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 Sovereign
4 goldShop tier 4Magic 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
Health170200
Attack damage2424
Basic attacks / second11
Range (hexes)31
Minimum range (hexes)0
Splash radius (hexes)00
Armor99
Magic resistance88
Movement speed (hexes / second)Anchored0.5
Nexus damage2
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 3% max health per second. 4 families: regeneration increases to 6%. 5 families: it increases to 10%. Taking damage does not interrupt it.

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

Hatcher partners

2 families: hatch one shared living Guardling at battle start. 4 families: hatch one additional Guardling. 5 families: hatch one further Guardling and give all Guardlings 3-hit shields. Marchers stop to fight them.

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.