THE FIELD NOTES · CRITTERFRONT

Bunnie

Swiftclaw on the march. Hatcher at home. Get to know both sides of this creature.

Bunnie creature icon
Bunnie → Hare → Warren QueenAI-generated portrait
5 goldShop tier 4Physical damage

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.

Plan a team with Bunnie ↗

One recruit. Two abilities.

ON DEFENSE · Hatcher

Duplicate tower

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
StatDefending towerAttacking marcher
Health10588
Attack damage2127
Basic attacks / second22
Range (hexes)11
Minimum range (hexes)0—
Splash radius (hexes)00
Armor33
Magic resistance66
Movement speed (hexes / second)Anchored1
Nexus damage—2
BodyGround towerGround
Normal attackYesYes

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.

Other Swiftclaw families: Bat, Dog, Cat, Birdie.

Hatcher partners

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).

Other Hatcher families: Egg, Treant, Hydra, Petal.

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.

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.