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Experimental Plasma Charger

Experimental Plasma Charger icon
+5 Regular Shot Direct Damage
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
x0.4 Heat per Second when fully charged
+25% Regular Shot Velocity
-2 Ammo per Charged Shot
x2.5 Charge Speed
+50% Cooling Rate
+1m Charged Shot AoE Radius
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
Charged Shots now deal their Direct Damage to enemies hit by the projectile while in-flight, but it no longer explodes upon impact (functionally removing Area Damage). Deals x3 damage vs Frozen targets. Additionally: x0.3 AoE Radius. Regular Shots do [5 plus 25% of their Direct Damage] Heat per shot which can ignite enemies, and 70% of the Charged Shot's damage is converted to Fire-element + Heat.
Shoot the Charged Shot with a Regular Shot before it impacts anything to make it detonate for 240 Damage and carve terrain within a 3m radius. Additionally: x0.8 Heat per Regular Shot and x0.8 Heat per Charged Shot.
Regular Shots now do 10 Fire-element Area Damage in a 1.5m Radius in exchange for -10 Direct Damage.
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    CRISPR -> An updated sticky fuel build that has added robot-killing potential. I really underestimated the trash killing power of the burn proc. It's super ammo efficient (possibly more so than duration).

    Nothing too crazy here, I personally take ammo over duration/fear T4 since it's meant to be a mobile kiting build. 8s duration means that even with the 50 fuel clip you're not holding down the trigger to light the whole battlefield on fire, but rather shooting short pulses while bunny hopping or sweeping it in conservative lines through big groups.

    You don't need to spend any more ammo once the front row is lit on fire, generally, as grunt-sized enemies will die between the burn + chip from sticky flames.

    So, light the bugs on fire, then leave.

    T5, explosion is the only real choice here IMO. It's way too useful to peel jellies and swarmers off of teammates, and heat radiance honestly is overkill with the amount of heat generation in this kit.

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    EPC -> well-established cookie cutter TCF setup with slow normal shots for precision on long shots.

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    C4 -> max damage C4 covers sticky flame's weaknesses really well by adding burst to deal with Spitballers and Praetorian waves (cryo doesn't care about either). Don't mess up your dash-throw. Max AoE can be really funny in mactera plague; have your engi friend build a bridge to nowhere to set it on.

    CRISPR -> An updated sticky fuel build that has added robot-killing potential. I really underestimated the trash killing power of the burn proc. It’s super ammo efficient (possibly more so than duration).

    Nothing too crazy here, I personally take ammo over duration/fear T4 since it’s meant to be a mobile kiting build. 8s duration means that even with the 50 fuel clip you’re not holding down the trigger to light the whole battlefield on fire, but rather shooting short pulses while bunny hopping or sweeping it in conservative lines through big groups.

    You don’t need to spend any more ammo once the front row is lit on fire, generally, as grunt-sized enemies will die between the burn + chip from sticky flames.

    So, light the bugs on fire, then leave.

    T5, explosion is the only real choice here IMO. It’s way too useful to peel jellies and swarmers off of teammates, and heat radiance honestly is overkill with the amount of heat generation in this kit.


    EPC -> well-established cookie cutter TCF setup with slow normal shots for precision on long shots.

    C4 -> max damage C4 covers sticky flame's weaknesses really well by adding burst to deal with Spitballers and Praetorian waves (cryo doesn't care about either). Don't mess up your dash-throw. Max AoE can be really funny in mactera plague; have your engi friend build a bridge to nowhere to set it on.