| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
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| 1 | 2 | |||||||||||||||||||
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The Flamethrower's game, top to bottom. One class runs on fuel instead of magazines: 700 of it at the drop, one per flame, and every flame that lands leaves a burn that keeps working after you have stepped back. Two of them per game at most.
first
A point in Napalm
Each flame that lands puts a stack of
Napalm on the target, up to 12 of yours (24 with a second flamethrower). The community's page starts with Napalm 1 to 2, then
Fuel Discharge 1.
then
Fuel Discharge into the pack
Fuel Discharge hits a 40 degree cone 11 deep, skips allies, takes 2 armor and a quarter of the speed off everything in it for 10 s, and stacks your burn 2 times per level of the skill.
always
Watch the fuel counter
The flame spends 1 fuel every 0.17 s. A
Magazines pack is 197 fuel to you,
Fuel Synthesizer is 75 for 25 energy once you have Soldier Skills 2, and above 1,500 you start to slow down.
Fuel
Where it comes from
- 700 at the drop. The ammo panel shows fuel instead of rounds and magazines.
- The weapon costs 1 fuel a shot, one shot every 0.17 s: 700 fuel is a little under 2 minutes of continuous flame.
- A use of
Magazines adds 197 fuel (the script credits 197, not 200).
Fuel Synthesizer · 25 energy · 55 s cooldown · +75 fuel. Needs
Soldier Skills 2: this is the class's level 2 ability, in place of the burst fire the riflemen get.- No magazine, so no reload and no jam: the jam roll skips the class, and so do the low ammo sound and the automatic reload.
Too much of it
- Above 1,500 fuel you are Encumbered: 85 % move speed.
- Above 1,700: half speed, and
Jump is off. - Above 2,000: you cannot move or jump until you burn or drop some.
Combat Load moves the line to 2,400 (1.6 times) and hands you an
Ammo Case.- The squad list marks your fuel count when you are over the line.
Handing it out
Drop Magazine · needs 200 fuel. Takes 200 fuel off the counter and puts one charge on a
Magazines pack in your bag (a new pack, or on the ground if the bag is full).- That charge is 3 magazines to a rifleman, and 197 fuel back if you pick it up yourself.
The kit
| Ability | Costs | Cooldown | What it does |
|---|---|---|---|
| Passive on every flame. Per stack, 3, 3.67, 4.33 or 5 damage every 0.2 s for 6, 6.5, 7 or 7.5 s by level, plus the 4+2 to 9+9 initial hit the tooltip lists (the second number is against Armored). The tooltip says 20, 25 and 30 DPS; the effect data works out to 18.35, 21.65 and 25 a second per stack. 12 stacks from one flamethrower, 24 in all. | |||
| 15/12/10/8 fuel + 85/80/75/70 energy | 18/17/16/15 s | 300/500/700/1,000 damage in a 40 degree cone 11 deep, cast from 10 range, 0.9 s to finish. +30 % against Armored, -20 % against Mechanical, -35 % against Heroic. Allies are not in the search. Puts 2/4/6/8 stacks of your Napalm level on everything hit, and a debuff: -2 armor, 25 % slower, 10 s. | |
| 90 energy | 30 s | 400/800/1,200/1,600 shields for 8/9/10/11 s, and, not in the tooltip, +5 armor and +5 shield armor while it lasts. The button is | |
| 90/85/80/75 energy | 30/28/26/24 s | Thrown to 14 range. Pulls what stands within 3.5 of the point at level 1, 5 at level 4, for 4/6/8/10 s, harder each level. Skips massives and anything resistant; some jump out. Pulls allies too. | |
| 25 energy | 55 s | +75 fuel. Soldier Skills 2. | |
| 60 fuel + 50 energy | 2 charges, one back every 50 s | Only with the |
Costs and cooldowns are the map's ability data; the cone, the radii and the debuff are its effect and behaviour data. The keys are the map's own hotkey table.
