Carpet Bomber

What it is

Carpet Bomber is the bomb + fire legendary. A bomber silhouette sweeps across the screen from one side, follows the ship’s position, and drops a horizontal line of firebombs over a ~2 second run. Each firebomb explodes on impact for a single bomb-tag AoE hit, then leaves a persistent fire patch on the ground that ticks fire-tag damage to anything inside it. A small dedicated flame zone is also seeded at every impact (Bomb Pyre).

The bomb hit is one large up-front spike; the fire patch and Bomb Pyre flame zone are area-denial gravy that benefits from any fire-zone modifiers.

Merge recipe

Primary parent tagSecondary parent tag
bombfire

Family: explosive. Primary damage tag: bomb. Secondary damage tag: fire. Scaling curve: linear.

Stats

Linear curve: effective level equals raw level, and continuous stats follow base + scaling × (level − 1). Bombs-per-run is a stepped table evaluated at the listed thresholds.

StatLevel 1Level 10Level 20
Damage per bomb480048004800
Bombs per run61018
Fire rate (runs / sec)0.40.6160.856
Blast radius (px)130175225
Acquire range (px)600708828
Warmup (sec)0.100.100.10
Fire-rate jitter0.300.300.30
Run duration (sec)2.02.02.0

Target mode: closest. Collision mode: first hit. Hits destructibles: yes. Travel-range multiplier: 1.0.

Behavior

  • A run is one trigger of the weapon. Each run sends a single bomber across the screen and drops bombs per run firebombs evenly along the horizontal sweep over the run duration.
  • The bomber’s screen entry side is randomized, and it follows the ship so the bomb line lands across the ship’s current position with a random vertical offset (about ±20% of screen height).
  • Each firebomb is one bomb-tag AoE hit at its landing point. Damage falls off with distance from the impact: 100% at the center and 50% at the blast radius edge.
  • Every impact also spawns a small fixed-size flame zone (Bomb Pyre, fire tag) and a larger persistent fire patch.
Impact effectTagRadiusDamageDuration
Direct bomb blastbombblast radius (see stats)4800 with center-to-edge falloff (100% to 50%)instant
Bomb Pyre flame zonefire50 px20% of bomb damage, spread over its duration0.8 sec
Fire patch zonefire70% of blast radius6% of bomb damage per tick at 5 ticks / sec2.5 sec

At blast radius 175 (L10), the fire patch covers a 122 px radius and ticks for 288 fire damage 5 times a second across 2.5 seconds for a total ceiling of 3600 per patch on a single target that stays inside. Up to bombs per run patches can overlap from a single run.

Scaling

The damage spike per bomb does not scale: each individual firebomb deals the same 4800 from L1 through L20. Power growth comes from three other axes.

AxisL1 → L20 changeWhat it means
Bombs per run6 → 18 (+200%)Three times as many bomb hits and three times as many fire patches per cast
Fire rate0.4 → 0.856 runs / sec (+114%)Runs happen more than twice as often
Blast radius130 → 225 px (+73%)Each bomb covers ~3× the area and seeds a larger fire patch

Combined, raw bomb-damage output at L20 is roughly 0.856 × 18 × 4800 ≈ 74,000 bomb damage per second before falloff, fire-patch ticks, Bomb Pyre, damage-tag modifiers, and any fire-zone or area passives. Persistent fire-patch and Bomb Pyre ticks layer on top and scale with the same blast radius and bomb count.

EXTRACT-CANDIDATE: stepped-stat lookup mechanic (used by every legendary with a tiered count like bombs-per-run, shells-per-run, projectile-count) — promote to a shared concept-stepped-stats page.

EXTRACT-CANDIDATE: AoE falloff curve (100% center → 50% edge, linear in distance) — used by every blast-radius weapon; promote to concept-aoe-falloff.

EXTRACT-CANDIDATE: Bomb Pyre / per-weapon “echo” effects (small extra zone or pulse spawned alongside the main hit) — pattern recurs across legendaries; promote to concept-legendary-echoes.