The Boom Beach Scorcher is one of the more unique units that Boom Beach has to offer, and requires a bit of a unique approach to get full value out of it. The Scorcher itself might look a little ridiculous, especially considering it is literally holding a cigarette lighter in front of the muzzle of it’s gun, but looks can be deceiving and this flame-spewing tank is no exception. As the name implies, the Scorcher attacks with a flamethrower, which is cool enough on its own to make learning how to use the unit more than worth it.

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Overview

The Scorcher’s flamethrower deals less damage than you might expect, and in general the unit is very similar to a Heavy or a regular Tank in its combat capabilities.

In other words, don’t rely on it to dish out a lot of damage, but expect it to take a hit or two without slowing down. The Scorcher’s behavior is somewhat unique as well: if left to its own devices, the unit will switch targets rather frequently and push farther ahead into the enemy base than other troops would.

Offensively, Scorchers perform in much the same way as Heavies and Tanks do. They are effective at soaking up damage and providing cover and protection for weaker or more valuable units. The Scorcher’s unusual targeting and movement does mean certain precautions must be taken when attacking.

Pushing ahead into the enemy base allows it to absorb more damage, but also tends to cause it to take more damage than necessary.

If your other troops are out of the firing range of an enemy Cannon anyway, then letting your Scorcher move into its range will cause it to take more damage without causing the rest of your army to take less damage. Skillful use of flares is required to keep a Scorcher on target and mitigate excess damage.

Also for this reason, Scorchers should not be paired with Medics, which will follow them into the base and die very quickly.

Defensively, Scorchers can be effectively dealt with by placing your Cannons behind other structures. The unit will split its damage ineffectively among the different buildings, giving your defenses more time to take it out. You can increase your damage by placing Cannons in groups so that a Scorcher will wander into range of a whole bunch of them at once and be dealt with rapidly. Keep in mind, however, that destroying the Scorchers is probably not your primary objective, as your opponent will be keeping their high-value targets in the back row. Deal with Zookas or other threats normally, while maximizing the damage you can do to the Scorchers using defenses that are out of range of other targets anyway.

Strategy

The best strategy to use with Scorchers is probably the most basic one: team them up with Zookas the same way you would if they were Heavies. The Scorchers draw enemy fire and absorb incoming damage, leaving your fragile-yet-powerful Zookas to dish out huge amounts of damage in peace. Due to their erratic targeting and movements, however, Scorchers require more attention than Heavies do in order to perform this role effectively. Left to their own devices they will spread out and attack enemy structures at random, leaving holes in your front line that your opponent can exploit to go for your vulnerable Zookas. Pay close attention while attacking and use your flares carefully to keep each unit in its proper place. If you can learn to coordinate them correctly, 4 Scorchers and 4 Zookas is one of the most powerful offensive formations in the game, although some players opt for 4 Scorchers, 2 Zookas, and 2 Medics, among other variations. If you choose to use Medics, have them stick by and support your Zookas rather than your Scorchers. As noted above, Scorchers just tend to lead Medics to an early grave, and they usually don’t need the same level of medical attention as Zookas anyway.

A very different strategy, probably less effective but strangely intriguing in its own way, is to pair up an equal number of Scorchers and Tanks.

This strategy is incredibly expensive seeing as each of these two units alone are costly, but together they form a nearly invulnerable army. You are probably used to using Tanks as shields, but in this case you actually want to use them as your primary damage-dealers while the Scorchers charge in to soak up the damage.

The Tanks won’t deal as much damage as fast as a team of Zookas would, but even after the Scorchers fall they will survive on their own for a pretty long time, continuing to dish out the hurt all the while. By the time your opponent puts together the sheer amount of damage output required to take down such a ridiculously tough force, they may not have much of a base left to defend.