Bunnie belongs to Swiftclaw on attack and Hatcher on defense. Buying one family gives you both combat forms.
Planning considerations
The tower's gold chance needs an adjacent allied unit to earn a kill. Overlapping Bunnie auras do not multiply the same kill. Its attacking copies can duplicate again, but those summons do not deal Nexus damage when they finish the route.
When an allied unit—including an allied summon—on an adjacent hex kills an enemy unit, including an enemy summon, it has a deterministic 10%/15%/20%/25% chance to generate 1 bonus gold. Only the strongest adjacent Bunnie rolls, so overlapping auras cannot multiply one kill. Bunnie otherwise uses its normal attack.
ON ATTACK · Swiftclaw
Duplicate marcher
Every original or summoned Bunnie copy creates two further persistent copies every 4/3.5/3/2s. Each child starts at 60%/65%/70%/75% of its direct source's current health, keeps the same star-scaled combat kit and inherited base movement speed, and can duplicate again. The source keeps its health; copies remain summons and deal no Nexus damage. No Bunnie splits while its owner already has 12 living Bunnies (originals and copies) in that lane.
Bunnie base stats
Unmodified star-I stats · Physical damage
Stat
Defending tower
Attacking marcher
Health
105
88
Attack damage
21
27
Basic attacks / second
2
2
Range (hexes)
1
1
Minimum range (hexes)
0
—
Splash radius (hexes)
0
0
Armor
3
3
Magic resistance
6
6
Movement speed (hexes / second)
Anchored
1
Nexus damage
—
2
Body
Ground tower
Ground
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.
Find a team connection.
Swiftclaw partners
2 families: marchers move 50% faster and Pounce (+1 Nexus damage on a breach). 3 families: Swiftclaw marchers move 60% faster and every other allied marcher 30% faster. 5 families: Swiftclaw marchers move 90% faster and every other allied marcher 60% faster. Speed bonuses add up (+50% and +10% Pack Leader = +60%), they do not multiply.
One Guardling at battle start, on the hex next to your Nexus on the enemy marchers' path; marchers stop to fight it. 2 families: 130 health, 6 attack. 3 families: 220 health, 11 attack, blocks 4 hits. 5 families: 780 health, 52 attack, blocks 16 hits. Health and attack are multiplied by the average star scale of your Hatcher towers (x1/1.7/2.8/4.5 health).
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.