ON DEFENSE · Binder
Phase tower
Every 3s, 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 makes normal pure-damage attacks and every three seconds turns a marcher around. Its offensive possession needs an already-stunned enemy turret within one to three hexes, depending on the Ghost's rank, and turns that turret against its owner for 1.5 to 4 seconds before it returns to them. That stun is the condition worth planning around.
Plan a team with Ghost ↗ON DEFENSE · Binder
Every 3s, possesses a marcher so it moves in the wrong direction for 1/1.5/2/3s.
ON ATTACK · Brood
Possesses a stunned turret in 1/1/2/3 hex radius for 1.5/2.5/3/4 seconds. The possessed turret attacks other turrets in its vicinity.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 80 | 150 |
| Attack damage | 13 | 18 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 1 | 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 | 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: each defeated Brood marcher hatches two temporary Broodlings that breach for 1 Nexus damage. 3 families: three Broodlings. 5 families: three, and every other allied marcher hatches one.
2 families: a Binder impairment Tethers the marcher's hex for 4s. 3 families: 5s, plus one adjacent hex. 5 families: Tethers persist for the rest of the battle and take two adjacent hexes.
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.