Five attacking threats. Five defending roles. Two connected puzzles in every team.
Count distinct deployed families.
Every recruit has one threat trait for its marcher and one defending role for its tower. The thresholds are 2, 4, and 5 different deployed families. Duplicate copies count once, regardless of star. Bench creatures and summons add no faction members.
A pair can therefore help one side without activating the other. Mushroom and Seed share Evergrowth, but their tower roles are Blaster and Binder. Dog and Pollen share Catalyst, but their attacking threats are Swiftclaw and Brood. The planner displays those counts separately.
2 families Marchers gain Ironplate equal to 20% max health. When it breaks, enemies on adjacent hexes are stunned for 0.5s. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.
4 families Ironplate increases to 50% max health and its break stun increases to 1s.
5 families Ironplate increases to 100% max health and its break stun increases to 1.5s.
Every threat-role intersection contains exactly one family. You can follow an attacking row, a defending column, or combine both. Remember that a fifth member competes with other needs in a team capped at six deployment slots.
One family in every threat × tower role combination
Dog, Cat, Pollen, and Bee give you two Swiftclaw and two Brood families on attack. Their tower roles give two Catalysts and two Ravagers. This makes a useful way to inspect four different thresholds in the planner. It is a mechanics exercise, not a proven competitive composition, and needs sufficient deployment capacity in a real match.
Then replace one family and see which thresholds disappear. Read ability conditions alongside the badges: a Catalyst echo still needs a qualifying effect and valid targets; a Ravager order still needs the appropriate kill trigger.
Positioning decides whether many of those conditions occur often enough to help.