ME3 Flamer

Flamer is a power in Mass Effect 3. It is available to the Geth Trooper Soldier and the Vorcha Soldier and Sentinel, which are DLC characters in the multiplayer mode.

Ranks Edit

HOLD BUTTON: Unleashes a short-range jet of flame that causes bonus damage to armor and ongoing burn damage. Damage increases exponentially for each second this power is sustained.

  • Highly effective against armor.
  • Unshielded enemies held in the jet catch fire, priming them for combo detonations.
  • The flames will persist for a max duration and can be canceled early for a faster recharge.
Rank Label Icon Description Bonus
1 Flamer (Primer)
Flamethrower 1 Flamethrower icon
Unlocks Flamer skill.
  • Initial Damage: 75
  • Sustained Damage per Second: 225 (stacking)
  • Range: 10 m
  • Burn Damage per Second: 200
  • Burning Duration (s): 5
  • vs. Armor Damage Bonus: 25%
  • Recharge Time (s): 8
2 Recharge Speed
Tech Recharge Speed icon
Increased recharge speed. +25% Recharge Time (s): 6.40
3 Damage
Tech Damage icon
Increased damage. +20% All Damage Per Second: 240
4 Damage
Tech Damage icon
Increased damage. +30% All Damage Per Second: 300
4 Reach
Flamethrower 5a Reach icon
Increased range. +50% Increased Range: 15 m
5 Damage
Tech Damage icon
Increased flamethrower range. +40% Sustained Damage per Second: 380 (stacking)
5 Duration
Flamethrower 5b Lingering Burn icon
Increased burning damage duration. +60% Burning Duration (s): 8
6 Anti-Armor
Flamethrower 6a Anti-Armor icon
Increased damage vs. armor. +50% Damage vs. Armor: 75%
6 Anti-Shield
MEA Overload 5b Anti-Shield icon
Increased damage vs. shields and barriers. +50% Damage vs. Shields and Barriers: 50%

Game MechanicsEdit

Note: Flamer deals 1.5x damage to armor.[1]

  • Flamer applies a stacking effect per half-second: 3/8 of the listed "damage per second" value is immediately applied upon impact, followed by a damage-over-time "burning effect" that deals 1/8 of the listed "damage per second" every half-second for 5 seconds. The math and ramification of this mechanic means that:
    • Each "hit" of Flamer will eventually deal 162.5% of the "damage per second" value.[2]
    • A listed "damage per second" value is not attained unless Flamer is sustained for at least 2 seconds, after-which Flamer will rapidly exceeds that DPS value.
    • Foes continue to take a significant amount of damage-over-time with 5 seconds duration (potentially a majority of the total damage done) after the Flamer effect ends.[3]
  • Flamer will prime a Fire Explosion for as long it is in use (instead of on first impact). Flamer cannot detonate combos, however, only prime them.
  • Flamer's cooldown mechanic is fluid rather then fixed: the more/less Flamer is held, the longer/shorter the cooldown.
  • Flamer can be seen graphically being fired through walls; however, it doesn't affect the enemies behind it.
  • Flamer's power can be canceled by using heavy melee, sprinting, or dodging, in addition to regular deactivation.

Strategies and tacticsEdit

  • Rank 6 "Armor Damage" evolution is recommended: this stacks with flamers 1.5x damage to armor multiplicative, thereby increasing it to 2.25x, and allows it to kill any armored foe on Bronze difficulty upon a single activation. Combined with consumables and other power damage buffs, it can apply in excess of 3,000 damage per second to armored foes.Clarification needed—see talk page
  • Geth forces do not stagger away from fire like organic enemies. It will prevent enemy Primes, Hunters or Rocket Troopers from stunning you so long as you're using it.
  • Ending Flamer prematurely on weaker enemies prevents "wasted" overkill damage-over-time and potentially shortens cooldown.

Availability Edit

References Edit

  3. See 4-stack test on:

See Also Edit

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