THE FIELD NOTES · CRITTERFRONT

Seed

Evergrowth on the march. Binder at home. Get to know both sides of this creature.

Seed creature icon
Seed → Sprout → Flower Pot Monster
2 goldShop tier 1Physical damage

Seed belongs to Evergrowth on attack and Binder on defense. Buying one family gives you both combat forms.

Planning considerations

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 ↗

One recruit. Two abilities.

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.

ON ATTACK · Evergrowth

Vine marcher

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.

Seed base stats

Unmodified star-I stats · Physical damage
StatDefending towerAttacking marcher
Health7075
Attack damage87
Basic attacks / second11
Range (hexes)21
Minimum range (hexes)0
Splash radius (hexes)00
Armor11
Magic resistance44
Movement speed (hexes / second)Anchored0.5
Nexus damage1
BodyGround towerGround
Normal attackYesYes

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.

Find a team connection.

Evergrowth partners

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.

Other Evergrowth families: Mushroom, Demon, Hydra, Angel.

Binder partners

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.

What changes with stars?

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.