Land vs Sea vs Air — Complete Category Strategy Guide
Understanding Categories
Every non-extinct card in Wild Clash belongs to one of three categories: Land, Sea, or Air. Each category has distinct stat tendencies that define how they play.
Land Animals — The Powerhouses
Strengths: Bite Force, Weight, Aggression Weaknesses: Speed (mid-tier), Reflex (lower)
Land animals are the brawlers of Wild Clash. They hit hard and take punishment. Animals like the African Elephant, Siberian Tiger, and Hippopotamus exemplify this — massive bite force and weight that can overwhelm opponents.
Best Land Cards
- African Elephant — The ultimate tank. Unmatched weight with solid all-around stats
- Siberian Tiger — Balanced offense with good speed for a Land card
- Honey Badger — Don't sleep on this Common card. Insane aggression for its rarity
Land Deck Strategy
Stack bite force and weight. Let your opponent come to you. Land decks win battles of attrition — they might not strike first, but they hit harder and last longer.
Sea Animals — The Versatile All-Rounders
Strengths: Weight (whales/sharks), Intelligence, varied stat profiles Weaknesses: Speed (generally slower than Air)
Sea animals are the most diverse category. You've got lightweight speedsters like the Sailfish, heavyweight tanks like the Blue Whale, and intelligent predators like the Orca. This versatility makes Sea decks unpredictable.
Best Sea Cards
- Blue Whale — The heaviest animal in existence. Period.
- Great White Shark — The most balanced card in the game
- Orca — Highest intelligence of any Sea card, with solid combat stats
Sea Deck Strategy
Build around versatility. Mix heavy and fast Sea cards to cover all stat matchups. Sea decks excel when opponents can't predict what's coming.
Air Animals — The Speed Demons
Strengths: Speed, Reflex, Surprise factor Weaknesses: Weight (much lower), Bite Force (generally lower)
Air animals are glass cannons. The Peregrine Falcon, Golden Eagle, and Harpy Eagle can outrun and outmaneuver anything on land or sea. But one solid hit from a heavy hitter can end the fight.
Best Air Cards
- Peregrine Falcon — Fastest animal alive. Nothing outspeeds it
- Golden Eagle — Best overall Air card with excellent reflex
- Harpy Eagle — The heaviest Air card, bridging the gap to Land stats
Air Deck Strategy
Strike first, strike often. Air decks want to end battles quickly before opponents' weight advantage kicks in. Pair multiple Air speedsters to chain attacks.
Elemental Advantage — The Rock-Paper-Scissors System
Wild Clash features a rock-paper-scissors elemental cycle that gives a +15% bonus to ALL stats when you have the advantage:
- Land beats Air — Ground power overcomes flight
- Air beats Sea — Aerial attacks bypass water defenses
- Sea beats Land — Water pressure overwhelms land strength
This is huge. A +15% bonus across all six stats can completely flip a matchup. A Sea animal that normally loses to a Land animal might still win if it has stronger base stats — and that +15% elemental bonus stacks with the arena bonus for a potential +25% combined boost.
Elemental Advantage Matchup Table
| Matchup | Elemental Winner | Bonus | |---------|-----------------|-------| | Land vs Air | Land (+15%) | Land dominates with weight AND elemental advantage | | Air vs Sea | Air (+15%) | Speed + elemental makes Air devastating against Sea | | Sea vs Land | Sea (+15%) | Intelligence + elemental gives Sea the edge over Land | | Same category | No advantage | Pure stats decide |
Cross-Category Matchups
| Matchup | Advantage | Why | |---------|-----------|-----| | Land vs Sea | Sea (elemental) | Sea gets +15% bonus; Land has raw weight but Sea has intelligence edge | | Land vs Air | Land (elemental) | Land gets +15% bonus; Weight and bite force overwhelm speed | | Sea vs Air | Air (elemental) | Air gets +15% bonus; Speed stats become insurmountable | | Same vs Same | Even | No elemental advantage; raw stats and rarity decide |
Battle Arenas — The Game Changer
Wild Clash features four battle arenas, each boosting a specific category's stats by +10%:
| Arena | Boosted Category | Bonus | |-------|-----------------|-------| | Savanna | Land | +10% to ALL stats | | Ocean | Sea | +10% to ALL stats | | Sky | Air | +10% to ALL stats | | Colosseum | None | Neutral — no bonus |
This changes everything about category matchups. A Sea animal that barely loses to a Land animal on paper might win in the Ocean arena thanks to the across-the-board stat boost. The +10% applies to all six stats simultaneously — bite force, speed, reflex, intelligence, weight, and aggression.
Arena Strategy Tips
- Home advantage is real. A pure Land deck dominates in Savanna but struggles in Ocean and Sky
- Counter-picking arenas is as important as counter-picking animals
- Colosseum is the equalizer. Pick it when your deck is strong on raw stats without needing a category boost
- Extinct cards never get arena bonuses since they don't belong to a living category — but their raw stats are often high enough to compete anyway
Duplicate Card Bonus — Power Up Your Favorites
Every extra copy of a card beyond the first grants +5% to all stats. With the maximum of 10 copies, that's a +45% bonus. This stacks multiplicatively with elemental advantage and arena bonuses.
A maxed-out card (10 copies) with elemental advantage in its home arena gets: base stat x 1.45 (duplicate) x 1.15 (elemental) x 1.10 (arena) = +83% effective stats. That's nearly double the base value.
Prioritize Duplicates For
- Your most-used cards in ranked play
- Cards that already have strong base stats (Legendary and Epic rarities benefit the most in absolute terms)
- Cards that match your preferred arena
The Meta Play
The best decks mix categories to exploit elemental advantage. A pure Land deck crushes Air opponents (+15%) but gets crushed by Sea. The sweet spot is 2-3 from your main category, plus 1-2 counters from the category that beats your weakness. Factor in arena bonuses — if you know you'll fight in Savanna, stack Land cards. If the arena is random, diversify. And always invest in duplicate copies of your key cards for that extra stat edge.
Extinct Cards — The X Factor
Extinct cards don't follow normal category rules. A T-Rex has Land-tier weight with off-the-charts bite force. A Megalodon has Sea-tier weight with maximum aggression. Use them to shore up your deck's weaknesses. Note that Extinct cards don't receive arena bonuses, but their naturally high stats often compensate.