ON DEFENSE · Ravager
Fury tower
Burns itself for 15% max health per second. Killing an enemy unit fully heals it and grants a non-stacking 40%/60%/100%/150% attack-speed increase for the remainder of the round.
THE FIELD NOTES · CRITTERFRONT
Evergrowth on the march. Ravager at home. Get to know both sides of this creature.

Demon belongs to Evergrowth on attack and Ravager on defense. Buying one family gives you both combat forms.
Demon burns its own health and relies on kills to fully heal and unlock its attack-speed boost. Give it meaningful coverage of targets it can finish. A strong stat line alone cannot protect a Demon that never secures its first kill.
Plan a team with Demon ↗ON DEFENSE · Ravager
Burns itself for 15% max health per second. Killing an enemy unit fully heals it and grants a non-stacking 40%/60%/100%/150% attack-speed increase for the remainder of the round.
ON ATTACK · Evergrowth
Every 3/2/1/1 entered hexes, leaves a one-use flame that makes the next allied marcher move 10%/20%/40%/60% faster for 4s.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 115 | 135 |
| Attack damage | 22 | 20 |
| Basic attacks / second | 2 | 2 |
| Range (hexes) | 2 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 3 | 3 |
| Magic resistance | 7 | 7 |
| Movement speed (hexes / second) | Anchored | 0.75 |
| 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.
2 families: marchers regenerate 3% max health per second. 4 families: regeneration increases to 6%. 5 families: it increases to 10%. Taking damage does not interrupt it.
2 families: a Ravager tower kill orders another Ravager tower to make an immediate 60% bonus attack. 4 families: that attack increases to 100%. 5 families: it increases to 200% damage (shared 2s 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.
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.