Nightveil on the march. Blaster at home. Get to know both sides of this creature.
Bomb → Poison Bomb → Arcane Bomb
2 goldShop tier 2Magic damage
Bomb belongs to Nightveil on attack and Blaster on defense. Buying one family gives you both combat forms.
Planning considerations
Bomb's defending explosion happens after five seconds and removes it for the rest of combat. Choose a hex enemies can reach around that timing. Its attacking explosion instead triggers on final death and hits towers exactly one hex away.
Has no normal attack. After 5s, deals 800% attack damage and stuns for 2/3/4/5s enemy marchers on its own and all adjacent hexes; Bomb is then removed for the rest of combat. A multi-target explosion can trigger Blaster Aftershock.
ON ATTACK · Nightveil
Detonate marcher
Has no normal attack. On final death, deals 400% attack damage and stuns for 2/3/4/5s every enemy tower exactly one hex away.
Bomb base stats
Unmodified star-I stats · Magic damage
Stat
Defending tower
Attacking marcher
Health
100
110
Attack damage
10
9
Basic attacks / second
1
1
Range (hexes)
2
1
Minimum range (hexes)
0
—
Splash radius (hexes)
1
1
Armor
5
5
Magic resistance
5
5
Movement speed (hexes / second)
Anchored
0.5
Nexus damage
—
1
Body
Ground tower
Ground
Normal attack
No; ability-only timed explosion
No; ability only
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.
Nightveil partners
2 families: marchers are Veiled against distant direct targeting until Revealed. 4 families: additionally disable one nearby random enemy turret for 2s every 6s. 5 families: reduce that shared cooldown to 2s.
2 families: multi-target tower hits leave a telegraphed 40%-damage Blast Aftershock. 4 families: Aftershock damage increases to 80%. 5 families: it deals 100% damage and has no cooldown.
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.