Blow Torch

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Blowtorchicon.png Blow Torch
Type: Darkside
Keyboard selection: F7 (x1)
Standard effects: Worm makes tunnel through landscape, burns victim
Present in: Worms DC, Worms 2, W:A, WWP
Power settings
Power Injury
11 7, 3, 2, 1, 1...
12 10, 5, 3, 2, 2, 1, 1...
1 12, 6, 4, 3, 2, 2, 1, 1...
2 13, 6, 4, 3, 2, 2, 1, 1...
3 15, 7, 5, 3, 3, 2, 2, 1, 1...
4 16, 8, 5, 4, 3, 2, 2, 2, 1, 1...
5 18, 9, 6, 4, 3, 3, 2, 2,
19 19, 9, 6, 4, 3, 3, 2,
14 22, 11, 7, 5, 4, 3,
15 30, 15, 10,
Each additional strike by the Blow Torch delivers a smaller and smaller amount of injury; each entry in this table shows how the values diminish.

The Blow Torch is best known for its use of making a tunnel - which can be especially useful to protect yourself from air attacks. It can also burn a worm if you walk into it when you are torching.

Regardless of power setting, it stays active for a maximum of 5 seconds. During this time, it makes a tunnel which is - given that the tunnel is horizontal - 142 pixel long if the worm walks leftwards, and 141 pixel long if the worm walks rightwards. It can be set to three different angles per side: one upwards (22.5°), one horizontal (0°) and one downwards (-22.5°).

By setting its power, not only the damage caused to a worm changes, but the distance it propels the hit worm too - thus on an open, horizontal terrain, a stronger setting, while dealing more damage, can hit the opponent less times than a weaker setting. Also, there is a maximum damage that a worm can recieve during a turn by this weapon.

Its maximum damage is "shared" with the pneumatic drill, which only matters when RubberWorm's shot doesn't end turn mode is on. This means that the sum of the damage dealt by blow torch and pneumatic drill in one turn to a single worm can not exceed a certain amount defined by the power setting. In case of different settings, the weaker one is used.

Tactics

Blowtorch can collect crates, sometimes you can collect even without completely openning your tunnel.

External links

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