idling. Patch Notes is the additive-damage primary source. Review is the “is the roster fun or just DEM with elves?” argument.

Use sibling links on every child page. If you open wizards, you should also open collectors. If you open logs, you should also open prestige. A rank without a mill is a screenshot.

Practical camp recipes

First prestige: HQ, one tree, axes, collectors. Ignore portraits you cannot aim.

Mid shop: Axes + ice on a front slot, mill pull, luck. Plant a second tree only when pierce exists.

Late shop: Mixed attackers, evolved tree, clover hunting, Electro as a third damage color rather than a religion. Check Prestige Planner before you dump tier 5 into a single line.

If a new patch reverts math — it should not — this hub will change. Until then, the rule is boring and correct: feed the mill, mix the plateau, prestige on a timer.

Field notes

Frequently Asked Questions

Quick answers to the questions Fellwood players ask after their first prestige.

What is the best building in Fellwood?

Ice plus collectors for most of a run. Axes stay honest. Electro is strong in a mix, not as a single shrine, after additive damage.

Why did my one-building strategy die?

Allerton Apps changed damage from multiplicative to additive so every building stays viable. Stacking one portrait is no longer the intended win.

Where are Mages, Engineers, and cannons on this list?

Mages and Engineers stay unranked until the live unlock path is fully documented. Cannons have a dedicated child page: aimable and mill-fed is B, back-row is D.