User:The1AndOnlyJASHER!

I'm G5.JASHER and in this Blazer guide I will try to add my own tips and many from G4.777 (Blazer with four years of experience). This guide will be as detailed as possible and we even spent hours testing so everything you find is as accurate as possible. This guide is also for advanced Blazers that already know the basics like, ambushing, shifting, and when to swap weapons.

charge up

Charging up your Flamethrower can be done very quickly and is very simple, all you need to do is hold your attack/fire/shoot buttom till it reaches a certain percentage needed. This should be done after each kill and each time you spawn, but keep in mind that shooting (especially with autolock active) will slow you down, so it's best to always keep your gravity boots active (shifting) to keep a good speed.

You also need to becareful and know when to charge up your flamethrower, if done in the open, enemies could easily find your bright flames, but because you have spectral optics, this should not be much of a problem since you can see how far you are from all your enemies. You should always charge up your Flamethrower when you spawn to 15% the least (which will only take about 1.5 seconds), and you should have it at 15% at all times possible!

-keep it at bout 25%(2.5secs charge time), when your going to fight a heavy class. This is because you should always use radiant haste when trying to take down a heavy class, and by the time you take down their shield points, your flamethrowers charge will raise by 10%.

(which will pack enough power for your backdraft, which we will talk about later).

-charging your flamethrower to 30% nonstop will actually take 3.26 seconds instead of 3 seconds flat. which is why you should do it in halves.

If there are a lot of light classes in the game (especially assassins), it's best to keep your Flamethrower's ammo capacity at 15% the minimum at all times!

It's best to "charge up" your Flamethrower when you just spawned, not much enemies around, after each kill

The Flamethrower Backdraft!

The Flamethrower Backdraft can be done when an enemy has no more shield points (their 1500 Shield points will be at 0) and at a close range, once you click your (r) reload button. The Blazer can even reload at 0% ammo capacity about every half a sec, which will either push/stun an enemy. The backdraft is BEST done at close range to maximize its effectiveness and when an enemy is below or on your level of height.

How much should I charge up my Flamethrower and each backdraft use/purpose?

A light backdraft is good to delay shooting, has quicker reloads, quicker charge up, and best against scouts.

This light backdraft should be used anywhere between 15%-25%.

A medium backdraft or aka striker 3,000 is best used against striker classes. This backdraft is best used at %30-40% and because striker classes shoot fast and hit hard, the delayed shooting this backdraft offers will help you greatly.

This backdraft will also slow down the enemy and deactivate their movement abilities, and because striker classes almost completely rely on their melee movements/skills to gain speed quickly, they will be stuck in front of the Blazer's Flamethrower muzzle, and unable to use their bombs without harming themselves (depends on the distance). A medium backdraft can take some time to charge up though!

A heavy backdraft is best used against heavy classes for many reasons. One of those reasons is that heavy classes like Tank & Blaster have higher defense, which means they will recover from knockbacks+stuns quicker, this means a longer backdraft may be more effective.

Another reason you want to backdraft this high is because it will give you enough time to reposition while your enemy is stunned, this is also why it's smart to jump towards your enemy and backdraft at the same time, so you cover the maximum distance possible and get closer to them (the closer you are to your enemy, the more powerful and effective your Flamethrower will be).

The next reason I prefer to do a heavy backdraft against a heavy class is that it's better to stop their movements or cancel out their melee movements, since Tank/Blaster melee skills are lightning fast and have a pretty quick animation, making it almost impossible to time a backdraft correctly.

The asteroid rush/Comet rush generates a great speed in a short amount of time, so you might not be able to backdraft just before they use it too, but the heavy backdraft is way more willing to accept minor mistakes, like a mistimed backdraft, making it even easier to deactivate their movement abilities.

A heavy Backdraft will also push a tank off a control point easily (even when they are in their Neutron Shell), when compared to spamming your reload button, and it will even knock off a Tank's blue  buckler shield easier.

