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

Lurker belongs to Nightveil on attack and Binder on defense. Buying one family gives you both combat forms.
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 ↗ON DEFENSE · Binder
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
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.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 115 | 130 |
| Attack damage | 18 | 16 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 2 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 6 | 6 |
| Magic resistance | 8 | 8 |
| Movement speed (hexes / second) | Anchored | 0.75 |
| Nexus damage | — | 1 |
| Body | Ground tower | Ground |
| Normal attack | Yes | 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 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.
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.
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.