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Sunheart Bloom

Sunheart Bloom icon

Sunheart Bloom

AFFECTER_SunHeartBloom · None Visible in game

Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature.

The heart of the blazing sun blooms as a flower, burning all impurities into ashes.

Effects & keywords

  • Critical Weakness (on enemy): Critical Damage Bonus taken from critical hits increases. Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).
  • Dizziness (on enemy): Applies Stun for 1 seconds when 2 stacks accumulate. Stacks reset when Stun is applied.
    • Stun: Unable to act for a brief period.

How the math works

The attack routine runs on a one second tick. Each tick raises the plant's lifetime counter by one and lowers its attack counter by one; when the attack counter runs out the plant attacks and the counter is reset. The reset is a constant 4 compiled into the routine, and the counter starts at 2, so the first hit is the second tick and every hit after it is 4 ticks later.

Where it lands: The damage is figured from the summoner's Magic Attack: the plant is a building and carries no stat block of its own.

When it runs: Every second the plant stands, from the moment it is summoned until it crumbles.

What it applies to: Every hit the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.

Worked numbers

Seconds since it was summonedHits landed
21
62
103
144
205

Hits landed by that moment.

Rule of thumb: Every 4 seconds it stands is one more hit, with the first at 2 seconds.

Things the tooltip does not tell you

  • The 4 second cadence is in neither the tables nor the in-game description: the reset is a constant compiled into the attack routine, so no data change can move it.
  • The attack counter starts at 2 rather than at the interval, so the opening hit comes twice as fast as the ones that follow.

How it interacts with other effects

  • The Critical Weakness a hit applies runs out before the next hit arrives 4 seconds later, so a target is exposed in bursts rather than for the whole time the plant stands.
  • It hits harder per attack than Solar Bloom but fires four times less often, so a Solar Bloom puts out more damage per second; what this plant buys is the wider hit and the Critical Weakness, not a faster rate.

Read out of the game binary of build 24354931. AFFECTER_SunHeartBloom.Passive_SunHeartBloomAttack.<AttackRoutine>d__9$$MoveNext@0x975844

Effects

Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature. Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.

Raw values: 140, 3, 1, 20

Properties

Max stackDoes not stack
PolarityNone
Has durationno
Absolute (can't be removed)yes
Exposed to playeryes
Building attachableyes

Referenced by

Buildings (default trait): Sunheart Bloom

Obtained from

Buildings: Default trait of Sunheart Bloom