From Worms Knowledge Base
|Keyboard selection:||F7 (x1)|
|Standard effects:||Worm makes tunnel through landscape, burns victim|
|Present in:||Worms DC, Worms 2, W:A, WWP|
|Each additional strike by the Blow Torch delivers a smaller and smaller amount of injury; the entries in this table show how the values diminish in an integer-rounded inverse arithmetic series, eventually reaching zero.|
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 WWP's Wormpot "Using a weapon doesn't end your turn mode" or 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.
- Blow Torch can collect crates, sometimes you can collect even without completely openning your tunnel.
- Blow Torch has few and restrict angles, so it can be selected to aim on a specific angle and then change to another weapon that will keep that angle.