All numbers can be changed, the basic concepts cannot. All suggestions/criticisms are welcome.
The Darwin BuilderOnce thought to be the pinnacle of evolution, humanity is at risk due to a recently discovered Titan. Humanity sent its most powerful emissary, Darwin. With Darwin’s mastery of evolution, he will try to rid the island of the Titan, once again proving humanity’s dominance.

Preferably avatar form, couldn't find a picture.
HP: 300
Movement Speed: 370
Damage: 125-125
Type: Normal
Range: Melee
Attack Speed: Average
Armor: 1
Type: Light Armor
NOTE: Lumbers at a 10 lumber per swipe rate. Has 4 inventory slots.
Small army builder
Supporter
Orc Style Building
Escape Ability- Rapid Evolution. The Darwin Builder gains 500 hp, 5 armor, spell immunity, and a slight move speed increase for 10 seconds. Armor is change to fortified during this time. 120 second cooldown.
BuildingsShelter- 2x2 building, typical shelter. Produces harvesters.
Food- a turkey leg(I've seen the graphic before)- 15 food. 10 wood.
Merchant- Typical Merchant
Origin of Species- 4x4 building. Has upgrades. Builds Army. Upgrades listed in army section.
Research: Increased brain capacity: Army units learn from battle much quicker, gaining 8 experience per hit. Cost 750 wood, 10 gold.
Top of the Food Chain: Unlocks an additional skill for each species. 1250 wood, 20 gold.
Thickened vines: increases armor of wall by 3. 1500 lumber. Requires merchant.
Natural Selection- 3x3 building. ARC. Has upgrades.
Research: Expert Hunter Training 45g 1500 wood. Increases inventory of each species by 1. Adds 20% dodge to wolf, 20% increased attack speed to eagle, and 200 hp to bear.
WallsWhat doesn't kill you only makes you stronger.
Living Wall: initial hp: 200. Armor: 8 fort.
Thriving Wall: initial hp: 400. Armor: 18 fort.
Each time the wall is attacked, it gains 5/10 hp to its maximum hp. The goal is to keep these repaired, especially at mid. They can be used to base, but must be well cared for. Armor can be upgraded after merchant is built. When the walls are upgraded, it retains the +hp it had as a living wall.
Harvestors
Great Ape-> Neanderthal->Cro-Magnon->Homo Sapien
All models are human peasant, starting out with a dark hue and getting a bit lighter each level.
At all levels, the harvesters cost 15 food.
The harvesters gain exp by harvesting lumber. Initially, each time a tree is hit it provides 1 experience. Through upgrades(that replace the normal lumbering upgrades) this is increased to 2, 4, then 7 per hit.
The researches are made at the Origin of species building. There are three researches, each unlocking the next level and increasing experience gained as mentioned above. The third level of research(unlocking Homo Sapiens) requires a merchant.
Exp to level scales same as the tauren, which is I believe 100-200-400. At level 1, the harvester receives 2 lumber per hit and returns at 10, has 100 hp. At level 2, the harvester receives 3 lumber per hit and returns at 15, has 200 hp. At level 3, the harvester receives 4 lumber per hit and returns at 20, has 300 hp. At level 4, the harvester receives 5 lumber per hit and returns at 30, has 400 hp.
ArmiesThe Darwin builder has brought with him three species of animals to aid him in his battle.
The bear, the eagle, and the wolf. All units are produced at the Origin of Species. Only one of each type of unit can be built at one time. Each of these units is a hero. It is basically three weaker titan hunters which must be used together. Each has its own strength and weakness. Bear is 2x2, wolf is 1x1, eagle is flying. At level three, each gains a new ability. All level three abilities designed by Dumpis. All species initially start with 1 inventory slot, with another being added by expert hunter training.
These units each level up by attacking the titan or its minions. Exp is gained at a rate of 4/8 per hit for each. Can pick up bones.

Bear- 1000 lumber 5 gold. 15 food. Armor type: fortified. Armor: 3. HP: 850. Damage: 100. Attack speed: average. Move speed: fast. Range: melee. Attack type: normal. Main attribute: Strength.
Innate: Taunt 60 second CD
Blink 90 second CD
TotFC: Hardened skin: Increases armor by 10.
Level 3: Bellowing Roar: 20 sec. buff/debuff. Grants 25% attack speed and damage bonus to the bear, wolf, and eagle within 800 range, and - 10% attack speed to enemy units in 800 range. 90 sec. CD.
Each level adds 2 armor, 100hp, 15 damage.

Eagle- 1000 lumber 5 gold. 15 food. Armor type: unarmored. Armor: 2. HP: 400. Damage: 90. Attack speed: very fast. Move speed: very fast(flying). Range: 250. Attack type: piercing. Main attribute: Agility.
Innate: 25% spell damage reduction.
Slows movement speed on attack(same as venos)
TotFC: Eagle Eye: grants the eagle true sight in an area of 400 for 8 seconds. Cooldown of 120 seconds.
Level 3: Divebomb: Increases ms by 200% for 5 seconds. If the eagle attacks a target in this time, the attack deals 300 additional damage and stuns for 1 second. 90 sec. CD.
Each level adds 5% increased attack speed, 75 hp, and 15 damage.

Wolf- 1000 lumber 5 gold. 15 food. Armor type: light. Armor: 2. HP: 650. Damage 110. Attack speed: very fast. Move speed: fast. Range: melee. Attack type: normal. Main attribute: Agility.
Innate: Frenzy: increases the wolf's attack speed by 50% for 5 seconds.
TotFC: Pack mentality: gives the wolf an aura giving +10% damage and +10% attack speed to all units in 300 range.
Level 3: Crippling claws: passive. 15% chance to do 1.75x damage and reduce target's ms by 15% for 5 seconds.
Each level adds 5% increased move speed, 50 hp, and 10 damage.
Gold TowerEvolving tower- shoots a projectile at the titan for 80-80 chaos damage. Fast Attack. 800 Range. Every successful hit on the titan or minion gives all units in 1000 range 2 experience. This includes tauren, all hunters, species, and harvesters. When held as an item, increases damage by 10 and gives the wielder 3 experience per attack.
Devolution Tower
credit goes to Dumpis• Cost: 90 gold, 3k lumber
• Requirements: Merchant, ARC
• Size: standard tower (2x2)
• Build time: 20 seconds
• Damage: 5-5 chaos
• Attack speed: 2.50
• Attack range: 800
• Special: Whenever a unit is damaged by this tower, it has its maximum hp permanently reduced by 1.
• Transmute: When a unit is damaged by a unit holding this tower, it's hp regeneration is halted for .5 sec.