Molotov Cocktail

Molotov cocktail is the most effective way to fight off hordes of enemies, but it takes a while to make it.

## Base Stats

###  Melee Damage

* 5/53
* 5/53 (fire damage)

### Special

* Radius: 35
* Fire pool duration: 3s

## Unlock Requirements

### Price

1,150 coins

**Molotov Cocktail** is a labeled bourbon bottle filled with a flammable liquid with a white alcohol-soaked cloth wick stuffed in the neck.

It can be unlocked after reaching player level 6 for 1,150 coins.

## Functionality

### Basics

Molotov Cocktail (or simply, Molotov) a support item, meaning it can be used to support units on the field with direct control by players over where it is placed. It requires rage to be deployed.

Molotov Cocktail is a disposable support item, meaning it will disappear after deployment. Its fire damage is high, and its preparation time and rage cost are rather moderate.

### Perks and Abilities

Upon application, an incendiary bottle will be thrown on the area the player selected, creating a large fire pool and dealing fire damage to units and enemies trapped in it. The fire will destroy any corpses on the floor within its radius, preventing dead units from turning and/or stopping certain zombies from reviving. The fire pool only lasts for a *fixed* three seconds.

If a mission has rainy weather in it, Molotov's fire pool will be extinguished immediately.

## Gameplay

### Main Campaign

Molotov is useful mainly for supportive and offensive uses, able to aid melee units with pushing through hordes of vulnerable enemies and greatly damaging, or potentially killing, groups of strong, high health enemies. The fire pool Molotov creates is a bit larger compared to other rage abilities that create them as well, allowing for more enemies to be caught within its flames. Thanks to its high fire damage and modest rage cost, Molotov can also be used as a main damage source of the deck in missions that generally lack fire-resistant enemies.

Despite its powerful offensive capability, Molotov's fire pool has a duration of only *three* seconds, meaning players must make the most out of it when available to catch as many enemies within its radius for maximum effectiveness. It is also heavily ill-advised to bring Molotov in missions affected by rainy weather, as the fire pool will be extinguished immediately, and the brief fire pool it produced is incapable of destroying corpses unlike other rage abilities. And since the entirety of its damage output is from the fire pool and the subsequent fire debuff, there is no incentive to using them and will prove to be a dead weight in the deck. In many cases, it may be better to instead use the Red Barrel, which has a shorter preparation time, lower rage cost, more persistent fire pool, can block enemies and deal great damage with its explosion upon destruction.

### Skirmish

Although Molotov is unavailable in League, it has a chance to spawn through Specops' and Firefighter's special abilities. Compared to the other rage abilities and units SpecOps can spawn, Molotov is much more useful thanks to its high fire damage and a wide radius of the fire pool it creates, allowing it to potentially wipe out the entire enemy's formation in a certain circumstances. Firefighter's Molotov is even more useful, essentially being a wider version of Grenadier's special ability. Additionally it is helped by the fact many units that are useful in Skirmish do not have fire resistance.

## Level stats

 Humans
 TMF Squad