THE FIELD NOTES · CRITTERFRONT

Lurker

Nightveil on the march. Binder at home. Get to know both sides of this creature.

Lurker creature icon
Lurker → Deep Lurker → Abyss Lurker
5 goldShop tier 3Physical damage

Lurker belongs to Nightveil on attack and Binder on defense. Buying one family gives you both combat forms.

Planning considerations

Lurker marks a highest-star enemy at combat start and must reach its one-hex trigger range to disable that target. The tower and marcher choose different forms of enemy. Equal-star ties are deterministic, so do not assume your preferred target always wins a tie.

Plan a team with Lurker ↗

One recruit. Two abilities.

ON DEFENSE · Binder

Mark tower

At combat start, marks a highest-star non-summon enemy marcher. When that marcher comes within 1 hex of Lurker, Lurker disables it for 2/3/4/5s; equal-star ties resolve deterministically.

ON ATTACK · Nightveil

Mark marcher

At combat start, marks a highest-star non-summon enemy tower, actively pursues it until within 1 hex, disables it for 2/3/4/5s, then resumes its Nexus route; equal-star ties resolve deterministically.

Lurker base stats

Unmodified star-I stats · Physical damage
StatDefending towerAttacking marcher
Health115130
Attack damage1816
Basic attacks / second11
Range (hexes)21
Minimum range (hexes)0
Splash radius (hexes)00
Armor66
Magic resistance88
Movement speed (hexes / second)Anchored0.75
Nexus damage1
BodyGround towerGround
Normal attackYesYes

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.

Nightveil partners

2 families: marchers are Veiled against distant direct targeting until Revealed. 4 families: additionally disable one nearby random enemy turret for 2s every 6s. 5 families: reduce that shared cooldown to 2s.

Other Nightveil families: Spider, Wyrm, Bomb, Petal.

Binder partners

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.

Other Binder families: Bat, Seed, Ghost, Hermit King.

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.