← Enemies Warpflame Rubric Marine Open Calculator →

Warpflame Rubric Marine

Author:perturbperturb

Enemy Stats

Faction
Chaos
Tier
Majoris

Damage Sensitivity

CategoryMultiplier
Headshot2x
Bullet1.5x
Heavybullet1.5x
Plasma1.5x
Charged Plasma1.5x
Volkite1.5x
Laser1.5x
Volkite Discharge1.5x

Health by Difficulty

DifficultyMax HPIncap HPRevive HPInstakill Dmg
Minimal701414105
Average1122222168
Substantial2034141305
Ruthless2805656420
Lethal2805656420
Absolute2805656420

Incapacitation

StatValue
Incap HP20% of Max HP
Revive HP20% of Max HP
Duration10s
Incap Limit2
Instakill Dmg150% of Max HP

Summary of Tactics and Strategy

Melee

This unit makes up for not having the unparryable Stomp attack which standard Rubrics utilize by possessing the ability Icon of Flame. This attack not only deals significant damage, but it can also pulse several times and quickly stacks up corruption, making it more threatening than Stomp. Compounding on this, since all of this unit's ranged attacks are relatively short distance, it may become challenging to predict which attack is coming next. There is a particular dangerous distance that the player may fall into--exactly 3m away from the unit--where every single attack from either subtype is viable (still subject to restrictions other than range, such as available tokens). This is an incredibly precarious distance to maintain; players who choose to do so will have to react accordingly.

For the above reasons, melee weapons that can play at relative distance (ex: power fist) or can cause frequent staggers while also generating distance (ex: power axe) are generally advisable. If the player instead chooses to use a melee weapon that requires close proximity to this unit, they will have to contend with the full arsenal of abilities.

Ranged

Nuking this unit down from range is generally the safest option. Neither subtype has a way to deal damage to the player when they are beyond a distance of 8m. The only counterplay this unit has to a player staying out of this range is Engage Dash, which is further limited since it is only available to the Flamestriker subtype. As long as the player remains wary of this gapcloser, destroying this unit at range is relatively easy.

General Advice

Whenever possible, attempt to identify the subtype by initial action: if it dashes toward you, it's a Flamestriker; if it holds position and sprays, it's a Suppressor. While this advice isn't as practical when dealing with standard Rubric Marines, the same is not true for Flamers. Flamer subtype recovery options share nothing in common, meaning that as soon as you deal any sort of damage to one, it will become very evident which subtype you are dealing with.

Knowing the subtype isn't a massive advantage, however, understanding how the unit will respond to damage may prove to be invaluable for planning your next attacks.

Specialists

Subtypes

This unit is characterized by two subtypes: Flamestriker and Suppressor. The subtype of this unit is immutable and set at spawn, and the odds of getting each are weighted equally (1:1). Unit subtypes will impact available move sets and general combat behavior. There is no discernable way to differentiate between subtypes while in game except by paying attention to their tendencies and which attacks they use.

Rule of thumb: Flamestrikers want to close distance; Suppressors want to flee to midrange and continue spraying their flamethrower.

Flamestriker (Melee Oriented)

Parameter

Value

PreferredDistanceMin

4m

PreferredDistanceMax

9m

StandByDistance

6m

Combat Style

Melee combos, shotgun blasts, gap closers, Icon of Flame

Suppressor (Gun Oriented)

Parameter

Value

PreferredDistanceMin

9m

PreferredDistanceMax

15m

StandByDistance

15m

Combat Style

Sustained flamer spray, cone sweeps, slow tracking fire

Enemy Behavior

Game File Flowchart

Root
├── Task System (sorcerer commands, reinforcements scream, etc.)
└── Aggro / Idle
    ├── While Enemy set → Combat
    │   ├── Recovery (interrupts combat on threat)
    │   │   ├── Stunlock
    │   │   ├── StaggerDamager set → Stagger Recovery
    │   │   ├── MeleeThreat set → Melee Recovery
    │   │   └── RangeThreat set → Range Recovery
    │   └── Combat (ActiveSelector - tries branches in priority order)
    │       ├── Melee Combo                   [FlameStriker only]  SPECIAL token
    │       ├── Shotgun Burst                 [FlameStriker only]  HEAVY token, priority 0.9
    │       ├── Light Melee                   [FlameStriker only]  LIGHT token, priority 0.8
    │       ├── Standard Spray (no path)      [both subtypes]      HEAVY token, fallback when no melee path
    │       ├── Standard Spray                [Suppressor only]    HEAVY token, priority 0.9
    │       ├── Sustained Spray               [Suppressor only]    HEAVY token
    │       ├── Sweeping Spray                [Suppressor only]    LIGHT token, priority 0.9
    │       ├── Approach Spray                [both subtypes]      TINY token
    │       └── Approach / Stand By (parallel movement layer)
    │           ├── Approach Dash             [both, 3s CD]
    │           ├── Regular Approach          [both, no sprint]
    │           ├── Disengage Subtree         [Suppressor only]    Zigzag dash away when target < 9m
    │           └── Engage Subtree            [FlameStriker only]  Zigzag dash toward target when > 12m
    └── While Enemy not set → Idle

