Pets are your soldiers
In Clash Front, a soldier stack IS a pet species deployment. Your line troops carry the element of the pet they are. Weather, terrain, and biome all matter. Own the NFT, summon anywhere — at a premium.
The canon rule
Owner ruling 2026-07-17. Masters/heroes remain element-free (they benefit indirectly through their squads).
Two roles: workers and soldiers
Workers — four roles
Assign pets to a territory + pick a role:
- MINE — gold, wood, iron, stone, rare metals into the parcel's stockpile
- FARM — food into the parcel's foodStock
- CRAFT — at a Workshop, converts stockpile materials to equipped arms + fortification upgrades
- GUARD — defensive contribution when raided
Yield scales with species affinity for the biome. Pets don't die from being workers; a raider that beats down your workers just puts them in KO recovery. They walk home.
Soldiers (GUARD / FIGHT)
Assigned to guard or drafted into an army. Guards fight raiders on their own; drafted stacks join marching armies. Same species, different role. NFT pets are passive homesteads: they farm yield, never defend, and a walk-on take-over returns them home unharmed.
Drafting by land type — and the NFT summon
The species you can draft on a given parcel is normally tied to that land's biome. Volcanic land drafts Fire; ice-shelf drafts Ice; forest drafts Leaf; underworld drafts Phantom; and so on. The land dictates the roster.
Example: you're attacking a volcanic UW3 parcel. The defender's biome-native draft is Fire and Dragon pets — advantageous on that ground. You own the Water/Ice NFT. You summon a stack of Ice pets on the attack. Ice vs Fire = huge type advantage; weather says heatwave gives Fire +15% and Ice −15%, but terrain flips: volcanic gives Fire +20% and Ice −20%. You paid the summon premium and still won the composition war — because you had the blueprint for the counter.
Elements
Element vocabulary (MOBA-canon, reconciled 2026-07-17):
| Element | Notes |
|---|---|
| Fire · Ice · Dragon | Classic three. Fire is heatwave/volcanic; Ice is snow/frozen; Dragon is heatwave-boosted. |
| Water | Rain boost, storm neutral, heatwave weakened. |
| Lightning | Storm ×1.2 (biggest single swing). Storms are its native day. |
| Earth | Rain weakens (mud drag), otherwise stable. |
| Leaf | Forest terrain +10%. Fire weakens Leaf. |
| Flyer | Wind boost, storm weakens (thunder strike risk). |
| Phantom | Fog boost. Underworld ambient +10%. Mystic weakens it. |
| Telepath | Fog boost. Cerebral casters, weather-sensitive. |
| Mystic | Fog weakens (line-of-sight rituals). Underworld ambient −10%. |
| Combat · Insect · Iron · Rock · Toxin · Neutral | Weather-NEUTRAL — no swing either way. Reliable in bad weather. |
Full weather × element matrix and terrain overrides on the weather page.
Populace, draft cap, DNA
The bigger your territory's populace, the bigger the draft — more soldiers per raise, cheaper per soldier. Populace grows with enrichment: the landowner spends CT to enrich the parcel, prosperity climbs, more people move in, and every pet species linked to that biome gets population migration rolls ("a general arrives" flavor).
DNA fragments drop from great battles + enriched-land yields. Enough fragments craft a new pet NFT of that species. This is how the world grows its blueprint pool over time.
Enrichment mechanics and populace-driven drafting are canon and specified — implementation is on the roadmap. See roadmap.
Evolution — the elite gate
Every pet species has a Form. Form 1 is the base; Form 2, 3, and 4 are evolutions.
- Form 1 (any pet) — deployable as LINE units in your armies. Populace-drafted, cheap, always available.
- Form 2+ (evolved species) — the only path to ELITE units. Requires a crafted arm from your Workshop + gold + fur + the evolved pet species. Form 1 pets are line-only forever, no shortcut.
- Mythic rarity — neither line nor elite. Special reinforcement mechanic — see Masters page.
This is why evolved-pet NFT blueprints are premium value. It's why wild-spawn evolution becomes a real strategic reason to enrich frontier land — the wild eventually spawns the evolved forms you need for your elites. It's why boss lairs feed the DNA-fragment economy.
Fur — what pets give you passively
Every worker pet passively yields fur per game-day into the parcel's stockpile. Fur is the campaign-gear material — the cloaks, insulated harnesses, and outdoor kit needed to hire elites or summon pets outside the 3D map. Warm-blooded species (Fire, Ice, Dragon, Flyer, mammalian) shed the most; cold-blooded / synthetic species (Iron, Rock, Insect, Toxin, Ships) shed nothing.
Fur is renewable — pets are never lost from being sheared (canon: Palworld model). Species-by-species yield rates + summon costs live in the reference tables.
The rules of the pet layer, plain
- Pet = soldier stack. Element is the species'.
- Pets in NFT form are BLUEPRINTS = spawn rights. Not bodies.
- NFT holders can summon anywhere at a premium.
- Pet bodies (populace, workers, line, spawns) are uncapped commodity — the NFT count is what's limited.
- Pets never die permanently. Beaten pets KO and walk home to recover.
- Draft cost scales down with parcel populace + enrichment.
- Every worker pet passively sheds fur — the campaign-gear material for hiring elites.