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Scorch

CategoryTurrets
scorch
Category
Turrets
Planet
Serpulo
Health
400
Weapons

{| class="article-table" |+ !Ammo

!Stats
Coal
  • 17 damage
  • 3x ammo multiplier
  • Pierce
  • Burning ~ 4 seconds
    Pyratite
  • 30 damage
  • 10x ammo multiplier
  • Pierce
  • Burning ~ 4 seconds |}

Source: Fandom: Scorch (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

Scorch is a short-range, high-damage 1x1 ground turret that uses flammable ammo to spew piercing flames. It has the shortest range of all turrets on both planets and trades reach for extremely high damage and durability for its footprint. Scorch fires rapidly (10 shots per second in current builds) and its flames pierce enemies, making it effective at shredding clustered ground targets that enter its tiny engagement zone. It cannot target air units. The turret has notably high health for a 1x1 turret (400), exceeding many light defensive blocks such as Copper Walls.

Scorch accepts two primary ammo types with distinct behavior and stats. Coal deals 17 damage per shot and is a cheap, abundant option. Pyratite is the superior ammo in nearly every way: it deals 30 damage per shot and uses a much larger ammo multiplier, producing far greater damage output per shot when loaded into the turret. Both ammo types apply a burning effect to targets for several seconds. The turret consumes booster liquids at 6 units per second when boosted; Shallow Water increases its fire rate to 106% and Pooled Cryofluid increases it to 113.5%.

Scorch has several practical advantages and important hazards stemming from the flammability of its ammo and its short range. The turret excels as a frontline pillbox placed directly adjacent to enemy pathing where enemies are forced into its narrow range. Its small build cost and high throughput DPS make it easy to replace if a forward emplacement is destroyed. However, Scorch expends its ammo very quickly, and supplying it continuously requires robust logistics. Transport blocks that carry its flammable ammo will start fires when destroyed, creating additional danger to nearby defenses and conveyors. The turret also benefits from the pierce mechanic of its flames, allowing its fire to damage multiple enemies in a line.

  • Place Scorches on the front line where enemies must pass close by; they perform best when enemies enter their tiny range rather than trying to outrange them.
  • Prefer Pyratite over Coal when possible: Pyratite yields much higher damage and is consumed more slowly relative to its effectiveness.
  • Protect supply lines: use Routers and Distributors (which hold only one item) or phase/bridge conveyors to isolate flammable ammo runs and limit fire spread if a transport is destroyed.
  • Automate ammo delivery so belts only send flammable ammo when no enemies are nearby, or include a return belt to clear lines; logic-controlled feeding reduces accidental infernos.
  • Keep Scorch and its supply lines separated from the rest of your base or behind expendable defensive layers to prevent fires from reaching key infrastructure.
  • Scorch cannot hit air units; rely on other anti-air turrets (or pair Scorch with short-range anti-air supports) when facing flying attackers.
  • Phase Walls will reflect Scorch’s flames, which can be used defensively or exploited by attackers.
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