ON DEFENSE · Catalyst
Revival tower
Removes one harmful status from an adjacent allied tower whenever ready, then starts a 8/5/3/1s cooldown. Catalyst at 2/3/5 contributions lets one cleanse also reach up to two/four/five additional eligible towers.
THE FIELD NOTES · CRITTERFRONT
Evergrowth on the march. Catalyst at home. Get to know both sides of this creature.

Angel belongs to Evergrowth on attack and Catalyst on defense. Buying one family gives you both combat forms.
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.
Plan a team with Angel ↗ON DEFENSE · Catalyst
Removes one harmful status from an adjacent allied tower whenever ready, then starts a 8/5/3/1s cooldown. Catalyst at 2/3/5 contributions lets one cleanse also reach up to two/four/five additional eligible towers.
ON ATTACK · Evergrowth
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.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 140 | 140 |
| Attack damage | 20 | 12 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 2 | 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 | 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.
2 families: marchers regenerate 10% max health per second. 3 families: 15%. 5 families: 20%, and every other allied marcher 10%. Taking damage does not interrupt it.
2 families: qualifying Catalyst buffs or debuffs echo to two additional targets within 1 hex. 3 families: four, within 2 hexes. 5 families: five, within 3 hexes.
These are shared-synergy options, not a tested win-rate ranking. Only distinct deployed families count; bench units and summons do not add members.
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.
Generic star scaling does not increase armor, magic resistance, range, or basic attack speed. Learn the recruiting and merging loop or read about tower and marcher positioning.