The M142
What it changes
- Two weapons exist for the class and nobody else can carry them: the
M79 Flamethrower (+1 range) and the
M142 Flamethrower - the Incinerator (+2 range, and a grenade launcher). Both carry the same +20 % ranged damage: the item card in your bag says attack speed, the behaviour data modifies damage. They do not stack: the M79 bonus is switched off while an M142 is in the bag. - Picking the M142 up swaps your weapon for the M142 flame: same 12 (+/-2) damage and 1.8 splash, same 1 fuel a shot. Dropping it puts the base flame back. Both are the map's equip and unequip triggers.
- Where it is found. A 1-in-3 roll on every Item Spawn 2 round: one round every 370 s, starting once the game is past its opening (the script switches the rounds on from Chapter 2 and from the Defend Thalim, Evacuation and Convoy missions; at 30 minutes in Survival, 15 in Infested; from the start in Competitive). The M79 is a 1-in-2 on the same rounds and always sits in weapon cache 1, next to a possible
Weight Reduction. The M142 is never in a cache.
The launcher
- Use the item on a point up to 30 range, 2 s between shots, 5 grenades at most. The M142 arrives with 5 minus whatever the last owner fired.
- Half a second later the grenade lands: a 300 (+/-25) blast in a 3.65 radius (+35 against Biological, +20 against Light, -85 against Mechanical, -100 against Heroic), then 15 s of fire (30 ticks, one every 0.5 s) that puts a stack of burn on every ground unit standing in it.
- The burn is at your Napalm level. A thrown
Incendiary Grenade burns at level 1 only. - The blast and the flames take allies too: the launcher's search filters do not exclude them, and the thrown
Incendiary Grenade's tooltip says the same of its own fire. - Refill it with
Generate an Incendiary Grenade: 60 fuel and 50 energy each, 2 stocked, one back every 50 s, and the button greys out while the launcher is full.
What the community recommends
Skill Identifiers
Energetic in every pair the page lists. 205 energy, and every active in the kit costs energy; the page calls the class energy starved on higher difficulties.- Second, the page's picks:
Hawk Eye (+2 range for the early stacks, and detection, in the page's words),
Twinkle Toes or
Light Armor for kiting (+0.06, or +0.1 for 15 % life), and
Legion Born to stack the burn faster (+25 % attack speed for 55 % of your life). - The page's own words on
Veteran: do not put it on this class, take Legion Born instead. - Not on the page but in the data:
Combat Load is the only SI that touches fuel, 1,500 to 2,400 before you slow down. - The page also names Whiz Kid for a Fuel Discharge build. In the data
Whiz Kid is +30 % on spell-kind damage, and Fuel Discharge and the M142 grenade blast are that kind; the flame and the burn are not.
Playstyle, from the page
- Napalm 1 to 2 is enough for groups of small undead and to soften the big ones; go higher on the difficulties where the enemy has more life.
- Fuel Discharge is the on-demand area damage. More levels with the Outbreak modifier.
- Plasma Shield to tank for a moment or to cover a teammate who is kiting. Keep E under a finger when you walk into fog uphill or near trees: a
Gourmand may be standing right there. - Soldier Skills 2 before level 7, for the synthesizer: 75 fuel for 25 energy, every 55 s.
- Graviton earns its energy against the tier 1 threats. Mind where you throw it: it pulls allies as well, so a teammate kiting next to something dangerous gets pulled in with it; the page notes they can still jump out.
- Build. Level 1 Napalm, level 2 Napalm or Fuel Discharge, then the page leaves the points open. Its closing line, Napalm 1 to 2 then Fuel Discharge 1, is the skill order on this page; after that it says any point goes anywhere.
Items and buddies
Weight Reduction, flamethrower only, +0.08 move speed; per the Items page it can be clicked to free its slot. 1-in-2 per Item Spawn 2 round, 0 or 1 in weapon cache 1.
Battle Buddy: the flamethrower buddy (
74D Flamethrower) has its own Plasma Shield and Fuel Discharge, 40 s cooldown each, and its discharge puts 2 stacks of level 1 burn.
Numbers are read from the map file: its ability, effect, behaviour and weapon data and its trigger script. The advice is the community's Flamethrower page on the wiki, kept where it agrees with the data.