The overcharge is a backdraft anywhere above 61%-75% and should ever really be used on an enemy tech healing his turret or ally, an aggressive assassin that used his panic bomb on you, a shocker hiding in his aegis shield (very difficult to do this against a shocker), an annoying Bomber using the "floating" technique above you, a scout using turbo boost to run out your range, or a tank using his nullification buckler or neutron shield.

How long does the backdraft stuns an enemy?

If you backdraft an enemy at 45%, you will have a 1.5 second stun duration. If you backdraft an enemy at 50%-55%, you will get a 1.80-1.88 second stun duration (yep, just a small 5% increase can increase your stun duration by up to 20%)!

The heavy backdraft will last 20% longer than a normal backdraft, making your enemy defenseless and unable to move (they will be pushed back by your backdraft though), while you get more than a full second of repositioning and moving closer to them. So when can a heavy backdraft be used?

%45-55% (60% can be done, but it's not really necessary  and anything  above is just a bit overkill).

- I recommend you to activate a decent burst from your jetpack while you backdraft to get the height advantage.

A well timed flamethrower backdraft will give Blazer a good edge over just about any class in the game. The flamethrower backdraft will almost completely immobilize your enemy, and takes away their ability to move around in the direction of their choice. The backdraft will also reduce the enemy's rate of fire up to around 50-60% (works best with a light backdraft), but I don't know for how long. I think you can do this by backdrafting IMMEDIATELY before your enemy is able to fire their next shot, (like right between a Gunner's burst delay).

- The backdraft's knockback will slowly push an enemy out of its own effective range, you will need to prepare yourself for this and move at a good speed.

If you're lucky enough, you might even cause their bomb to completely miss you (since it seems like it can sometimes delay the time your bomb starts flying through the air.

-When taking cover, you force your enemy to come to you to deal damage to you. A good thing about this is that, the enemy is not able to see your movements like you can see theirs, since your taking cover and you have your spectral optics active. This puts your enemy at a great disadvantage, allowing you to get the first hits, and you also no longer have to worry about getting into your effective range with the Flamethrower.

- It will also take some time before your enemy is able to lock their aim onto you and attack, especially if you do this right by popping out of cover at the perfect time.

Here is a good example of how powerful taking cover can be. 777 and I have been playing against each other for over 4 years, and because of this, we usually know each other's next moves. With that being said, I was a Blaster chasing the Blazer 777 since she was taking cover, and because she knew exactly where I was (and I only had a clue where she was and how close I am to her), she took advantage of this and popped out of know where (allowing her to get the first hits).

It will also take some time before your enemy is able to lock their aim onto you and attack, it took me 0.670seconds (a little more than half a second), after I spotted the Blazer g4.777, locked my auto aim onto her and deal damage to her. All of this time wasted, while 777 was burning me, she could deal a maximum of 1350-1600 dmg to me (not including Blazer's high critical hit chance).

- In just 0.800ms, the Blazer will be doing 1500dmg to his unlucky enemy, the enemy will also have about 5 stacks of afterburn dmg.

-It takes blazer bout 0.300ms for his flames to hit his target after clicking the fire button, or till it leaves out the barrel of his gun and travel to the air.

A other way of saying this is that because you are unable to shoot and reload and the same time, you and ur enemy won't be able to attack eachother for a whole second, but his health will be going down slowly with ur afterburn dmg. after the whole sec, you will be able to shoot your enemy, but ur enemy won't be able to shoot you for half a sec, so you get half a sec head start.

Also remember that you can move, but your enemy can't unless he is being pushed slighlty by the back draft, this allows you to reposition and get closer to your enemy for a full second, while both you and the enemy are unable to shoot eachother.

-Try not to move back while backdrafting too much since it won't be as effective. The backdraft can be used for defending yourself, but it's much better when used offensively and aggressive. Another reason why you should always charge towards an enemy while backdrafting is because If an enemy is rushing towards you while your moving backwards at a decent speed, the backdraft will stun them with no problem, but because your moving backwards, you might leave the backdrafts effective range. When this happens, it's possible for your enemy to sneak a few shots in, since the longer the backdraft takes to travel and make contact with your enemy, the less effective it could be.

