ON DEFENSE · Catalyst
Web tower
Places one web trap that reveals and stuns the first ground or air marcher for 2/2.5/3/4s and spawns 1/1/2/3 Spiderlings for the same duration. Without placement, it defaults to the entrance column.
THE FIELD NOTES · CRITTERFRONT
Nightveil on the march. Catalyst at home. Get to know both sides of this creature.

Spider belongs to Nightveil on attack and Catalyst on defense. Buying one family gives you both combat forms.
Spider brings control in both forms. Its tower trap can affect ground and air marchers and creates temporary blockers. The website planner does not simulate custom trap placement, so test that decision in the game before treating a layout as final.
Plan a team with Spider ↗ON DEFENSE · Catalyst
Places one web trap that reveals and stuns the first ground or air marcher for 2/2.5/3/4s and spawns 1/1/2/3 Spiderlings for the same duration. Without placement, it defaults to the entrance column.
ON ATTACK · Nightveil
Every 5s, arms a web that stuns the nearest enemy tower within 1 hex for 1/1.5/2/3s; if none is nearby, it stays armed until a tower enters range.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 85 | 130 |
| Attack damage | 13 | 13.5 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 1 | 1 |
| Minimum range (hexes) | 0 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 2 | 2 |
| Magic resistance | 4 | 4 |
| 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 are Veiled against distant direct targeting until Revealed, and stun one random enemy turret nearby for 2s every 8s. 3 families: one every 4s. 5 families: two every 3s.
2 families: qualifying Catalyst buffs or debuffs echo to two additional targets within 1 hex. 3 families: four, within 2 hexes. 5 families: five, within 3 hexes.
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.