Lancer

{| 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-sized, power-fed anti-ground laser turret that appears in mid-to-late game tech trees. It charges briefly and then fires a powerful, long-range beam that only targets ground units. The turret trades very high per-shot damage and excellent pierce for heavy power consumption and vulnerability to heavily armored enemies and air units.
Lancer is commonly paired with power storage and supporting turrets to form defensive lines against swarms of ground attackers.
Lancer fires pulses that deal 140 damage per shot to eligible ground targets, but only 35 building damage due to a -75% building damage penalty. Each shot pierces up to 4 targets and carries an ×4 armor weakness, making it highly effective versus lightly armored clusters but poor against high-armor T4+ units. Its effective range is large (around 20–21 tiles), and its firing mechanics require a short charge time before discharging.
Because the turret consumes power while firing rather than consuming "ammo" per shot, power management is central to using Lancers effectively. A single fully charged small battery can supply an uncooled
Lancer for roughly 9 shots; water cooling raises that to about 12 shots and cryofluid cooling to about 16 shots.
Battery storage, Large Batteries, and
Battery Diodes are essential when massing Lancers so they do not drain the grid during sustained assaults.
- Use Lancers where ground enemies tend to clump or can be funneled into chokepoints; the beam’s pierce and high single-shot damage excel against lined-up swarms. Creating narrow gaps in walls to force units into a single-file or clustered path greatly increases
Lancer effectiveness. - Lancers have trouble hitting small, fast, or erratically moving units because they cannot predict movement; pairing them with distraction units (player-controlled fast units or logic-controlled decoys) or combining them with area-effect turrets (Hail or
Arc) mitigates missed shots.
Lancer cannot hit air units; unescorted flier units such as
Flares can destroy Lancers easily.
Scatter turrets are commonly placed nearby to cover this weakness.- The turret’s long range makes it dangerous to assault with ground forces, but weapons that can outrange it (naval units like
Minke on water or long-range
Fortress with
Multiplicative Reconstructor) or tactics that destroy nearby power sources to depower it are effective counters if batteries are not adjacent.
Lancer pairs well with
Arc turrets for mixed coverage:
Arc handles light armored and clustered targets while
Lancer delivers long-range, high-damage shots against ground swarms. For heavily armored opponents, switch to thorium-based turrets such as
Salvo, which have better armor-piercing characteristics.
Lancer’s balance has changed through updates: its power use and fire rate were increased in earlier versions, building damage was reduced and pierce limited to 4 targets, and it was given the x4 armor weakness. It shares its firing sound with
Quasar and
Navanax’s EMP weapon and retains the highest armor weakness value among turrets.