SUNSPIRETempest, 45,400 HPDreadnought, 96,000 HP, flyingArchangel, 21,000 HP, flyingTemplar, 16,500 HPAnvil, 6,300 HP
Tap a target to switch the beam
HP
33,998
Block
0
Tick
2 → 7,952
Beams
1
Range
115 m
Speed
6 m/s

On the battlefield. The Sunspire is a giant beam walker built to kill big things: a 400-supply giant (unlocked for 200) with 33,998 HP whose one beam, 115 m long and hitting ground and air, starts at a feeble 2 damage a tick and climbs with the square of the time it stays on one target, five times a second, until it reaches 7,952 a tick (×3,976) after 6.0 s. Held on one body, nothing lasts: an Anvil burns in 2.8 s, a Templar in 3.6 s, an Tempest in 5.0 s and even the Dreadnought in 6.4 s, so in the launch tests it beats the giants and the big single targets (the Dreadnought, Archangel, Tempest, Templar, Anvil, Weaver, Aegis and Cantor) and big fliers like the Rotor, Mirage and Seraph. Every new target starts the ramp again from ×1, so swarms and cheap screens beat it (the Skitter, Hexguard, Ridgeback, Needle and Courser), and so do the guns that outrange or out-hit it before it warms up: the Heron, Salvo, Cutter, Bombard, Rampart and the Landship. Deploy it behind a screen, facing where the enemy's heavies will walk in, and keep chaff off it: at 6 m/s it can't chase, and every cheap body it shoots wastes its ramp. Beam Splitter splits the beam into 5 that pick their own targets and ramp on their own, each at 17% of the damage, which turns it against swarms; Skitter Bay lets out 8 Skitters every 36 s (3 times) to screen it; Disruptor Volley fires 16 shells 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 reach 155 m; Heavy Plating adds 40% HP and blocks 60 from every hit.

The Sunspire as it moves in the game: four legs in an X, walking in diagonal pairs (front left with rear right), 2.4 s a stride cycle with each foot on the ground 60% of it, the hull dipping at each footfall; the emitter turns up to 120° either side of the bow at 45°/s and pitches toward its target while the legs walk on; the beam ticks every 0.2 s, ×(1 + 472.6% × ticks²), capped at ×3,976, and a new target resets it. The meter reads the multiplier; each target's gauge is its catalog HP. The rail is drawn far closer than the beam's 115 m reach, so its targets stand on masts: the emitter stays upright and tips no more than its -8° to +35° in the game. The hull turns at 60°/s in battle (drawn at 24°/s, stepping as it turns). Numbers come from the game's catalog and its animation data; the drawing is an isometric figure, not the game mesh.