ON DEFENSE · Binder
Phase tower
Has no normal attack; every 5s, possesses a marcher so it moves in the wrong direction for 1/1.5/2/3s.
THE FIELD NOTES · CRITTERFRONT
Brood on the march. Binder at home. Get to know both sides of this creature.

Ghost belongs to Brood on attack and Binder on defense. Buying one family gives you both combat forms.
Ghost's tower turns a marcher around rather than making normal attacks. Its offensive possession requires a stunned enemy tower within two hexes, so the condition deserves a place in your plan. The possession changes the target's allegiance until it is destroyed.
Plan a team with Ghost ↗ON DEFENSE · Binder
Has no normal attack; every 5s, possesses a marcher so it moves in the wrong direction for 1/1.5/2/3s.
ON ATTACK · Brood
Within 2 hexes, expires to possess a stunned enemy tower until that tower is destroyed; the possessed tower attacks defending towers and blocks its old hex until killed.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 80 | 90 |
| Attack damage | 0 | 12 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 2 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 0 | 0 |
| Magic resistance | 10 | 10 |
| Movement speed (hexes / second) | Anchored | 1 |
| Nexus damage | — | 1 |
| Body | Ground tower | Flying |
| 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: two different Binders impairing one marcher within 2.5s Tether its hex for 3s. 4 families: the Tether also occupies one available adjacent hex. 5 families: created Tether hexes persist for the rest of the battle.
Other Binder families: Bat, Seed, Hermit King, Lurker.
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.