LAN's letters and their skills: a guide to the whole alphabet
In LAN your squad is a piece of the alphabet. There are 27 letters, the Spanish alphabet with Ñ included, and each fights its own way: nearly all of them have a skill of their own that defines how they play. This guide goes through them one by one, with their role, damage type and placement tips.
Heads-up: the game never names a letter you don't own, and we keep to that idea here. The first five are in plain sight; the rest sit inside folds marked spoiler. Open them only if you want to know before you find them.
How you get letters
You start with just the A. Each locked letter has a height from which it can show up and a chance per run. When a run ends, every letter whose height you reached rolls (in alphabetical order); the first one to succeed shows up on your ticket as one more syllable, and a second only if an extra 35% roll also succeeds. Never more than two at once. The first copy unlocks the letter and the rest of that syllable already counts towards its level 2.
On its card, every letter has a frame that tells how hard it is to get: common (A to E), rare (F to Q), epic (R to Z) and legendary (the Ñ). Letters that come later start with better stats, since they join letters that have been leveling up for days, but they show up less in syllables and level up more slowly.
For roles and damage types (tank, melee, ranged; numeric or literary), the squad and formations guide explains them in detail.
The first five
| Letter | Name | Role | Damage | Shows up from | Chance |
|---|---|---|---|---|---|
| A | Assault | Melee | Numeric | the start | — |
| B | Bullet | Ranged | Numeric | 0 m | 75% |
| C | Cleave | Melee | Literary | 30 m | 60% |
| D | Dome | Tank | Literary | 180 m | 15% |
| E | Echo | Ranged | Literary | 300 m | 15% |
A · Assault. Plain melee hits, quick and with a good crit chance. The yardstick for everything else. Being a vowel, it costs twice the copies to level, but it also shows up in almost every syllable. In front, always.
B · Bullet. Shoots from afar at the number it hurts most. It has very little health: at the back, away from numbers that slip through.
C · Cleave. Each attack sweeps every number around it. It's the first literary-damage letter and the best at clearing the 1s that come in threes. In front or in the second row.
D · Dome. A tank that hits little but protects a lot: every few seconds it shields the letter with the least health. Shields soak up damage before health does. In the middle of the front row.
E · Echo. Shoots, and sometimes the shot bounces at full damage to another nearby number. Its skill upgrade makes it bounce more and more often. At the back, like B.
Spoiler: F to O
| Letter | Name | Role | Damage | From | Chance |
|---|---|---|---|---|---|
| F | Fire | Ranged | Literary | 380 m | 15% |
| G | Guard | Tank | Numeric | 450 m | 15% |
| H | Halo | Ranged | Literary | 520 m | 15% |
| I | Ire | Melee | Numeric | 570 m | 15% |
| J | Javelin | Ranged | Numeric | 640 m | 15% |
| K | Kamikaze | Melee | Numeric | 720 m | 15% |
| L | Lance | Melee | Numeric | 800 m | 15% |
| M | Mortar | Ranged | Literary | 870 m | 15% |
| N | Nova | Melee | Literary | 990 m | 15% |
| O | Orbit | Melee | Literary | 1,080 m | 15% |
F · Fire. Its shots set the number on fire, and it keeps losing health for a few seconds; a new hit renews the burn. Great against high-health numbers.
G · Guard. The purest tank: nearby numbers go for it first, even the ones after the back row. It protects your shooters better than anyone.
H · Halo. Shoots little, but every few seconds heals all your letters by a share of their max health. At the back and well covered.
I · Ire. Hits harder the less health it has left, up to double when it is about to fall. Pairs very well with Dome and Halo, which keep it on the edge without letting it drop.
J · Javelin. Its javelin goes through the number and on to another nearby one with a good part of the damage. Ideal when numbers come in a line.
K · Kamikaze. Fights in melee and, when it falls, explodes for eight times its attack against everything near it. In front, where numbers pile up.
L · Lance. Melee with long reach: it gets there from the second row. A stronger A that can stand behind a tank.
M · Mortar. Slow shells that splash the numbers around the target. Perfect against groups.