-Never try close the distance by flying up to an enemy above you. This is a massive mistake that is very common and usually ends up with you dead, and your enemy almost completely unharmed. The Blazer walks at a speed of 11mph with auto lock on and shooting the Flamethrower, and 22mph without auto lock on. This means when firing with auto lock he gets about a 50% decrease in movement speed, which is the same when flying (jetpack).

Actually, this is so bad and common that when I did it, I was flying up at a speed of just 13mph-15mph, this is barely faster than walking and makes you such a easy to kill and slow target.

A other reason this is so bad is because your only flying at a speed of 15mph upwards to your enemy, this means Bombers won't even need to predict your movements, Gunners will be hitting each and every bullet onto you, and Commandos will easily be able to land direct hits with the Remote Charge.

The next time this happens to you, head over to the closest jump pad possible, run to cover, refill your health, and retry your ambush.

This means when flying up to your enemy, you will be going extremely slow, and by the time you even close the distance and reach your enemy (with your Flamethrower), the health advantage your enemy will have over you will be insane, this is if your not dead and make it this far (which is extremely likely).

- You should ALWAYS charge up your Flamethrower when you spawn to 15% the least (which will only take about 1.5 seconds), and you should have it at 15% at all times possible!

- Always have your flamethrower at 15% charge, especially when you respawn! Charging up your flamethrower to 15% will only take 1.5 seconds.

The stunLock!

The Stunlock is a very powerful but tricky (not really hard) thing a skilled Blazer can do. The Blazer will need to stay extremely close to the enemy, while rapidly pressing their R or reload button. The stunlock best works on enemies when they are on the ground, and once you stun them for the half a sec, use this time to jump closer to stick in the backdrafts effective range.

It's also good to use a small burst from your jetpack every now and then, like just tap your space bar every now and then, to keep the height advantage.

Rules for best success!

- Stay above enemy!

-Stay Close!

- Move quickly (by bunnyhopping or shifting) towards your stunned enemy after each backdraft

-The mistakes are on you, if your enemy is able to fire their weapon, your backdraft pushed them too far and you won't moving towards your enemy fast enough.

- The light backdraft can actually slow down an enemy's rate of fire, but I did not yet test this for every class yet, but it works perfectly against Commando and I believe against Gunner.

Remember, that you can do this by backdrafting immediately after your enemy fires a shot, this will make your enemy shoot their next shot the minimum, half a second late.

-You can mix the stunlock with a Blaze Bomb for a bit more damage, and you can shoot about 2 (2%) shots from your flamethrower every now and then to refresh the burn stacks (this is the most you should fire and then backdraft immediately after).

The only reason an enemy should be able to fire a shot and escape the stunlock is if the Blazer shoots too many shots from their flamethrower.

I believe the Blaster takes about a full second to wind up his mini-gun, in this time you can backdraft 2 times in a row. If you ambush a Blaster, try to backdraft him right away so he won't be able to fully wind up his mini-gun.

-If you play Blaster often you will know the exact time when you need to stop burning him with your flamethrower, and when to backdraft just before he fully winds up.

-I'm not sure (but 72% sure) if you can do this against a Blaster while he is fully wind up. If you can you need to spam it 2-3 times in a row quickly to make him unwind his mini-gun.

-A greatly timed backdraft will usually cause your enemy's bombs to miss you (especially if your airborne), since the backdraft can delay the usage of a bomb.

This is so hard to do and is sort of just luck unless you can predict when an enemy will use it (if a Blaster is rushing towards you, he is probably going to use a bomb to your face, so this is an easy way to predict it).

Also, usually Blasters will use their asteroid rush to get close to you and then smash bombs in your face, so before their asteroid rush animation is complete, make sure you backdraft. A backdraft after a Blaster or Tank uses their mobility skills will come naturally after a while with some practice, and even if they don't combo their movement skill with a grenade (E+F), your backdraft will still slow them down a bit, making their boost of speed from their movement skill a bit useless.

