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Napalm Launcher
Napalm LauncherItem
Stats
Slot Red2
Cooldown 13.3s
Range 22
Duration 20s
Radius 4
Description Sets the water on fire, dealing damage over time to all enemies foolish enough to get close.

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:

Fire Damage
Uncommon +3%
Rare +5%
Epic +8%
Fire Duration
Uncommon +0.5
Rare +1
Epic +1.5

The following event perks are applicable to all incendiary items:

"Quickshot" Fire Damage
Uncommon +3% more damage, -2% to cooldown
Rare +5% more damage, -4% to cooldown
Epic +8% more damage, -6% to cooldown
Legendary +8% more damage, -8% to cooldown
Event Introduced In Team Deathmatch - May 24 - 28, 2018
"Quickshot" Fire Duration
Uncommon +0.5 to damage over time duration, -?% to cooldown
Rare +1 to damage over time duration, -?% to cooldown
Epic +1.5 to damage over time duration, -?% to cooldown
Legendary +1.5 to damage over time duration, -8% to cooldown
Event Introduced In Duel - June 29 - July 2, 2018*

Duo - July 6 - 9, 2018

The following event perks are exclusive to Napalm Launcher:

"Speedy" Napalm Duration
Uncommon +0.5 to damage over time duration, +?% projectile speed
Rare +1 to damage over time duration, +?% projectile speed
Epic +1.5 to damage over time duration, +?% projectile speed
Legendary +1.5 to damage over time duration, +13% projectile speed
Event Introduced In Fiery! - August 31 - September 3, 2018
"Speedy" Napalm Damage
Uncommon +?% more damage, +?% projectile speed
Rare +?% more damage, +?% projectile speed
Epic +?% more damage, +?% projectile speed
Legendary +7.5% more damage, +13% projectile speed
Event Introduced In Napalm Thursday - December 20 - 22, 2018

Training info[ | ]

Level Captain level Captain xp Training time Training time (VIP) Sugar Talent
1 4 15 xp 3min 2min 24s 8500 Damage boost for Napalm Launcher. 5% more damage.
2 4 20 xp 10min 8min 9000 Damage boost for Napalm Launcher. 5% more damage.
3 4 40 xp 30min 24min 17,500 Napalm Launcher has shorter reload time. -5% to cooldown.
4 5 50 xp 1h 48min 21,500 Damage boost for Napalm Launcher. 10% more damage.
5 7 200 xp 4h 3h 12min 22,500 Damage boost for Napalm Launcher. 5% more damage.
6 8 300 xp 6h 4h 48min 24,500 Damage boost for Napalm Launcher. 10% more damage.
7 9 400 xp 8h 6h 24min 33,000 Damage boost for Napalm Launcher. 5% more damage.
8 11 700 xp 12h 9h 36min 62,000 Damage boost for Napalm Launcher. 10% more damage.
9 12 800 xp 14h 11h 12min 71,000 Damage boost for Napalm Launcher. 5% more damage.
10 14 1000 xp 18h 14h 24min 80,000 Damage boost for Napalm Launcher. 10% more damage.
11 15 1100 xp 20h 16h 98,000 Increases Napalm Launcher range by 1.
12 15 1200 xp 22h 17h 36min 132,000 Damage boost for Napalm Launcher. 10% more damage.
13 15 2100 xp 1d 14h 1d 6h 24min 196,000 Damage boost for Napalm Launcher. 5% more damage.
14 15 2100 xp 1d 15h 1d 7h 12min 207,000 Damage boost for Napalm Launcher. 5% more damage.
15 15 2200 xp 1d 17h 1d 8h 48min 248,000 Napalm Launcher has shorter reload time. -5% to cooldown.
16 15 2300 xp 1d 18h 1d 9h 36min 310,000 Damage boost for Napalm Launcher. 5% more damage.
17 15 2300 xp 1d 19h 1d 10h 24min 385,000 Damage boost for Napalm Launcher. 5% more damage.
18 15 2400 xp 1d 21h 1d 12h 470,000 Damage boost for Napalm Launcher. 5% more damage.
19 15 2500 xp 1d 22h 1d 12h 48min 485,000 Damage boost for Napalm Launcher. 5% more damage.
20 15 2500 xp 1d 23h 1d 13h 36min 525,000 Increases Napalm Launcher range by 2.
21 15 2700 xp 2d 2h 1d 16h 750,000 Damage boost for Napalm Launcher. 5% more damage.
22 15 2800 xp 2d 4h 1d 17h 36min 860,000 Damage boost for Napalm Launcher. 5% more damage.
23 15 3000 xp 2d 8h 1d 20h 48min 940,000 Damage boost for Napalm Launcher. 5% more damage.
24 15 3100 xp 2d 10h 1d 22h 24min 990,000 Damage boost for Napalm Launcher. 5% more damage.
25 15 3200 xp 2d 12h 2d 1,115,000 Napalm Launcher has shorter reload time. -5% to cooldown.
26 15 3500 xp 2d 16h 2d 3h 12min 1,500,000 Damage boost for Napalm Launcher. 10% more damage.
27 15 3600 xp 2d 18h 2d 4h 48min 1,605,000 Damage boost for Napalm Launcher. 5% more damage.
28 15 3800 xp 2d 22h 2d 8h 1,695,000 Damage boost for Napalm Launcher. 5% more damage.
29 15 3900 xp 3d 2d 9h 36min 1,850,000 Damage boost for Napalm Launcher. 5% more damage.
Total 53825 xp 41d 10h 43min 33d 3h 46min 24s 14,710,500 Damage +150%, cooldown -15%, range +3.

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.

Advantages and Disadvantages:

Advantages:

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[ | ]

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