ON DEFENSE · Ravager
Inferno tower
Immune to crowd control. Its fire aura deals 3%/6%/9%/12% of nearby attackers' maximum health per second within a 1-hex radius.
THE FIELD NOTES · CRITTERFRONT
Ironhide on the march. Ravager at home. Get to know both sides of this creature.

Dragon belongs to Ironhide on attack and Ravager on defense. Buying one family gives you both combat forms.
Dragon's crowd-control immunity and short fire aura are separate strengths. Place its tower where the incoming route crosses the one-hex aura if you want that damage to contribute. A long-range-looking sightline does not extend the aura.
Plan a team with Dragon ↗ON DEFENSE · Ravager
Immune to crowd control. Its fire aura deals 3%/6%/9%/12% of nearby attackers' maximum health per second within a 1-hex radius.
ON ATTACK · Ironhide
Immune to crowd control. Its fire aura deals 3%/6%/9%/12% of nearby enemy turrets' maximum health per second within a 1-hex radius.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 145 | 160 |
| Attack damage | 28 | 25 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 2 | 2 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 1 | 1 |
| Armor | 4 | 4 |
| Magic resistance | 10 | 10 |
| Movement speed (hexes / second) | Anchored | 0.75 |
| Nexus damage | — | 2 |
| 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 gain Ironplate equal to 20% max health; when it breaks, adjacent enemies are stunned for 0.5s. 4 families: Plate increases to 50% and the stun to 1s. 5 families: Plate increases to 100% and the stun to 1.5s. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.
Other Ironhide families: Cactus, Treant, Scorpion, Hermit King.
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.