Summary
Highlights
The video introduces a highly requested, in-depth Human Torch guide, created by a player who has consistently ranked as the number one Human Torch since the character's release. The guide promises to cover every aspect of the character, including matchups, abilities, and map lineups for all competitive domination maps.
The presenter shares their personal settings, recommending a high sensitivity (44 with 1200 DPI) for Human Torch due to the need for frequent flicks. They also suggest using a dot crosshair for precision in lineups and shots. Keybindings, including melee on mouse button 4 and descent on left control (suggesting left alt as an alternative), are also discussed.
This section provides a basic overview of Human Torch’s abilities: a shotgun-like left click, a bomb-like right click that can form pyro prisons (AoE damage), a dash ability (shift) for fast movement and instant reload, and a dive bomb (F) for long-range displacement and burst damage with stacked right clicks. The ultimate ability creates AoE damage and tornadoes, allowing for continued use of normal abilities.
For advanced play, the guide advises aiming slightly ahead of enemies with the left click due to its projectile nature. It also explains Human Torch's unique reload mechanic (automatic after not shooting) and introduces a combo (right click then melee) to instantly reload bullets for sustained uptime. Mixing right clicks with left clicks is crucial for setting up dive bombs and dealing burst damage.
The guide emphasizes creating small pyro prisons for maximum burst damage, especially when combined with dive bombs, and cautions against creating large prisons that may not effectively deal damage over time if connected through obstacles. A niche tip is shared about elongating the duration of individual right-click bombs by connecting them to a prison, allowing for creative one-shot setups and zone control.
The dash ability instantly reloads bullets and provides a speed boost, useful for escapes or engaging. However, it momentarily stops cooldown regeneration and has a small delay after a right-click. The dive bomb is highlighted as a critical ability for killing potential and displacement. A key technique involves flicking the camera to where the enemy will be after a dive bomb for a guaranteed follow-up shot, enabling one-shot kills on 250-275 HP targets.
The ultimate ability's potential is maximized by throwing a right click and activating the ultimate mid-air to create an immediate tornado. It also refreshes both dashes. The optimal ultimate usage involves dashing, letting the boost run for 2 seconds, then activating the ultimate to maintain speed and reset dashes. During the ultimate, alternating left and right clicks ensures zero downtime for maximum damage. Strategic placement of tornadoes ahead of enemy movement is crucial for increased AoE damage.
The primary 'bread and butter' combo for one-shotting 250 HP squishies is: right click, left click, right click, then dive bomb (slam), followed by holding left click and flicking the camera. Another combo described involves setting up a pyro prison, then using the ultimate. A third combo focuses on creating a pyro prison where an enemy is expected to be, then dive bombing them into it for burst damage from both the dive bomb and the prison entry.
Three main playstyles are introduced: 'Front to Back Torch' for maintaining frontline pressure, 'Flanking Human Torch' for assassinating squishies from unexpected angles, and 'Peel Torch' for protecting teammates against dive compositions. Each playstyle depends on team composition and enemy strategy, with specific tips for ability usage and positioning.
A live gameplay session against professional players is analyzed, with the presenter explaining their decision-making process for various situations, including initial setups, engaging flanks, resource management, and strategic ultimate usage to create space and secure objectives.
Detailed breakdowns for tanks, including Angela (dash to avoid combo, use ultimate to break her kit), Captain America (stay airborne, displace with dive bomb), Tankpool (bait to close range, dive bomb, low HP for a tank), Doctor Strange (medium-far distance, track shift/E), Emma Frost (exploit low charge, distance for high charge), Groot (stay out of 22m range, cannot connect flame walls through his walls), Hulk (awareness of grabs, use descent, bait into death pit, cannot be grabbed within 5m of ground), Magneto (bait bubble, distance due to combo potential), Penny Parker (break mines, easy target), Rogue (stay out of melee, use dash to disengage), The Thing (exploit large hitbox, dash out of ground ability), Thor (hardest tank, maintain distance, super dash from bubble), and Venom (zero threat, cancel swing with dive bomb).
Detailed breakdowns for DPS, including Black Cat (avoid 1v1, disengage if caught), Black Panther (stay airborne, cancel dash with dive bomb), Black Widow (play out of stun range, dive bomb), Blade (difficult 1v1, needs teammate support), Daredevil (impossible 1v1, survive, use right clicks to deter dives), DPS Deadpool (medium-far range, bait dash, one-shot with combo), Elsa Bloodstone (bait shift/E, dive bomb, avoid close range), Hawkeye (bait jump, easy dive, avoid mid-range), Hela (exploit 250 HP, dash in for combo, counter ultimate with stacked right clicks), Human Torch (avoid 1v1, aim ahead, bait dive bomb then dash up), Iron Fist (pyro prison at feet, bait block), Iron Man (exploit immobility, force to ground, avoid beam), Magik (dash out of combo), Mr. Fantastic (exploit low damage, stay airborne), Moon Knight (avoid walls/ground, bait jump/F, dive bomb), Neore (break squids, bait bubble), Phoenix (play pillars, bait shift, counter ultimate), Psylocke (bait movement, out-poke), Scarlet Witch (play far range, bait shift, dive bomb), Spider-Man (play pillars/ground, use dive bomb to counter slam), Squirrel Girl (easy target, dodge projectiles), Star-Lord (avoid 1v1, hard counter due to mobility and roll negating dive bomb), Storm (aim battle, avoid close range with damage amplification), Punisher (avoid close range, dive bomb during turret use, easy target during ultimate), Winter Soldier (hard counter due to grounding abilities, bait cooldowns), and Wolverine (avoid right-click grab, use descent/dash).
