ON DEFENSE · Binder
Vine tower
Every 6/5/4/3s, fires vines in a straight 1/2/3/4-hex line, slowing affected marchers by 15%/30%/45%/60% for 3s.
THE FIELD NOTES · CRITTERFRONT
Evergrowth on the march. Binder at home. Get to know both sides of this creature.

Seed belongs to Evergrowth on attack and Binder on defense. Buying one family gives you both combat forms.
Vines travel in a straight line: orientation and the incoming route matter as much as the displayed range. On offense, sprouts only heal allies that have lost health, so a route that following marchers actually cross gives the trail a purpose.
Plan a team with Seed ↗ON DEFENSE · Binder
Every 6/5/4/3s, fires vines in a straight 1/2/3/4-hex line, slowing affected marchers by 15%/30%/45%/60% for 3s.
ON ATTACK · Evergrowth
Every 3/2/1/1 entered hexes, leaves a one-use sprout that heals the next non-full-health allied marcher for 15%/25%/40%/60% max health.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 70 | 75 |
| Attack damage | 8 | 7 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 2 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 1 | 1 |
| Magic resistance | 4 | 4 |
| 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: 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, Ghost, Hermit King, Lurker.
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.