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Sun Elf

Playstyle: Balanced · Complexity: 3/6 · Vanguard

Who is this character?

A sun mage: charge the Sun Dial on Dusk turns, unleash it as +5 on Dawn turns – timing beats luck.

How to play Sun Elf

If after roll 1 5× Sunpower for Solar Flare! are reachable. Keep 5× Sunpower and reroll all dice not needed, aiming at Solar Flare! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Solar Burst. Solar Flare! deals a documented 10 damage and applies sun-marked, so the 5 committed dice stay on the table.

Early game: Charge on Dusk turns: Ray Absorption and Scorching Staff, place Sun Marked early.

Mid game: Use the Dawn window with Sun Beam or Solar Burst plus +5.

If after roll 1 4× Sunpower for Solar Burst are reachable. Keep 4× Sunpower and reroll all dice not needed, aiming at Solar Burst (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Solar Flare!. Solar Burst deals a documented 8 damage, so the 4 committed dice stay on the table.

Throwing the Dawn bonus on a small attack because 'the dial happens to be full'.

Strengths

  • Sun Dial: on Dawn up to +5 on one attack – Solar Flare! reaches 15
  • Harness the Light heals on defense (~1.5) and charges the dial

Weaknesses

  • No prevention ability: incoming damage is only healed back afterwards
  • The Dawn burst depends on the dial and is only available in the round the dial is full

Key attacks

  • Light Staff
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🪄 Stave is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🪄 Stave · 4 damage

  • Ray Absorption
    Healing

    Healing instead of damage this turn.

    Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.

    4× 🔷 Charge · healing: 2 damage

  • Scorching Staff
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 🪄 Stave + 3× 🔷 Charge is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 🪄 Stave + 3× 🔷 Charge · 5 damage

  • Radiant Energy
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (31% across all three rolls): the effect beats a few extra damage points there.

    3× 🪄 Stave + 2× ☀ Sun Power · 6 damage · sun-marked

  • Ray of Light
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · 7 damage

  • Solar Burst
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× ☀ Sun Power is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× ☀ Sun Power · 8 damage

  • Sun Beam
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · 9 damage

  • Solar Flare!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× ☀ Sun Power (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× ☀ Sun Power · 10 damage · sun-marked

Key statuses & resources

  • Sun Dial: Max 5, starts at 1 (Dusk): +1 every upkeep; at 5 it flips to Dawn. On Dawn: add the dial value to an attack, then −4 and back to Dusk. Charging past 5 = 1 healing per overflow point. Automatic in upkeep; Ray Absorption +3, Scorching Staff +2, Solar Burst +2, Sun Beam +2, ultimate +3, a Light Staff four-of-a-kind +1. Put the +5 bonus on the biggest available attack (Sun Beam 9→14, Solar Burst 8→13) – never on a 4-point Light Staff.
  • Charged Gem (positive): stack limit 1 – spend immediately or restock is wasted.
  • Charging past 5 only pays when the overflow is needed as healing; otherwise strike first.
  • Sun Dial: Automatic in upkeep; Ray Absorption +3, Scorching Staff +2, Solar Burst +2, Sun Beam +2, ultimate +3, a Light Staff four-of-a-kind +1.
  • Sun Dial: Put the +5 bonus on the biggest available attack (Sun Beam 9→14, Solar Burst 8→13) – never on a 4-point Light Staff.
  • Charged Gem: Ray Absorption, the Scorching Staff sunpower, Solar Burst, ultimate.
  • Charged Gem: Spend immediately – stack limit 1, every unused turn wastes restock.

How you defend

Harness the Light: 3 dice – 0 prevention, but heal 1 per stave (~1.5), dial +1 per charge pair and sunpower. She tanks through regeneration, not blocking.

Dice & symbols

🪄 Stave · 3/6 (faces 1, 2, 3)🔷 Charge · 2/6 (faces 4, 5) Sun Power · 1/6 (faces 6)

Works well with

  • Cursed Pirate

    Cursed Pirate adds the attack denial that Sun Elf lacks.

  • Moon Elf

    Moon Elf adds the attack denial that Sun Elf lacks.

  • Treant

    Treant takes over damage and fills the open team role.

Good matchups

  • Cursed Pirate

    Cursed Pirate lands ~5 damage per turn off Cursed Doubloons without a long ramp – more than Sun Elf heals back.

  • Pyromancer

    Pyromancer lands ~6 damage per turn once Fire Mastery is up – more than Sun Elf heals back.

  • Gunslinger

    Gunslinger lands spikes up to 10 damage once Reload is up – more than Sun Elf heals back.

Tough matchups

  • Storm

    Storm pushes damage through that Sun Elf barely stops with Harness the Light.

  • Doctor Strange

    Doctor Strange pushes damage through that Sun Elf barely stops with Harness the Light.

  • Huntress

    Huntress keeps Sun Elf tied up with Bleed, and Sun Elf already needs tight rolls.

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