The Corsair Flamer is the Free Corsairs heavy tank, a Tier 3 vehicle with 1,000 health and 2 armour that pours 64 damage a second into a 40 degree arc at range 3.5, with half again against Light armour. The Free Corsairs are a mercenary group hired into a main faction army rather than played on their own, so a Flamer is contracted at an outpost rather than reached through a tech tree.
Figures below describe the September 2026 Early Access build, the one carrying the identifier ZS.c36778, and they move with the weekly patch cadence. This unit was repriced in the last fortnight before that build was captured, so read the numbers as dated.
Stat Block
Stat | Value |
|---|---|
Cost | 125 hexite and 175 flux for one |
Health | 1,000 |
Shields | 0 |
Armor | 2 |
Armor type | Heavy |
Status resist | 40 |
Move speed | 450 |
Vision | 16 |
Supply | 6 |
Build time | None. Mercenary units are hired at an outpost rather than constructed, so the game publishes no build time for them. |
Tier | 3 |
Domain | Ground unit |
Infuse cost | 17.1875 |
Reanimate cost | 17.1875 |
Replicate cost | 17.1875 |
Built by | The Free Corsair Mercenary Outpost |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Rigged G17 Flamespitter | 8 per volley, two volleys per cycle | 64 | 3.5 | 0.25s | Ground only | +50% against Light armour, which takes 8 per volley to 12. The weapon covers a 40 degree arc, so it hits everything in a cone rather than a single target. |
Abilities
The Flamer has no activated abilities. Everything it does is the weapon, which fires twice per 0.25 second cycle across an arc and never needs a decision from the player beyond where the tank is pointed.
Conversion Costs
At 17.1875 power for Infuse, Reanimate or Replicate alike, the Flamer is the most expensive conversion the Free Corsairs offer, drawn from the top bar pool described on Resources and Economy. It is also the one with the clearest payoff, because a percentage health increase on the largest body in the group is worth more raw health than the same percentage anywhere else, and because a Flamer that lives longer keeps a very high damage per second applied for longer.
Role
The Flamer is the piece the rest of the Corsair roster does not provide. Everything else the group hires is fast, fragile and economically minded; the Flamer is 1,000 health with 2 armour that stands at the front and deletes infantry. At 64 damage a second it has the highest sustained output in the group by a wide margin, and the 40 degree arc means that number is applied to everything in the cone rather than divided between targets.
Range 3.5 is the price. A Flamer has to be close enough to be shot by everything, and at move speed 450 it does not choose its engagements. It works as a follow up to the group's faster units rather than as the thing that starts a fight: Raiders and Rovers find the target, the Flamer arrives and holds the ground.
Status resist 40 is worth noting because almost nothing else in the Corsair roster has any. A Flamer is harder to stun, slow or displace than the rest of the group, which matters for a unit whose whole contribution depends on being in one specific place.
Faction Context
Flamers come out of the Free Corsair Mercenary Outpost with the rest of the roster. They sit at Tier 3 alongside the Hovercraft. The level 6 Corsair talent, Entrenched Hideouts, turns those outposts into bunkers with 600 extra health, halves their build time and raises the limit to three, which indirectly matters to a Flamer because it means the production point can be placed forward and a slow tank has less ground to cross.
The group's faction power, Sandbags, drops blocking cover for half a point of faction power on a 20 second cooldown. Used in front of an advancing Flamer it buys exactly the seconds the unit needs to close to 3.5. The Corsair leader, Caylan Yearl, is covered on Heroes and Commanders.
Tier and Armour Interactions
The Flamer carries Heavy armour with an armour value of 2. Armour subtracts flat damage per hit with a floor of 1, so 2 is worth far more against a stream of small hits than against a few large ones: a weapon doing 4 a shot loses half its output to it, while a weapon doing 50 loses four percent. Against the massed light infantry the Flamer is built to burn, that interaction runs in its favour twice over.
Its own bonus keys off Light armour, one of the build's six armour types alongside Medium, Heavy, Building, Hero and None. The weapon targets ground only, so a Flamer has no answer at all to a flier and needs the rest of the army to cover that gap.
Counters
Strong against | Why |
|---|---|
Endari Shadow Leech and other swarms | A 40 degree arc at 64 damage a second with +50% against Light clears several 80 health bodies per cycle. |
Endari Shade and melee Light armour | Anything that has to close to melee range is standing exactly where the Flamer wants it. |
Small per hit weapons | 2 armour subtracts from every hit, so a gatling style weapon loses a large fraction of its damage. |
Weak to | Why |
|---|---|
Any flier | The weapon targets ground only, including the Endari Wyrm and every other air unit in the game. |
Its Railgun carries +100% against Heavy armour at range 15, which is well outside the Flamer's 3.5. | |
Kiting | Range 3.5 and move speed 450. A faster ranged unit never has to let the Flamer arrive. |
Large single hits | 2 armour is nearly irrelevant against a weapon doing 50 or more per shot. |
Balance History
Date | Change |
|---|---|
August 28, 2026 | Cost changed from 100 hexite and 200 flux to 125 hexite and 175 flux. |
Notes
The Flamer is one of the more stable units in the game. Apart from the August 28 repricing it has taken no balance change since Early Access launch, which is unusual in a build where close to half the versus roster moved in a fortnight.
Its engine identifier still carries the group's development era name, Dread Raiders, which the Free Corsairs shipped without. That is a legacy string rather than a second unit. The roster record for this unit is complete. For the rest of the group see Free Corsairs, and for the shared armour and supply system see Units.