Detailed breakdowns for Supports, including Adam Warlock (bait bond, combo, counter ultimate with yours), Cloak & Dagger (bait heal, one-shot with combo, hard to one-shot support pool with 4 right clicks), Supportpool (keep distance, bait abilities, hard to one-shot due to passive), Gambit (bait movement, one-shot with combo, hard to one-shot supportal), Invisible Woman (hard counter: shield, ground, push/pull, slows, avoid close range, one-shot with 4 stacks and ultimate), Jeff the Landshark (exploit noob Jeff, hard counter if good, can fall out of sky, cancel ultimate with three right clicks and dive bomb), Loki (easy target, secret tech for clones), Luna Snow (track cooldowns, easy kill if cooldowns down, one-shot supportal without overshield, cannot one-shot with overshield), Mantis (exploit low HP/dashes, hold space during dive bomb to avoid sleep, 5 right clicks for ultimate if lucky), Rocket (easy target, counter ultimate with stacked tornadoes), Ultron (bait dash, close range engagement), and White Fox (hard counter: stun, TP with shield, bouncing left click, healing dash, bait stun, track TP, hard to destroy ultimate).
Key pyro prison lineups for Burning Talos include: a box around a small door for off-angle marking, a setup for extra damage on a point, a long hallway extension (avoiding bookshelves), a box around jump packs for zone control, and a crucial corner-to-door setup that covers the entire point. Emphasizes forcing enemies out of areas for kill potential.
Lineups for Celestial Husk include: boxes around specific environmental features (rocks, pillars) to alleviate pressure and control space, a full box around the main point, and a rectangle at point entries. A particularly complex, but potent, lineup involving multiple right clicks to cover a large area is also mentioned.
Hell's Heaven lineups include: boxes in hallways and around central pillars, a large rectangle connecting opposing sides of the point for maximum pressure, and squares on high ground. A critical 'broken' lineup (big box around the entire point) is highly recommended for consistent wins due to its widespread AoE damage.
KCOA lineups include: diamonds around teleporters, rectangles along walls and point entries, and boxes around rock pillars for kill potential. Emphasis on consistently spamming effective rectangular or square lineups for control and one-shot opportunities, especially around main points and enemy paths.
Central Park lineups cover both defense and offense. Defensive setups include large rectangles around helicopters for ult charge, squares around entry points, and specific pillar setups. Offensive strategies involve triangle lineups for forcing enemies back, large rectangles behind enemies for flanks, and using pyro prisons to create space and force enemy movement.
Hall of the Jalia features rectangles in walkways for ult charge and kill potential, strategic placement to cover height and flanks, and large squares around objectives. Attacking strategies include early box creation to push enemies back, and specific long rectangles to control wide areas and force one-shot opportunities.
Lower Manhattan emphasizes dynamic rectangle placements, starting deep and shifting back as enemies advance, covering main entry points and objectives. Special lineups include a box around the golden Jeff statue and another difficult-to-execute box covering a large area. Attack strategies mirror defense by pushing forward with pyro prisons to gain space.
Shin Shabuya lineups for defense include starting with a box for ult charge, covering main entry points, and a crucial full-map defensive lineup. Offensive tactics primarily involve large squares around the point and specific rectangles to pressure enemy backlines, aiming for forced movement and one-shot potential.
Symbiotic Surface lineups focus on long rectangles for ult charge, squares around central pillars to deny cover, and continuously spamming a triangle lineup for consistent damage and one-shot potential. Attack strategies involve covering the entire map with pyro prisons for maximum control, and using strategic placements for backline pressure.
Araco lineups include small entry setups and a large rectangle covering the main convoy path to force enemies to take damage. Defensive strategies involve continuous back-tracking with pyro prisons as the convoy advances, and specific box setups around teleporters to mark enemy entries. Attack strategies focus on flanking with small rectangles and a key lineup that marks both left and right entry points.
Midtown lineups feature dynamic rectangle placement that moves with the cart for constant pressure. Creative lineups involve using environmental features like buses and the broken map sections. A secret lineup that fully marks a crucial area and another for the entire cart path are highlighted. Attack strategies are similar, with emphasis on using pyro prisons to create space and force engagements.
The final map lineups, presented by Emort, cover Spider Islands and Idrasil Path. This includes initial spawn traps, rectangles that hit both tanks and supports, and various placements to hit flankers or control objectives. Key lineups are shown to cover entire points, force enemies out of cover, and exploit specific geometries for maximum damage and control, emphasizing wide and strategic deployment of pyro prisons.