ON DEFENSE · Binder
Sonar tower
Every 6/5/4/2s, emits Sonar in a 1/1/2/3-hex radius, revealing and marking marchers so they take 15%/30%/45%/60% more damage.
THE FIELD NOTES · CRITTERFRONT
Swiftclaw on the march. Binder at home. Get to know both sides of this creature.

Bat belongs to Swiftclaw on attack and Binder on defense. Buying one family gives you both combat forms.
Sonar marks create a window for nearby damage dealers. Look for overlapping tower coverage so more attacks can land while a marcher is marked. Its flying marcher can cleanse slows, but each Sonar ward blocks only one direct tower shot.
Plan a team with Bat ↗ON DEFENSE · Binder
Every 6/5/4/2s, emits Sonar in a 1/1/2/3-hex radius, revealing and marking marchers so they take 15%/30%/45%/60% more damage.
ON ATTACK · Swiftclaw
Every 6/5/4/2s, Sonar cleanses movement and attack-rate slows and grants one ward that blocks the next direct tower shot.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 70 | 65 |
| Attack damage | 8 | 7 |
| Basic attacks / second | 2 | 2 |
| Range (hexes) | 2 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 1 | 1 |
| Magic resistance | 3 | 3 |
| Movement speed (hexes / second) | Anchored | 1 |
| Nexus damage | — | 1 |
| 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 move 20% faster. 4 families: they move 40% faster instead. 5 families: they move 60% faster instead.
2 families: two different Binders impairing one marcher within 2.5s Tether its hex for 3s. 4 families: the Tether also occupies one available adjacent hex. 5 families: created Tether hexes persist for the rest of the battle.
Other Binder families: Seed, Ghost, Hermit King, Lurker.
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.