Evergrowth on the march. Catalyst at home. Get to know both sides of this creature.
Cherub → Seraph → Angel
5 goldShop tier 5Magic damage
Angel belongs to Evergrowth on attack and Catalyst on defense. Buying one family gives you both combat forms.
Planning considerations
The defending cleanse requires an adjacent ally with a harmful status. A Catalyst threshold can echo that cleanse to extra eligible towers. Its attacking rescue saves another allied attacker once per Angel per battle and cannot rescue itself.
Removes one harmful status from an adjacent allied tower whenever ready, then starts a 8/5/3/1s cooldown. Catalyst at 2/4/5 families can echo the cleanse to one/two/three additional eligible towers. Has a low-damage normal attack.
ON ATTACK · Evergrowth
Revival marcher
Once per Angel per battle, prevents the first lethal hit to an allied attacker other than itself—including a summon—and restores 10%/25%/50%/100% of that unit's maximum health. If several Angels qualify, the highest-star one is spent first.
Angel base stats
Unmodified star-I stats · Magic damage
Stat
Defending tower
Attacking marcher
Health
140
155
Attack damage
8
8
Basic attacks / second
1
1
Range (hexes)
3
2
Minimum range (hexes)
0
—
Splash radius (hexes)
0
0
Armor
5
5
Magic resistance
14
14
Movement speed (hexes / second)
Anchored
0.75
Nexus damage
—
2
Body
Ground tower
Flying
Normal attack
Yes; deliberately low attack
Yes
Catalog attack values can remain nonzero when an ability disables normal attacks. Attack × APS is not a damage forecast. Ability effects, stars, synergies, resistances, and round modifiers change combat outcomes.
Find a team connection.
Evergrowth partners
2 families: marchers regenerate 3% max health per second. 4 families: regeneration increases to 6%. 5 families: it increases to 10%. Taking damage does not interrupt it.
2 families: qualifying Catalyst buffs or debuffs echo to one additional target. 4 families: they echo to two additional targets. 5 families: they echo to three additional valid targets instead.
These are shared-synergy options, not a tested win-rate ranking. Only distinct deployed families count; bench units and summons do not add members.
What changes with stars?
Two matching copies at the same star merge into the next star. Stars I, II, III, and IV represent 1, 2, 4, and 8 copies. Health scales by 1×, 1.7×, 2.8×, and 4.5×; attack scales by 1×, 1.6×, 2.5×, and 4×. Nexus damage increases by one at each star after I. Each ability uses its own values listed above.