FANDOM


Sun Reaver
Gifted Sun Reaver-0
Infused Sun Reaver-0
Basic Specifications
Type Creature
Faction Fire
Edition Lost Souls (3rd)
Rarity Common
Additional Info
Odds per Booster 1:12
Rarity-Desirability Value 02 RankBadge PvP Lvl03

Overview

DescriptionEdit

Sun Reaver is a melee unit that gains super-charged regenerative or damage abilities when connected to a root network, making it a very effective Tank for defensive positions.

Without proper support, Sun Reaver remains vulnerable against ranged attacks and even more so against flying units. Thus Mark of the Keeper or Timeshifter Spirit makes for an excellent combo. Without one, a rooted Sun Reaver's Metal Spikes ability CAN be used to take down small ranged attackers (especially when multiple Sun Reavers defend the same position), although the reload time is quite high. So it is often easier to simply uproot and advance to engage your ranged enemies in melee combat. Against flyers, the Sun Reaver either needs anti-air support, or help from cards that can drag flyers to the ground.

Both Root Nexus and Forest's Vim cards make for an excellent combo that enhances the Sun Reaver's tanking abilities.

Reputedly strong against buildings, perhaps because of Burning Paws.[1]

AbilitiesEdit

AbilityIcon Activatable Metal Spikes

Power: 50
Activate to erupt a line of sharp metal spikes from the ground that deal several times damage to all enemies they strike. Each eruption of spikes deals 216 damage to all enemies they strike, up to 325 in total. Reusable every 30 seconds.

AbilityIcon Toggled Gifted Gifted Root

Affinity: Gifted
Enters this mode to become immobile and link the unit to a friendly root network. While connected Sun Reaver charges up his powers: if he is linked to the network for at least 10 seconds he will start to regenerate 45 life points every second for 15 seconds. As he is not able to generate any support for the network himself he needs to be linked into a network that already has members other than Sun Reaver units.

AbilityIcon Toggled Infused Infused Root

Affinity: Infused
Enter this mode to become immobile and link the unit to a friendly root network. While connected Sun Reaver charges up his powers: if he is linked to the network for at least 10 seconds he will be able to deal 50% more damage for 20 seconds. As he is not able to generate any support for the network himself he needs to be linked into a network that already has members other than Sun Reaver units.

AbilityIcon Passive Burning Paws

Enemies hit by Sun Reaver's glowing paws will be set on fire and take additional damage that steadily increases the longer they burn.

Uses

Artwork Sun Reaver

RolesEdit

Counter ForEdit

Countered ByEdit

CombosEdit

Upgrades

LocationsEdit

{{Loot row|Card:Sun Reaver|Stone Launcher|III|Stonekin|Mo|Expert|Tapppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp}

EffectsEdit

Upgrades of both affinities have the same effect

Upgrade Faction Scenario Difficulty Edit Link
Infused Sun Reaver I Fire Siege of Hope Standard [edit]
Infused Sun Reaver II Fire Bad Harvest Advanced [edit]
Infused Sun Reaver III Fire Bad Harvest Expert [edit]
Gifted Sun Reaver II Fire Mo Advanced [edit]
Gifted Sun Reaver III Fire Mo Expert [edit]
Card Upgrade Type or Ability Effect
Sun Reaver I Lifepoints +80
Sun Reaver I Metal Spike* +23 damage per target, 35 in total
Sun Reaver II Lifepoints +160
Sun Reaver II Metal Spike** +11 damage per target, 15 in total
Sun Reaver III Lifepoints +180
Sun Reaver III Metal Spike*** +25 damage per target, 35 in total

See Also

.
Community content is available under CC-BY-SA unless otherwise noted.