Human Torch does not duel — he terraforms. Every Blazing Blast leaves a flame field, Pyro-Prison links those fields into walls of fire, and Flaming Meteor detonates the whole setup for the kill. Vanguards cannot reach a flying Duelist, so his entire game is stacking fields around stationary enemies and daring them to stand in the burn.
Role and difficulty
Duelist. Human Torch has 250 health. Difficulty Hard (3/5). He fights from permanent free flight, placing fields from above and using Plasma Body to ascend out of any Vanguard’s reach.
Abilities and what they actually do
- Fire Cluster (Normal Attack): Launch forward a splittable fireball. Key numbers: DAMAGE — 5.5 per pellet; PROJECTILE SPEED — 150m/s.
- Supernova (Abilities): Key numbers: DURATION — 8s; DAMAGE REDUCTION — 30% (while active); DAMAGE — 110/s; RANGE — 3m spherical radius (and 8m high capsule-shaped spell field).
- Blazing Blast (Abilities): Key numbers: PROJECTILE SPEED — 80m/s; DAMAGE — 20/s; RANGE — 3m spherical radius.
- Plasma Body (Abilities).
- Pyro-Prison (Abilities): Key numbers: COOLDOWN — 15s.
- Flaming Meteor (Abilities): Dive towards the ground, dealing damage to enemies. This will also detonate any hit and grant you. Key numbers: COOLDOWN — 15s.
Flame fields, Pyro-Prison, and the Meteor detonate
Blazing Blast throws an 80 m/s fireball that leaves a flame field dealing 20 damage per second in a 3-meter radius. Pyro-Prison connects two or more fields with fire walls on a 15-second cooldown — link up to five fields and you have a continuous damage zone, but fields at different elevations cannot connect. Flaming Meteor dives to the ground on a 15-second cooldown and detonates any field it hits for splash damage, which is your finisher on low-health targets. Plasma Body is a two-charge dash that ascends you out of reach — use it right after a Flaming Meteor to escape a Vanguard’s engage. Supernova lasts 8 seconds with 30% damage reduction, transforms your fields into tornadoes dealing 110 damage per second, and turns Flaming Meteor into a free cast. Fire Cluster throws 14 pellets at 5.5 damage each, so it melts at close range but falls off hard at distance.
How to play Human Torch
- Stack flame fields around stationary enemies and the objective before the fight starts.
- Link fields with Pyro-Prison to trap teams on the point — five fields make a continuous burn zone.
- Detonate with Flaming Meteor when the enemy drops low; the splash finishes what the fields started.
- Ascend with Plasma Body immediately after Flaming Meteor to escape any Vanguard engage.
- Punish Punisher’s Culling Turret and other set-ups by ringing them with fields.
- Pop Supernova when the enemy commits to the objective — the 110-per-second tornadoes win the trade.
Matchups
Human Torch out-damages any team that holds still, and flying heroes cannot be engaged by most Vanguards. Spread, mobile teams that refuse to stand in fields counter him, and his slow projectiles punish nothing at long range. His flames also zone supports out of their own healing positions.
Strengths (per the wiki):
- Mid-range duelist who can deal lots of damage and create AOE damage zones that can also act as effective area denial for defending objective points or attacking enemies surrounding a certain area.
- Constant free-flight giving him advantage on attacking enemies from the skies.
- His primary fire, Fire Cluster, launches a scattershot of fireballs that can do lots of damage mid to close range.
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- Each shot consumes one fire cluster out of 6.
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- Regenerating fire clusters is extremely fast as it takes 2 seconds to load from 1 cluster to all 6 of them.
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- This can be used indefinitely without stopping as when he reaches 0, the regeneration of his fire clusters is constant and thus can effectively keep launching them.
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- It should be noted that while attacking when there are 1 or no fire clusters, his attack speed will be lowered somewhat.
- His secondary fire, Blazing Blast, creates a small AOE field that damages overtime.
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- Human Torch has a limit of 3 Blazing Blasts he can create at any time, each Blazing Blast takes 3 seconds to regenerate.
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- Each blazing blast field lasts up to 6 seconds before disappearing.
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- Enemies take the most damage if hit with the blazing blast directly, but will take continuous damage if they stand within its field.
- Plasma Body allows for Human Torch to fly at a slightly faster rate.
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- This ability cannot be used at the same time as using his other abilities.
- Pyro-Prison can be activated when two or more Blazing Blasts are active, when 2 are active and are within range of each other can create a firewall which will damage enemies who walk over it.
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- When this ability is used when 3 or more Blazing Blasts are active, it will create a geometric shape with the Blazing Blasts acting as connected dots.
- ** When making a shape like a triangle, rectangle, etc. the area inside also acts as a flame field to which any enemies caught within will take overtime damage.
- Flaming Meteor is an ability that allows the Human Torch to dive down rapidly and cause explosive damage which also knocks back enemies caught within the blast.
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- This ability will also destroy any Blazing Blasts caught within it’s damage field, dealing extra damage with the blast radius of Flaming Meteor.
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- Human Torch also gains temporary Bonus Health upon landing.
- His Ultimate. Supernova, causes the Human Torch to explode with fire causing damage to enemies around him.
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- While in this state his Blazing Blasts will turn into Flame Tornadoes in which deal significantly more damage to enemies within it’s radius.
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- While in this state his Plasma Body and Blazing Blasts do not have a cooldown and thus can be used infinitely while the ultimate is active. This comes at the expense of Pyro-Prison being unusable for Supernova’s duration.
- When paired with Invisible Woman, Human Torch gains access to United Siblings, which when activated converts 100% of damage taken into bonus health for 5 seconds.
- His main attack has a slow projectile speed and does less damage at long range that it does mid range.
- Pyro-Prison cannot create fire walls between Blazing Blasts if they each are on different elevations.
- Human Torch’s Blazing Blasts and Pyro-Prison are stationary when placed and thus cannot do active damage to enemies outside their range.
Weaknesses (per the wiki):
- His main attack has a slow projectile speed and does less damage at long range that it does mid range.
- Pyro-Prison cannot create fire walls between Blazing Blasts if they each are on different elevations.
- Human Torch’s Blazing Blasts and Pyro-Prison are stationary when placed and thus cannot do active damage to enemies outside their range.
Team-ups
- Fiery Sparks (with Jubilee, Season 9.0: The Mystery of Thebes): Passively detect enemies in the immediate vicinity and launch tracking Firework Sparks to chip away their health. Enhanced: When teaming up with Jubilee, successfully landing a Firework Spark on an enemy grants Human Torch Bonus Health.
- Storming Ignition (with Storm, Season 9.0: The Mystery of Thebes): Unleash a storm-driven blaze of fire forward, generating a persistent Fire Vortex upon impact that continuously damages and pulls in enemies. Enhanced: When teaming up with Storm, her Omega Hurricane ignites into a Burning Hurricane if it crosses a Flame Tornado. Furthermore, any Omega Hurricane, Jeff-Nado, or Burning Hurricane that sweeps across a Flame Field left by Human Torch will instantly generate a new Flame Tornado.
Related guides
Common mistakes
- Linking fields at different elevations, which silently fails to connect
- Using Flaming Meteor for damage without a field to detonate
- Holding Fire Cluster at long range, where its damage falls off hard
- Forgetting Supernova makes Flaming Meteor free — chain them during the 8-second window
- Standing still while placing fields — you are a flying Duelist, not a turret