When you ambush a Blaster, backdraft as soon as possible into a Blaze bomb. Remember that you can stun lock him, but his repulsion field or q skill, makes it 10x harder to stick in the backdrafts range.

- You can even cancel out a Commando's Buttstroke, which can easily be done when you backdraft before he even butt strokes. That might seem tricky, but it's really not. To be honest, the only time a skilled Commando will charge up close to a Blazer, is to butt stroke and stun, which makes it even easier for you. As soon as the confident Commando starts charging towards you, backdraft him (I prefer using the striker3000 since it's the most reliable in this situation) as soon as he comes in the butt strokes effective range.

Immediately after you cancel out the Commando's butt stroke, while he is being backdrafted and stunned by the striker3000 for 1.5 seconds (blaze bombs come in handy too), run up as close as possible and just burn him down. Your damage is higher than a Commando's in close range and he won't be able to use his remote charges without doing massive damage to himself. He also will be unable to easily escape your range by using his butt stroke to regain his lost speed, since it will be put on cooldown by your striker3000.

-Remember, you have about 1.5seconds to get closer to a defenseless, immobilized, and slow Commando.

The backdraft will cancel the charge of a Tank's jetpack, and even a small light backdraft will completely slow him down and blow his shield off for half a sec, leaving him vulnerable to your team mates. The bigger the backdraft, the longer his shield will be blown off! This sounds amazing, but remember the longer the backdraft is, the longer you will need to stick in range and move fast.

-I highly recommend stun locking an enemy into a wall with a Blaze bomb.

This is highly effective if your allies are around and when there is only 1-2 enemies in your area.

My theories which I have not yet confirmed to be true.

for every 300 dmg done by blazer, a stack of fire is added

if blazer does 3000 dmg in 2.1 sec and I killed a gunner in 2.6 secs that means he will  2.16

Blazer deals about 3,000 dmg per sec and shoots 10 shots per sec which each shot dealing 300dmg.

300 dmg in 1 percent

Every 250ms, an other stack of afterburn is added, so does this means blazer deals 300 dmg in 250ms?

-Each shot from blazer is 300dmg, and 5 FULL shots will make you have 5 ticks of after burn+take down all ur 1500shield points exact, so 300x5=1500

It took me 0.470ms to start dealing any damage with my flamethrower at about mid range.

I think this makes sense since it can take a Blazer 0.300ms to start up his flamethrower, and 0.150ms for his flames to make contact and deal damage. So 0.300+0.150=0.450ms, just 0.20ms quicker than 0.470ms!

I started to reload n stun gunner with %46 backdraft, which took him 1.5 secs  to fully recover from the backdraft and get back on his feet.

So if reload is a full sec, that means your enemy won't be able to attack for a whole sec, after you get half a second to attack them while they are vulnerable and can't move??

(That half a second you can only shoot two shots exact, 0.250x2=0.500ms which is half a sec. This means two shots from blazer is 600dmg, if you crit, you could do a total of 900dmg.

After burn does not make shield flash making it easier for you to measure dmg.

-A critical hit from blazers flamethrower is double dmg, and your flamethrower percent bar will go up by 2% instead of 1.

every 100ms blazer could shoot a shot so 10 shots per sec. This means that his dps could be 3,000 in point blank range, since I think his damage per shot is 300. So 300 damage for each 10 shots=3,000. That means you will take a Gunners health to half in a whole sec, but remember the Blazer deals 25% more damage to shield points because it has no defense, so I guess -25% dmg once those shield points are down??

The afterburn last for a total of 5 seconds, dealing 60dmg in just half a sec, and hits you about twice in one second. So in total, afterburn should be dealing 600 D.O.T, which I fin really accurate.

The afterburn hits you 10x in five seconds, with each hit dealing 60dmg every half a second, and 120dmg every second. So because it deals 120dmg per sec and last 5 seconds, this will mean that in 5secs you should take 600dmg since 120x5=600.????

600dmg in 5 secs,

Blazer can actually deal 600 dmg in 0.200ms, bout 750dmg in 0.400ms,???