Cards / Solar Lance

6Solar Lance card art

Solar Lance

Floating crystal whose solar beam ramps up to 6x on whatever it locks onto. Weak: resets on each new target, swarms

SPECIAL COMBO (Heavy Mech + Pyro Punk): Floating crystal whose solar beam ramps up to 6x on whatever it locks onto. Weak: resets on each new target, swarms

Rarity
COMBO
Energy cost
6
Type
Ground unit
Role
MELTER
Class
MELEE · Close damage
How to get it
Fuse it in battle any time you hold both parts. Added to your Combo Codex on your first fuse, or at 500 trophies.
Solar Lance sprite

STATS (LEVEL 1)

HP
1,750
Damage
40
Hit speed
0.4 s
DPS
100
Range
4.5 tiles
Speed
Slow (0.8 tiles/s)
Targets
Air & ground
Splash radius
Single target
Deploy time
1.2 s

LEVELS 1–10

Each level multiplies the base numbers by 1.09. Combo level is the average of its parts' levels, rounded down. Hit speed, range and speed don't change. Tables are rounded like the in-game card sheet.

LevelMultiplierHPDamageDPS
1×11,75040100
2×1.091,90844110
3×1.18812,07948120
4×1.2952,26652130
5×1.41162,47056140
6×1.53862,69362155
7×1.67712,93567167.5
8×1.8283,19973182.5
9×1.99263,48780200
10×2.17193,80187217.5

RECIPE

Heavy Mech + Pyro Punk = Solar Lance

Fuse cost 1 energy, then play cost 6 (total 7). Combo level = the average of its two parts' levels, rounded down. Combo cards can't be upgraded directly.

CHANGES

No balance changes yet. Data from game version v44. Patch notes will appear in News.