THE FIELD NOTES · CRITTERFRONT

Hermit King

Ironhide on the march. Binder at home. Get to know both sides of this creature.

Hermit King creature icon
Shell → Spike → Hermit King
2 goldShop tier 3Physical damage

Hermit King belongs to Ironhide on attack and Binder on defense. Buying one family gives you both combat forms.

Planning considerations

Hermit King's defending shell is a taunting blocker with reflection and no basic attack. Its taunt can draw even blocker-bypassing marchers that have a reachable attack perimeter. Its offensive reflection depends on Ironhide Plate staying active.

Plan a team with Hermit King ↗

One recruit. Two abilities.

ON DEFENSE · Binder

Reflect tower

Has no normal attack. Its destructible shell globally taunts enemy marchers that can reach an attack perimeter—even blocker-bypassing and marked Lurkers—and each direct marcher attack reflects 10%/20%/30%/50% of its raw damage to the attacker as pure damage. A Lurker retains its mark and resumes pursuing it after no Hermit can taunt it.

ON ATTACK · Ironhide

Reflect marcher

While its Ironhide Plate remains active, every fifth unblocked direct tower shot is reflected to its firing tower for 100% of that shot's raw damage as pure damage. The incoming shot still resolves normally.

Hermit King base stats

Unmodified star-I stats · Physical damage
StatDefending towerAttacking marcher
Health228199.5
Attack damage014
Basic attacks / second01
Range (hexes)01
Minimum range (hexes)0
Splash radius (hexes)00
Armor1616
Magic resistance1010
Movement speed (hexes / second)Anchored0.5
Nexus damage2
BodyGround towerGround
Normal attackNo; ability-only taunting blockerYes

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.

Find a team connection.

Ironhide partners

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, Dragon.

Binder partners

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, Ghost, 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.

What changes with stars?

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.