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"Vroom vroom!"


  • The Scorcher is the 8th troop unlocked, at Headquarters level 18.
  • The Scorcher has short range, moderate DPS and decent speed, along with very high health.
  • After attacking a building for a few seconds, the Scorcher will change targets, provided if there is a valid one nearby. Like Flamethrowers, Scorchers can temporarily ignite their target for five seconds, removing any ice-based effects.
    • The Scorcher can return to Buildings that it has targeted before.
    • This behavior can be overridden by Flares.
    • If a Scorcher does not respond to the flare due to a bug, it will only attack one building until it is destroyed. This is remedied by using a second flare.
  • When destroyed, the Scorcher explodes, which deals damage to nearby Buildings and Troops. This value is not subject to magma statues.
  • Each Scorcher costs 8 Gunboat Energy to deploy.

Visual Appearance

  • The Scorcher is a Tank-like vehicle that has a flamethrower instead of a cannon. It has a trapezoidal turret and the barrel has a blue sheath that holds another, smaller barrel that feeds the pilot light, a canister in front of the muzzle with a blue flame.
  • It has red, battle-damaged armor with visible bolts and a massive blue fuel tank outfitted on its rear hull. There are two viewports on the front and a large plow.

Offensive Strategy

  • Like the Heavy, Scorcher boasts high health but terrible DPS for the space it takes, so it is best used as a distraction to protect other low health but high DPS boasting troops.
    • However, unlike Heavies, Scorchers still have significant DPS in numbers, and since they are faster, it is possible for all-Scorcher armies to devastate bases, given the energy cost required to deploy them could be managed.
  • Since the Scorcher changes target every few seconds, it will move farther into the base than Heavies would, causing it to absorb massive amounts of unnecessary damage and potentially disrupting your other units. This can also be desirable in some situations, such as redirecting attacks from defenses like Lazor Beams so they do not unintentionally hit the frail DPS units behind it.
  • If you want the Scorchers to attack one particular building without them switching madly, the best thing to do would be to use a Flare to direct the Scorchers manually. This, however, would not work well unless they comprise the majority of your army, as once the building is gone the Scorcher will begin wandering around again.
  • Zookas, Laser Rangers, and Bombardiers work well with the Scorcher, as it moves quickly and can take the heat to keep these troops alive.
    • However, unlike with Heavies, Scorchers number far less and will not efficiently clear Mines. Scorchers can also wander into blind spots and ruin your attack.
    • Tanks, despite their low DPS for the space they take, are great to use with Scorchers before Laser Rangers and Bombardiers are available. Since they have significantly more health, defenses such as Mines, Rocket Launchers and Lazor Beams wouldn't affect them as much. You only need to worry about threatening point defenses like Cannons, Boom Cannons and Doom Cannons.
  • Riflemen do not work as well with the Scorcher as their short range effectively prevents the Scorcher from guarding them, and they can also be easily killed by the Scorcher's death explosion.
  • It is not recommended to use Medics when using Scorchers, as Scorchers tend to put them in the line of fire.
  • Scorchers may not work as well with units that use ice-based effects, such as Cryoneers, Cryobombardier and the CryoTank, as its incendiary attacks can defrost affected defenses and remove the fire rate penalty while torching them randomly. Cryoneers and CryoTank may even unintentionally slow the Scorcher, making it more vulnerable to other defenses. On the other hand, these units (particularly Cryoneer and CryoTank) still appreciate cover from Scorchers, whose protection allows them to hit buildings they normally won't be able to target safely, thus greatly increasing their lifespan overall.

Defensive Strategy

  • Place your Cannons and Boom Cannons behind other Buildings so they can easily whittle down the Scorcher, but not too close for Shock Bombs to disable groups of them.
  • The best strategy for defending against a Scorcher army may be to focus on defeating the damage-dealing troops behind the Scorcher, as Scorchers don't carry enough DPS to finish off attacks on their own.
    • Keep your Cannons and Boom Cannons separate from your Rocket Launchers. When the Scorcher enters the Rocket Launcher's blind spot, the Rocket Launcher will fire at the Troops behind the Scorcher.
    • Good Mine spacing will be effective in taking out Zookas behind Scorchers since the Scorchers are unlikely to hit many of the Mines. Unlike a Heavy-Zooka army, there are big spaces between the damage-soakers, the Scorchers, which cause many more Mines to pass behind them and hit the troops behind them.
  • Make sure it is hard to avoid most of your Boom Mines. They can deal decent damage to Scorchers.
  • High level Machine Guns can also heavily damage Scorchers since the Scorcher will move close to the Machine Gun after it stops targeting it and moves to target the building next to the Machine Gun.
  • Shock Launchers are good at hindering all Scorcher raids, since there are so few Scorchers on the battlefield that even immobilizing a few will result in a large reduction in firepower. However, much like Boom Cannons, Shock Launchers can also become priority targets to Shock Bombs, Artillery or Barrages.
  • The Doom Cannon is very effective at picking off Scorchers as it boasts immense damage, enough to destroy Scorchers in a few hits.

