Incendiary is a basic ability for Brimstone.
Description[]
“ | EQUIP an incendiary grenade launcher. FIRE to launch a grenade that detonates as it comes to a rest on the floor, creating a lingering fire zone that damages players within the zone.
— In-game description
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Incendiary is a Deterrent ability that Brimstone has to equip before casting. On cast, he will launch a grenade as a projectile that bounces against surfaces, reducing its arc and velocity with each bounce before eventually detonating. The detonation will only occur on contact with horizontal terrain. The grenade will bounce a maximum of two times off of horizontal terrain before detonating on next contact with it.
Upon detonation, the grenade will create a damaging zone that quickly spreads out from the point of detonation in a circular area of effect. Agents will begin to take damage as soon as the zone spreads to an area they are standing on. The zone will always deal damage to agents at the same rate, but agents will take more total damage over the ability's full duration if they were at the center of the zone on detonation compared to a player who was closer to the edge of the zone on detonation. Once the zone reaches its maximum radius, it will continue damaging any player it touches until it expires, at which point the whole zone will instantly dissipate.
Stats[]
Stat | Value | Confirmed value? |
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1.1 seconds | ![]() |
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0.7 seconds | ![]() |
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4.5 meters | ![]() |
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1 per tick | ![]() |
Total 420-465 x0.5 multiplier to objects |
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60 per second (1 every 0.0167 secs) Total 420-465 ticks |
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Total 8 seconds 0.25-second explosion time 0.75-second spread time 7 seconds at full size |
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- ↑ Inferred from Damage, Tick Rate, and Duration
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
Quotes[]
Cast[]
Kill[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Molotov audio has been updated to be easier to hear, especially when placed underneath smokes.
Improvement to spread more consistently and only apply damage in places that are consistent with the visuals
Now damages map objects
Fixed an issue with VFX not appearing unless the player is observing the direction it is coming from
Cleaned up some of the code related to the trajectory of grenade-like projectiles.
Now deals damage to all enemy objects
Damage multiplier against specific enemy abilities set to 50%
- The correct functionality is undocumented, instead officially being documented as affecting any non-player object (see Health#Abilities)
Fixed Incendiary dealing damage in chunks of 15 instead of 1
Cost increased 200 >>> 250
The audio of the lingering fire zone will be easier to hear when other actions and sounds occur nearby.
Cost decreased 300 >>> 200 credits
Height required to jump out Incendiary increased 80 >>> 120
Damage tick speed increased (total damage per second unchanged)
Cost increased 200 >>> 300 credits
Types | Passive (list) • Basic • Signature • Ultimate | |||
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Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted |