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.
THE FIELD NOTES · CRITTERFRONT
Evergrowth on the march. Hatcher at home. Get to know both sides of this creature.

Hydra belongs to Evergrowth on attack and Hatcher on defense. Buying one family gives you both combat forms.
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 ↗ON DEFENSE · Hatcher
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
The first lethal hit is prevented once per battle and Hydra returns with 10%/25%/50%/100% maximum health.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 170 | 200 |
| Attack damage | 24 | 24 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 3 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 9 | 9 |
| Magic resistance | 8 | 8 |
| Movement speed (hexes / second) | Anchored | 0.5 |
| Nexus damage | — | 2 |
| Body | Ground tower | Ground |
| Normal attack | Yes; spits at multiple targets by star | 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.
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.
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.
These are shared-synergy options, not a tested win-rate ranking. Only distinct deployed families count; bench units and summons do not add members.
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.