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Lancer

CategoryTurrets
lancer
Category
Turrets
Planet
Serpulo
Footprint
2x2
Health
1120
Power consumption
6
Official description

Charges and fires powerful beams of energy at ground targets.

Weapons

{| class="article-table" !Ammo

!Stats
Power
  • 140 damage
  • -75.0% building damage (140 → 35)
  • 4x pierce (laser)
  • x4 armour weakness |}

Source: Fandom: Lancer (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

The Lancer is a medium-range energy laser turret specialized for dealing high single-shot damage to ground units. It charges briefly, then fires powerful piercing beams that can cut through multiple enemies standing in line. Lancers appear as part of mid-to-late game turret arsenals and are intended to handle dense swarms or tightly channeled ground assaults rather than fast, isolated targets or air units.

The Lancer consumes a very large amount of power while firing—360 power/sec—and fires at 0.75 shots per second for a sustained DPS around 105. Each shot deals 140 damage, has 4x pierce, and suffers a -75% building damage penalty (effective building hit equals 35). The Lancer has an effective range of about 20–21 blocks and carries a x4 armor weakness, making it especially vulnerable to heavily armored (T4+) units. The turret cannot target air units and will not hit flying enemies.

Because the Lancer must charge before firing, it will pause rotation while charging; this behavior can cause shots to miss fast-moving or evasive targets. The beam's high pierce and damage excel when enemies clump or are forced to pass through a narrow choke, but the charge pause and limited tracking make it less reliable against scattered or speedy ground units. Lancers pair well with area-control structures (walls, funnels) that line up enemies so each beam pierce is maximized.

Practical notes and strategies:

  • Lancers require substantial power infrastructure. Batteries and Large Batteries are important to store excess energy and supply Lancer arrays during intense firing; Battery Diodes help prevent Lancers from draining the rest of the grid when under assault.
  • A single fully-charged Small Battery (with no other power sources) will supply an uncooled Lancer for roughly 9 shots; with water cooling that increases to about 12 shots, and with cryofluid cooling to about 16 shots.
  • Use choke points (single-tile gaps or narrow corridors) to make enemies line up for maximum pierce effectiveness. In open maps or when covering long perimeters, Hail or Arc turrets are often more practical.
  • Lancers suffer greatly versus very high-armored units because of the x4 armor weakness; for those threats consider using Thorium-based turrets (e.g., Salvo with Thorium) or other high-armor-piercing options.
  • Because the Lancer cannot hit air, even a single unescorted Flare or other fast flyer can destroy it. Lancers are often paired with Scatter turrets or power defenses to cover this weakness.
  • The Lancer will pause rotation while charging; use this knowledge when attempting to weave fast units or player-controlled units through its line of fire. Extremely fast units can sometimes bypass its charge window but are at high risk from a single lucky shot.
  • If the enemy destroys local power nodes or generators and there are no adjacent batteries, the Lancer will immediately stop firing; attacking power infrastructure can be an effective way to neutralize Lancer emplacements if direct assault is too costly.

Sound and trivia: the Lancer shares its firing sound with Quasar and Navanax’s EMP weapon, and it has the highest documented armor weakness among turrets at 4x.

Official description

Charges and fires powerful beams of energy at ground targets.

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