ON DEFENSE · Hatcher
Hatch tower
Has no normal attack; every 6/5/5/4s, spawns 1/1/2/3 Hatchlings that attack marchers for the rest of the battle or until killed.
THE FIELD NOTES · CRITTERFRONT
Brood on the march. Hatcher at home. Get to know both sides of this creature.

Egg belongs to Brood on attack and Hatcher on defense. Buying one family gives you both combat forms.
Egg's tower contributes through Hatchlings, not normal attacks. Hatcher partners add another source of living blockers. On offense, Egg's death shields adjacent allies, so spreading the whole formation apart can reduce the number of recipients.
Plan a team with Egg ↗ON DEFENSE · Hatcher
Has no normal attack; every 6/5/5/4s, spawns 1/1/2/3 Hatchlings that attack marchers for the rest of the battle or until killed.
ON ATTACK · Brood
On final death, grants a 1/2/3/4-hit shield to every adjacent allied marcher and summoned unit.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 130 | 145 |
| Attack damage | 0 | 9 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 0 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 8 | 8 |
| Magic resistance | 8 | 8 |
| Movement speed (hexes / second) | Anchored | 0.5 |
| Nexus damage | — | 1 |
| Body | Ground tower | Ground |
| Normal attack | No; ability-only | 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: each defeated non-summon marcher hatches one temporary Broodling. 4 families: it hatches one additional Broodling. 5 families: it hatches one further Broodling.
2 families: hatch one shared living Guardling at battle start. 4 families: hatch one additional Guardling. 5 families: hatch one further Guardling and give all Guardlings 3-hit shields. Marchers stop to fight them.
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.