HEAVENSTEEL

Giant · Ground · ×1

Sunspire

Ramping-beam giant, anti-giant

A slow four-legged giant whose gold-edged lancet emitter holds one radiant white-gold beam on a target, burning hotter the longer it holds.

HP
33,998
Damage
2 → 7,952
Range
115 m

A giant four-legged beam walker. Its gold-edged lancet emitter holds one radiant white-gold beam that burns hotter the longer it holds.

In game, Caelis livery

On the battlefield

In battle, Caelis livery

The Sunspire is a giant beam walker: its core beam starts weak and climbs every tick it stays on one target, until it burns through anything. In the launch tests it beats the giants and the big single targets: the Dreadnought, Archangel and Tempest, the Templar, Anvil and Weaver, and fliers like the Rotor, Mirage and Seraph (the beam hits air). Switching targets resets the ramp, so swarms and cheap screens beat it: the Skitter, Hexguard, Ridgeback, Needle and Courser, and the artillery and big guns that outrange or out-hit it (the Heron, Salvo, Cutter, Bombard, the Landship).

From equal-supply battles of each pair at 400, 800 and 1,600 supply (no techs, 20 seeds each). Real armies mix units, so read these as tendencies.

Where to deploy

Behind a screen, facing where the enemy's heavies will walk in: its beam reaches 115 m and hits ground and air, and it needs time on one target to get hot. It is slow (6 m/s): keep chaff and light units off it, or it spends its ramp on them.

Early and late rounds

A giant with no round gate: 400 supply plus a 200 unlock. Buy it when the enemy commits to giants, titans' escorts or big fliers, where each kill is worth the ramp.

Techs that change its job

Beam Splitter splits the beam into five that pick their own targets (each at a sixth of the damage), which turns it against swarms. Skitter Bay lets out eight Skitters every 36 s (three times) to screen it. Disruptor Volley adds sixteen missiles every 15 s (300 damage each) that jam what they hit for 4 s. Siphon heals it for 30% of the damage it deals, Long Barrels adds 40 m, and Heavy Plating adds 40% HP and blocks 60 from every hit.

Anatomy

Drag, hover and tap the parts. Open it full screen.

Stats

Deploy cost
400
supply
Unlock
200
supply, once a match
Squad
×1
one machine
HP
33,998
per machine
Damage
2 → 7,952
a beam that ramps each 0.2 s tick while it holds a target
Attack interval
0.2 s
Squad DPS (peak)
39,760
whole squad, before armor
Range
115 m
Speed
6 m/s
Targets
Air & ground
Splash
3 m
radius
Layer
Ground
Footprint
4×4
tiles of 10 m

Level 1, no techs. Distances in metres (one board tile is 10 m).

Techs

TechCostWhat it does
Skitter Bay300Drops 8 Skitters every 36 s, 3 times a battle
Beam Splitter300Fires at 5 targets at once, each on its own, −83% damage per hit
Disruptor Volley250Adds a second weapon: 300 ×16 damage every 15 s, range 115 m, 5 m splash, hits air and ground; each target slows to 60% speed for 4 s
Siphon200Heals for 30% of the damage it deals
Long Barrels200+40 m range
Heavy Plating250+40% HP, blocks 60 damage from every hit

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