THE FIELD NOTES · CRITTERFRONT

Hydra

Evergrowth on the march. Hatcher at home. Get to know both sides of this creature.

Hydra creature icon
Hydra Whelp → Hydra → Hydra SovereignAI-generated portrait
4 goldShop tier 3Magic damage

Hydra belongs to Evergrowth on attack and Hatcher on defense. Buying one family gives you both combat forms.

Planning considerations

Higher stars increase the number of separate targets hit by a Hydra tower attack. That benefit depends on multiple valid marchers being in range. Its attacking revival prevents only the first lethal hit once per battle.

Plan a team with Hydra ↗

One recruit. Two abilities.

ON DEFENSE · Hatcher

Rebirth tower

Each basic attack hits 1/2/3/4 valid marchers for full attack damage: the primary target plus the nearest additional targets in range.

ON ATTACK · Evergrowth

Rebirth marcher

The first lethal hit is prevented once per battle and Hydra returns with 10%/25%/50%/100% maximum health.

Hydra base stats

Unmodified star-I stats · Magic damage
StatDefending towerAttacking marcher
Health170170
Attack damage1136
Basic attacks / second11
Range (hexes)21
Minimum range (hexes)0—
Splash radius (hexes)00
Armor99
Magic resistance88
Movement speed (hexes / second)Anchored0.5
Nexus damage—2
BodyGround towerGround
Normal attackYes; spits at multiple targets by starYes

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.

Evergrowth partners

2 families: marchers regenerate 10% max health per second. 3 families: 15%. 5 families: 20%, and every other allied marcher 10%. Taking damage does not interrupt it.

Other Evergrowth families: Mushroom, Seed, Demon, Angel.

Hatcher partners

One Guardling at battle start, on the hex next to your Nexus on the enemy marchers' path; marchers stop to fight it. 2 families: 130 health, 6 attack. 3 families: 220 health, 11 attack, blocks 4 hits. 5 families: 780 health, 52 attack, blocks 16 hits. Health and attack are multiplied by the average star scale of your Hatcher towers (x1/1.7/2.8/4.5 health).

Other Hatcher families: Egg, Treant, Bunnie, Petal.

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.