Upgrade Differences

  • There are no visual changes between levels, but each upgrade increases the Scorcher's hitpoints (by approximately 7%), DPS (by approximately 10%), and training cost (by 5000 gold).


  • Despite the cover art not having hazard tape on the plow, the in-game models' plow has hazard tape.
  • Unlike the Tank, Scorcher's driver is not visible.
  • As claimed by its description in the discontinued spin-off Boom Beach: Frontlines, the Scorcher is encased in steel armor.
  • If the Scorcher is the last unit remaining, no damaging Gunboat Weaponry can be used and it manages to take out the Headquarters/Mega Core/Power Core, any remaining buildings will not explode, and while the attacker emerges victorious, they will not earn any rewards.
  • Despite its increased bulk and heavy armor, it moves faster than the Tank.
  • While under the effects of the best Troop Health Masterpiece and 11 Guardians boosted with Power Powder, the Scorcher can have up to 271,026 health.
  • You can have a maximum of 16 Scorchers in a complete set of fully upgraded Landing Crafts.
  • The Scorcher (death explosion), Incinerator (death explosion), MegaScorcher (death explosion), Lazortron, Rain Maker and Grenadier are currently the only troops that can damage other friendly troops, although the Cryoneer can slow friendly troops.
  • The Incinerator's in-game model is identical to the Scorcher,
  • The Blackguard version of the Scorcher is still red, but its cupola, gun mantlet, barrel sheath & fuel tank are black.
  • In the past the Scorcher had a housing space of 21 as well as a Energy Cost of 12.
    • The cost was later decreased to 10 Energy Cost in March 2018 and was decreased to 8 in an unknown update.


Combat Academy
Default ScorcherIcon Your original look. A familiar and timeless classic. -
Legacy Scorcher Legacy Scorcher Scorcher wanted to feel old-school too. Boom Pass Season 3
50 Mission Points


Unit Size
Troop Capacity
Training Time
Movement Speed
Movement Speed
Attack Range
Attack Speed
Explosion on Death Radius
Death Damage
Headquarters Level Required
14 50m

Moderate / 230

Medium / 3.3-7 Tiles 0.5s 3 Tiles 18
Approximate DPS^
Standard DPS
Residual Burn Damage*
Damage on Death
Death Damage
Training Cost
Research Cost
Combat Academy
Research Time
XP Gain
1 25,000 455 350 1,050 3,500 25,000 N/A N/A N/A N/A N/A
2 26,800 500 385 1,155 3,850 30,000 5,400,000 18 4d 6h 2,104 102
3 28,600 551 424 1,272 4,240 35,000 5,900,000 18 4d 10h 2,216 102
4 30,600 605 466 1,398 4,660 40,000 6,500,000 19 4d 12h 2,333 105
5 32,800 665 512 1,536 5,120 45,000 7,100,000 19 4d 14h 2,445 105
6 35,000 733 564 1,692 5,640 50,000 7,200,000 19 4d 16h 2,470 105
7 37,500 806 620 1,860 6,200 55,000 7,600,000 20 4d 17h 2,545 107
8 40,000 886 682 2,046 6,820 60,000 8,000,000 20 4d 19h 2,621 107
9 43,000 975 750 2,250 7,500 65,000 8,300,000 21 4d 21h 2,681 109
10 46,000 1,071 824 2,472 8,240 70,000 8,700,000 23 4d 23h 2,754 111
11 49,500 1,175 904 2,712 9,040 75,000 9,100,000 24 5d 1h 2,830 113
12 53,000 1,287 990 2,970 9,900 80,000 9,500,000 25 5d 3h 2,901 115
13 56,700 1,414 1,080 3,240 10,800 85,000 10,000,000 26 5d 5h 2,972 117

^ After a Scorcher has been attacking a building for a total of 2.5 seconds, the building catches fire and begins to burn which does additional damage aside from the Scorcher's Standard DPS. This is why the DPS displayed in-game is approximated.

* Buildings that the Scorcher hit continue to burn for 5 seconds after the Scorcher stops firing at them. The "Residual Burn Damage" column is the total damage that the building takes during those 5 seconds while a Scorcher is not actively attacking it.


Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 1 11 N/A 5
2 3 13 135,500 10
3 5 15 164,000 15
4 7 18 198,500 20
5 9 20 270,000 25
Total 768,000 75