Generation 7 · SSR
Kingshot Wee & Woo
Artillery twins: long-range area damage plus a joiner buff that keeps them useful outside their own march.
- Generation
- 7
- Troop type
- Archer
- Source
- Archer packs
Wee & Woo's stats at maximum level and 5 stars
| Mode | Attack | Defense | Health |
|---|---|---|---|
| Expedition, archer squads | +650.52% | +650.52% |
Skills
Conquest
- High Ground
- Deals Attack×300-420% AoE damage.
Skill level 1 2 3 4 5 Damage Up 300% 330% 360% 390% 420% - Incendiaries
- Deals Attack×60-84% AoE damage plus a burning crater dealing Attack×17-25% every 0.5s for 2s.
Skill level 1 2 3 4 5 Damage Up 60% 66% 72% 78% 84% Burn Damage Up 17% 19% 21% 23% 25% - Frontal Support
- Self +10-26% Attack.
Skill level 1 2 3 4 5 Attack Up 10% 14% 18% 22% 26% - Zero Sympathy (Exclusive)
- +6-14% Heroes' and Escorts' Attack Speed for 5s.
Skill level 1 2 3 4 5 Attack Speed Up 6% 8% 10% 12% 14%
Expedition
- Artillerymen
- +3-15% Squad total Attack, +2-10% total Lethality.
Skill level 1 2 3 4 5 Attack Up 3% 6% 9% 12% 15% Lethality Up 2% 4% 6% 8% 10% - Chain Shelling
- +6-30% Squad damage to Archer, +5-25% to Infantry.
Skill level 1 2 3 4 5 Archer Damage Up 6% 12% 18% 24% 30% Infantry Damage Up 5% 10% 15% 20% 25% - Boom Boom
- 10-50% chance for Squad Attack to deal +50% damage.
Skill level 1 2 3 4 5 Proc Chance 10% 20% 30% 40% 50% - Landmines (Exclusive)
- +5-15% Defender Squad Attack.
Skill level 1 2 3 4 5 Defender Attack Up 5% 7.5% 10% 12.5% 15%
Mortar, Wee & Woo's exclusive gear
The Widget at maximum level.
- Hero Attack
- 1,752
- Hero Defense
- 1,444
- Hero Health
- 10,833
- Archer Lethality
- +160.5%
- Archer Health
- +160.5%
Best pairings
- Ava's Defense-shred and damage-taken-up debuffs multiply directly into their large AoE percentages.
- Charles's Vengeance stun holds enemies in place long enough for High Ground and Incendiaries to connect at full value.
- Triton's Warfare of Power stacks onto their AoE skills, and his Oath of Power gives Archers the larger health bonus, covering their fragility.
Wee & Woo's story in brief
Wee and Woo are twins who eat together, share a room, get into the same trouble and go to war side by side. On a battlefield the enemy sees one nimble cannon throwing shells from every angle and cannot get a clean lock on either of them. Woo designed and built the cannon. Wee carries it, along with most other things.
Each brother thinks the other is the gifted one. Wee calls Woo the smartest person alive, and Woo, who barely talks, calls Wee strong, brave and kind. They split up once, each believing the other would have an easier life alone. Woo could not move his own equipment or haggle for supplies, and his experiments stalled. Wee botched his armor repairs, counted money on his fingers and let his quarters fall apart. They drifted back together without discussing it. The cannon explains the skill list: Artillerymen, Chain Shelling, Boom Boom and Landmines.
Other Generation 7 heroes
Frequently asked questions
Are Wee & Woo worth building?
Yes for arena and Conquest, long-range AoE damage plus a joiner buff, built around exactly the overwhelming AoE pressure their kit delivers.
Do Wee & Woo have anything besides raw AoE?
Yes, Artillerymen and Boom Boom buff the whole squad's Attack and Lethality on the Expedition side, on top of their Conquest AoE kit.
Last verified 20 September 2026, numbers as kingshot.net and kingshotguide.org both list them. Back to all heroes