THE FIELD NOTES · CRITTERFRONT

Hermit King

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

Hermit King creature icon
Shell → Spike → Hermit KingAI-generated portrait
2 goldShop tier 1Physical damage

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

Planning considerations

Hermit King's defending shell is a reflection obstacle with no basic attack: marchers route around it, and only adjacent marchers with a reachable attack perimeter are taunted, once per battle each, for 1/1.5/2/3 seconds by star. Its offensive reflection fires on every fifth direct tower shot with or without Ironplate.

Plan a team with Hermit King ↗

One recruit. Two abilities.

ON DEFENSE · Binder

Reflect tower

Has no normal attack. Its destructible shell is a pathing obstacle that marchers route around; each adjacent enemy marcher with a reachable attack perimeter is taunted into attacking the shell for 1/1.5/2/3s by star, once per battle (never refreshed or repeated), then resumes its route. Each direct marcher attack reflects 10%/20%/30%/50% of its raw damage to the attacker as pure damage. Dragons are immune; a Lurker retains its mark and is only diverted while taunted.

ON ATTACK · Ironplate

Reflect marcher

Every fifth unblocked direct tower shot is reflected to its firing tower for 100% of that shot's raw damage as pure damage, with or without Ironplate. The incoming shot still resolves normally.

Hermit King base stats

Unmodified star-I stats · Physical damage
StatDefending towerAttacking marcher
Health160145
Attack damage021
Basic attacks / second01
Range (hexes)01
Minimum range (hexes)0—
Splash radius (hexes)00
Armor1616
Magic resistance1010
Movement speed (hexes / second)Anchored0.5
Nexus damage—2
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.

Ironplate partners

2 families: marchers gain Ironplate equal to 35% max health; when it breaks, adjacent enemies are stunned for 1s. 3 families: Plate 50%, stun 1.5s. 5 families: Plate 75%, stun 2s, and every other allied marcher gains 30% Plate. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.

Other Ironplate families: Cactus, Treant, Scorpion, Dragon.

Binder partners

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, 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.