Napalm Launcher

Slot
 Range
 Duration
 Radius
 Description

**Napalm Launcher** is an incendiary weapon that creates a large area of fire when launched, targets in the area will receive damage every second in the area receiving more damage the closer to the centre they are. It receives a majority of its talents from Burnice's talent tree. Unlike other weapons in the incendiary family, the Napalm Launcher applies area damage over time rather than ship damage over time.

## Perks

The following perks are applicable to all incendiary items:

 Epic | +1.5

The following event perks are applicable to all incendiary items:

 Event Introduced In
 Event Introduced In
Duo - July 6 - 9, 2018

The following event perks are exclusive to Napalm Launcher:

 Event Introduced In
 Event Introduced In

## Strategies

Overview:

The Napalm Launcher is an area-target, damage-over-time, and incendiary weapon that has a big blast radius. If you do manage to lure them into the Napalm trap, it is well rewarding, especially when you have any Cannon-type weapon with you. The increased damage to burning targets these weapons yield, it is a well-rewarding weapon in many ways.

To start off, let's go over the advantages:

* First off, big blast radius, so you can trap quite a bit of enemies in its burning zone.
* Next off, Burnice has lots of talents to fill up the Napalm Launcher's potential.
* Highest incendiary damage weapon at all rarities.
* Long burn duration, so it's big enough to kill low HP ships.
* Can be paired with quite a bit of strategies.
* Reduces targeting vision, so your enemies can't see you through the flames (only under special circumstances)
* Is a good weapon to separate an enemy team.

Disadvantages:

To balance that, let's go over the disadvantages:

* The high cooldown, so go pair it with a Cannon of any kind. (Explosive Cannons are recommended if you want to splash enemies in the burn zone that are huddled together.)
* Short range, so pair it with a range perk.
* A trap a lot of players will avoid, unless you lure them into the trap.
* Not particularly useful in the early game.
* Powerful, but fast-moving targets can usually escape this trap. (Speeders, Fast moving Enforcers and Fixers can be annoying nuisances.

Item choices and builds:

Usually the most common build on any ship with this weapon will be the Napalm-Cannon strategy. The burning damage from the napalm, further boosted with the Cannon's additional damage, can make for a pretty useful strategy. Who says you can't add a Swift Torpedo, a Grenade Launcher (the additional fire damage chance can make for a nasty build), or even a Flare Gun? All hard-to-hit weapons, but ones that are worth your fire.

This strategy is not recommended on Enforcers, the limitation of combat power means that your Enforcer (if you are playing it) will get mowed down. I recommend using this build on Defenders that are playing offense, or Shooters. Speeders and Fixers work with this build as well, but it's not highly recommended.

Also, just a heads-up, Explosive Cannons work with this role as well, the high duration of the burning means you can usually land at least two hits before the burning ends. Also, the Napalm's burn duration is higher than the cooldown, meaning you can fire two Napalm shots before you need to wait. You can fire a third one, however, at least one will have disappeared by the time you land the third shot.

Ship choices:

Speeders and Fixers are usually the best ship for this weapon, the reduced "chunk" sight distance means that many Speeders and Fixers aren't able to be targeted. If used offensively, Shooters are your best weapon, alongside Defenders playing offensive. Also, Speeders are meant to be support ships, so please, go use the Napalm in a supportive way. Fixers are defensive, supportive, and sometimes offensive units, but they are mostly supportive, as well, but you can use it offensively in the following ways:

* You can fire a shot directly at a stationary target, and at MK6, pairing it with any kind of Cannon works with this trick.
* Having assistant ships place mines inside the burning zone. The assisting ships don't get affected in the Napalm.
* Pairing it with a Flare Gun. The additional burning damage will weaken your opponent, until you can kill them with any other weapon.
* Speeding through the Napalm, with your enemies following behind you. Fire back with any other weapon you have.

Do's and don't's

Do's

* Bring a Cannon, or an assisting weapon. Mortars work well with this role, as well, but have a smaller blast radius, so many shots will be likely avoided, or targets take minimal damage.
* Place mines in the burning zone. The increased damage will WEAKEN your target.
* Basically doing anything offensive in the burning zone.

All I know of.

Don't's:

- Using it near fixers (unless you have some other weapon with you).

## Gallery

* Render
* 3D
* On a Shooter