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.
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
Stat
Defending tower
Attacking marcher
Health
160
145
Attack damage
0
21
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.
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.
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.
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.