ON DEFENSE · Hatcher
SummonShield tower
The same battlefield-wide summon shield applies while defending.
THE FIELD NOTES · CRITTERFRONT
Nightveil on the march. Hatcher at home. Get to know both sides of this creature.

Petal belongs to Nightveil on attack and Hatcher on defense. Buying one family gives you both combat forms.
Petal protects allied summons created anywhere on the battlefield in either combat form. Egg, Bunnie, and Hatcher effects offer concrete summon interactions to explore. The strongest living Petal sets the shield; overlapping shields do not stack.
Plan a team with Petal ↗ON DEFENSE · Hatcher
The same battlefield-wide summon shield applies while defending.
ON ATTACK · Nightveil
Allied summons created anywhere on the battlefield gain a non-stacking shield that negates their next 1/2/3/4 discrete hits. The strongest living allied Petal determines the shield.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 90 | 105 |
| Attack damage | 13 | 11 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 3 | 2 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 1 | 1 |
| Magic resistance | 10 | 10 |
| Movement speed (hexes / second) | Anchored | 1 |
| Nexus damage | — | 1 |
| Body | Ground tower | Flying |
| 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: 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.