Solar Bloom
Germinates the target strange seed into a Solar Bloom.
How the math works
Things the tooltip does not tell you
- The skill routine is unchanged (only renamed d__0 to d__1). The v0.4.29 patch note says the same seed could be germinated more than once before, including by automatic casting.
Read out of the game binary of build 25846389. SKILL_SolarBloom.CreateActivationStartCondition@0x9033FC, Refactor.Combat.BuildingTransformTargetCondition.CheckCondition@0x8A39BC, SKILL_SolarBloom.<SkillRoutine>d__1.MoveNext@0x903554
Numbers
| Range | 5 |
| Start delay | 0.2s |
| End delay | 0.2s |
| Cooldown | 8s |
| Energy cost | 3 |
| Durability cost | 2 (Primary) |
| Required equipment | Nature Staff |
| Skill points to learn | 8 |
| Required level | 0 |
| Basic attack skill | no |
| Delay scales with attack speed | no |
| Can target over walls | no |
| Categories | SpecificTarget |
| Raw values | 0 |
Range and area

Blue caster; light blue range (5 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.
Prerequisites
Unlocks:
Sunheart Bloom
Tree position
Nature Magic Skill Tree - Tier 1, column 3
Summoned units
Summons
Solar Bloom. It uses:
Attack: Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts Dizziness for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds. Its first attack lands 1 second after it is summoned, and one more follows every second after that.