N · Nova. Every few seconds it lets out a pulse that hits everything around it for two and a half times its attack. Between pulses it hits softly.
O · Orbit. It doesn't attack the usual way: an orb circles it and hits whatever it touches. In front, surrounded by numbers, it's a grinder.
Spoiler: P to Z, and the Ñ
| Letter | Name | Role | Damage | From | Chance |
|---|---|---|---|---|---|
| P | Portal | Ranged | Literary | 1,140 m | 15% |
| Q | Quake | Tank | Numeric | 1,200 m | 15% |
| R | Revive | Ranged | Literary | 1,260 m | 12% |
| S | Shadow | Melee | Numeric | 1,320 m | 12% |
| T | Tower | Tank | Numeric | 1,380 m | 12% |
| U | Ultra | Ranged | Numeric | 1,440 m | 12% |
| V | Vortex | Ranged | Literary | 1,500 m | 10% |
| W | Wifi | Ranged | Numeric | 1,560 m | 10% |
| X | Xylophone | Ranged | Literary | 1,620 m | 8% |
| Y | Yeti | Tank | Literary | 1,680 m | 8% |
| Z | Zombie | Melee | Literary | 1,740 m | 8% |
| Ñ | Ñ | Melee | Literary | 1,880 m | 3% |
P · Portal. Every few seconds it opens a portal under the number closest to your squad and sends it back up the board. It doesn't kill, but it buys time. Bosses don't fit.
Q · Quake. A tank that stomps: it cracks the ground ahead, stuns the numbers there and damages them.
R · Revive. Every so often it brings back the last letter that fell, with half its health and a shield. Never itself, and with no cap. With upgrades, more and more often. At the back, so it lasts.
S · Shadow. Every few seconds it appears next to the number with the least health on the whole board, hits it three times and goes back to its spot. It finishes off what gets away.
T · Tower. A tank that plants turrets beside it; they keep shooting for a while even if it falls.
U · Ultra. No normal attack: it charges and fires a beam across the board that hits everything it touches for twice its attack.
V · Vortex. Opens whirlpools that pull numbers into one spot. With Mortar, Nova or Cleave, devastating.
W · Wifi. Gives coverage: nearby letters attack faster, the closer the faster. In the middle of the squad.
X · Xylophone. Each shot is a higher note that hits a little harder than the last; the eighth note hits every number on the board at once. The notes play out loud.
Y · Yeti. A tank whose hits freeze and slow numbers down. On low health it raises a blizzard that slows everything around it.
Z · Zombie. Numbers it knocks down rise on your side for a few seconds and fight their own.
Ñ. The legendary one: it throws its tilde like a wave that sweeps a whole row. When it falls, the tilde stays on the board and keeps fighting with a neighboring letter's skill, switching every few seconds. It's by far the hardest to get.
Which letters to level first
- The ones you play. It sounds obvious, but copies come for every letter in each syllable: spend level-ups on the letters in your squad, not on the bench.
- Your tank and your best hitter of each damage type. A well-leveled tank holds long enough for the rest to deal damage; with one numeric and one literary hitter, no number turns into a wall.
- Don't fear the vowels. They cost twice the copies, but they also get many more. In the end they level at a similar pace.
Missing one? New letters only come once you reach their height, so the best way to find them is to climb higher: start with getting started in LAN and number powers, which is what will slow you down most on the way.
More guides
- Getting started in LAN: a guide to your first runs
What to do in your first games of LAN: how a run goes, what to spend diphthongs on, how the syllable ticket works and what to buy with your first triptongs.
- Syllables, diphthongs and triptongs: LAN's currencies explained
How LAN's three currencies are earned and spent, with the real costs: copies per level, run upgrades, squad slots, formations, speed and the looks shop.
- Squad and formations in LAN: how to place your letters
How to build a good squad in LAN: letter roles, numeric and literary damage, how the game works out damage, which formation to pick, and example squads.
- Number powers in LAN: why a 7³ outlasts a 7²
What the little exponents on LAN's numbers mean, how much stronger each power makes them, the height at which each one steps up, and how to get ready for it.