Ironhide on the march. Binder at home. Get to know both sides of this creature.
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.
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
Stat
Defending tower
Attacking marcher
Health
228
199.5
Attack damage
0
14
Basic attacks / second
0
1
Range (hexes)
0
1
Minimum range (hexes)
0
—
Splash radius (hexes)
0
0
Armor
16
16
Magic resistance
10
10
Movement speed (hexes / second)
Anchored
0.5
Nexus damage
—
2
Body
Ground tower
Ground
Normal attack
No; ability-only taunting blocker
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.
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.
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.
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.