FLAM-66 Torcher

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Last updated: 1.002.003
Current patch: 1.003.102


A lightweight flamethrower. Shoots pressurized fuel through a dispersion nozzle into an open flame

— Armory Description

The FLAM-66 Torcher is a Primary Weapon, classified as Special. It is unlocked through the Freedom's Flame Premium Warbond.

Procurement

It is unlocked on the 2nd page of the Freedom's Flame Premium Warbond for Medal.svg 40 Medals.

Detailed Weapon Statistics

FLAM-66 Torcher
Capacity 125
Spare Magazines 6
Starting Magazines 3
Mags from Supply 6
Mags from Ammo Box 3
Attacks
Torcher Damage
Torcher
Damage
Element Fire
Standard 150 DPS
vs. Durable 150 DPS
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Status Fire
Status Strength 2
Demolition Force 10
Stagger Force 5
Push Force 5
DPS Fire
Damage
Element Fire
Standard 100
vs. Durable 100
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0

Tactical Information

  • The Torcher is effectively a compact Flamethrower that occupies the Primary Weapon slot, and as such possesses similar characteristics.
    • Like the Flamethrower, it sprays a plume of flames in front of the wielder while the trigger is depressed.
    • While the Torcher's fuel canister is smaller than that of the Flamethrower (75 vs. 100), it reloads faster and carries more spare canisters (6 vs. 4).
    • The Torcher's compact profile gives it better handling than the Flamethrower, allowing it to be brought to bear faster against targets not directly in front of the wielder.
  • Before it can be fired, the weapon's pilot light must be first ignited by holding down the trigger for roughly 1 second; fuel is not consumed during this process. This means that there is a brief delay where the weapon cannot deal damage until it has been "charged."
    • It is a good habit to ignite the pilot light before an engagement to ensure that it can be fired immediately. While this will waste a slight amount of fuel each time, it is more than worth it to ensure that the weapon is ready to face any oncoming threats.
    • The pilot light only persists for roughly 12 seconds after the last time it is fired. This gives the weapon a grace period where it can still be immediately fired without having to re-ignite the pilot light.
  • Like the Flamethrower, the Torcher's primary role is to incinerate targets at close range by dousing them in fire, dealing direct flame damage while also inflicting damage over time with the fire status effect.
    • With its lower contact fire damage, the Torcher is less able to quickly kill medium enemy units, however it excels at dispatching large groups of small enemies like Scavengers, Pouncers and Voteless.
    • Beware that even though it has better handling than the Flamethrower, the Torcher is still vulnerable to flanking, as the contact flames still take time to kill targets. Always be ready to retreat to re-orient against incoming threats, as the close combat nature of the weapon always leaves the wielder at risk of being surrounded and overwhelmed.
    • Because of its short range, the Torcher is generally ineffective against Automatons, due to most bots possessing laser and rocket weaponry that far outrange the Torcher. It is more useful against Terminids and Illuminate, which have numerous melee-ranged enemies that must close to within the Torcher's attack range to fight.
  • A unique characteristic of the Torcher is that, like the Flamethrower, its particles have Armor AP4 Icon.png Heavy armor penetration. This allows it to engage medium-sized enemies like Hive Guards and Overseers, and even take on heavy enemies like Chargers and Harvesters, though it will still take a moderate amount of time due to the weapon's relatively low damage output.
  • As with other fire-based weapons, the Torcher can be aimed at the ground to set it on fire, creating a zone where anything that steps foot inside (friend or foe) will be quickly inflicted with the fire status effect.
    • Setting the ground on fire can be very effective in creating a defensive buffer zone. If anticipating an enemy approach, ignite a swathe of ground that the enemy must pass through, and then retreat. Enemies will be forced to walk on burning ground and take damage before they even come within the Torcher's range.
    • Be very careful about which ground is ignited, as it may cut off maneuvering space for teammates. Always keep an eye on the locations of teammates as well as enemies, and avoid igniting areas that may become necessary escape routes.
  • Because of the way that flame particles spread after leaving the weapon, as well as burning terrain that naturally results from its use, it is very easy for the wielder to set themselves on fire. For this reason, it is highly recommended to utilize the armor passives Inflammable or Acclimated, as they will greatly reduce the damage suffered from being set on fire.

Known Issues

  • [1.001.100] Re-introduced collision issues with fire particles that causes flamethrower weapons to deal less DPS than intended.

Media

Change History

Patch
Description

1.003.000
2025-05-13

Change

  • Magazine capacity increased by 25%

Damage

  • Burning damage now scales with enemy size and will do more damage over time to larger enemies
  • Fire direct damage also scales with enemy size. The base damage of direct fire hits has been lowered as compensation. This means that large enemies will take roughly the same amount of damage as before, while smaller enemies will take slightly less.

Time to Ignite

  • Larger enemies now take longer to ignite.
  • Robotic enemies are harder to set on fire than organic ones.
  • Incendiary Ammunition and Lasers are now less effective at igniting enemies, but once they do, the resulting burn damage is more impactful thanks to the new scaling system.

Undocumented Change

  • Reduced particle damage from 4 to 2
  • Burn damage increased from 50 to 100.

1.001.201
2024-10-29

Fixes

  • Fixed a rare crash related to Flamethrowers and Gas weapons.

1.001.100
2024-09-17

Changes

  • Damage increased by 50%.
    • Particle damage increased from 2 to 3, total damage from 250 to 375.
  • Flamer mechanics reverted to before the Escalation of Freedom update.
  • Armor penetration increased from Armor AP3 Icon.png Medium to Armor AP4 Icon.png Heavy.

1.001.004
2024-08-20

Fixes

  • Fixed an issue where flamethrower particles would ignore enemies.

1.001.003
2024-08-13

Fixes

  • Fixed a bug where flamethrower weapons bounce off energy shields, making them useless when firing within shield generator relay domes.