ON DEFENSE · Blaster
Poison tower
Every 6/5/4/2s, emits a poison cloud in a 1/1/1/2-hex radius that deals 4%/6%/8%/10% max health per second for 4s.
THE FIELD NOTES · CRITTERFRONT
Evergrowth on the march. Blaster at home. Get to know both sides of this creature.

Mushroom belongs to Evergrowth on attack and Blaster on defense. Buying one family gives you both combat forms.
The poison cloud deals a percentage of maximum health, so its value is not captured by basic attack damage alone. Compare how long incoming marchers remain in the cloud. Its attacking Hard Cap blocks direct shots and then needs time to regenerate.
Plan a team with Mushroom ↗ON DEFENSE · Blaster
Every 6/5/4/2s, emits a poison cloud in a 1/1/1/2-hex radius that deals 4%/6%/8%/10% max health per second for 4s.
ON ATTACK · Evergrowth
Hard Cap blocks 1/1/2/3 direct tower shots, then fully regenerates its charges after 8/7/6/5s.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 75 | 100 |
| Attack damage | 10 | 8 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 3 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 1 | 1 |
| Armor | 2 | 2 |
| Magic resistance | 5 | 5 |
| Movement speed (hexes / second) | Anchored | 0.5 |
| 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 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: multi-target tower hits leave a telegraphed 40%-damage Blast Aftershock. 4 families: Aftershock damage increases to 80%. 5 families: it deals 100% damage and has no cooldown.
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.