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 StaffStandard 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 AbsorptionHealing
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 StaffStandard 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 EnergyControl
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 LightBurst
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 BurstBurst
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 BeamBurst
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
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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