ON DEFENSE · Catalyst
Venom tower
Every fifth shot applies Venom for 1.5/2/3/4s, disabling armor, blocking healing, and dealing 5% max health per second.
THE FIELD NOTES · CRITTERFRONT
Ironhide on the march. Catalyst at home. Get to know both sides of this creature.

Scorpion belongs to Ironhide on attack and Catalyst on defense. Buying one family gives you both combat forms.
Every fifth tower shot applies Venom, removing armor and preventing healing for its duration. Compare it against healing-heavy marchers rather than judging by attack alone. Its offensive Venom reacts to every fifth direct turret shot taken.
Plan a team with Scorpion ↗ON DEFENSE · Catalyst
Every fifth shot applies Venom for 1.5/2/3/4s, disabling armor, blocking healing, and dealing 5% max health per second.
ON ATTACK · Ironhide
Every fifth direct turret shot taken applies Venom to the firing turret for 1.5/2/3/4s, halving its attack speed and dealing 5% max health per second.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 100 | 120 |
| Attack damage | 20 | 18 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 3 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 4 | 4 |
| Magic resistance | 6 | 6 |
| 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 gain Ironplate equal to 20% max health; when it breaks, adjacent enemies are stunned for 0.5s. 4 families: Plate increases to 50% and the stun to 1s. 5 families: Plate increases to 100% and the stun to 1.5s. Blast removes Plate at 2x efficiency; other non-pure damage at 0.5x.
Other Ironhide families: Cactus, Treant, Dragon, Hermit King.
2 families: qualifying Catalyst buffs or debuffs echo to one additional target. 4 families: they echo to two additional targets. 5 families: they echo to three additional valid targets instead.
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.