Unit-Specific Recovery

It is recommended to first read the generalized document on the Recovery System. The following information covers this unit's particular recovery options, not an explanation on recovery itself.

The counterattacks listed in the Action columns of the following recovery tables can be found in the Attack Catalog section for consistency. These attacks will have a row in their respective tables to indicate that they are strictly counterattack options.

Stagger Recovery

Triggers when this unit is staggered by a player and sets the stagger source as the new Enemy target. Forces a Heavy token and branches by subtype.

Subtype

Utility Multiplier

Token

Action

Has Endurance

Suppressor

N/A

Force Heavy

Disengage Dash + Standard Spray

Yes

Flamestriker

Random(0.7-1.0)

Force Heavy

Icon of Flame or Shotgun Burst (equal weight)

Yes

Melee Recovery

Triggers when the target player is melee attacking. Forces a Heavy token and branches by subtype.

Branch

Utility Multiplier

Token

Action

Has Endurance

Suppressor

Melee attack weighted:

Icon of Flame (60%)
Light Melee (30%)
Do Nothing (10%)

Force Heavy

Melee + Disengage Dash + Standard Spray

Yes

Flamestriker

Random(0.5-1.0)

Force Heavy

Melee Combo, Shotgun Burst, or Icon of Flame (equal weight)

Yes

Ranged Recovery

Triggers when the target player is ranged attacking (and within 40m). Requires a valid path to the player. Forces a Heavy token and branches by subtype.

Branch

Utility Multiplier

Token

Action

Has Endurance

Suppressor

N/A

Force Heavy

Disengage Dash or Side dash + Standard Spray

Yes

Flamestriker

Random(0.7-1.0)

Force Heavy

Engage Dash + Melee Combo, Shotgun Burst, or Icon of Flame (equal weight)

Yes

NOTES:

  • The Side Dash teleport is only ever used by Suppressors during this particular recovery. It operates similarly to Disengage Dash but with a 9s cd and 6s target cd.

  • Flamestriker's Engage Dash bypasses its cooldown entirely when used in Ranged Recovery.

Stun Durations

Source

Duration (seconds)

Parry (Riposte)

2.0

Grenade

2.2

Heavy Hit

1.3

Stagger

1.8

Comparisons to Standard Rubric Marines

A few key differences and similarities between how Flamer Rubrics react versus their inferno boltgun-wielding counterparts:

  • Rubric Marines will react to being aimed at; Flamers do not.

  • Rubric Marines do not have a specific recovery option tied to being staggered; Flamers do.

  • The stun durations of various sources are the same on both units.

  • Bayonet Lunge, Kick Attack, and Shoulder Bash are identical between the Flamer and the standard Rubric Marine.

  • Flamers share the same 1.5x damage sensitivity that Rubrics have to virtually all forms of ranged damage.

Attack Catalog

Ranged Attacks

Standard Spray

Flamethrower attack of small interval. Requires vision to target. Moves to fire position within range if too close or no line of sight.

Property

Value

Counterattack

Used by Suppressor in all three recoveries.

Not exclusive to recovery counterattacks

Token

Heavy

Range

3-8m

Cooldown

3s

Shooting Duration

2s

Cancel Delay

1s (if out of angle/vision)

Max Horizontal Angle

90 degrees

Max Vertical Angle

35 degrees

Priority

BasePriority 1.0

Sweeping Spray

A wide sweeping flame cone. Uses a special aiming (effectively perfect). The sweep pattern is randomized between two options: left-to-right, the other right-to-left.

Property

Value

Token

Light

Range

3-8m

Cooldown

3s

Shooting Duration

3.3s

Accuracy

1000

Priority

BasePriority 1.0

Sustained Spray

A long-duration tracking spray that slowly sweeps to follow the target, applying continuous damage. The most dangerous ranged attack.

Property

Value

Token

Heavy

Range

3-8m

Cooldown

3s

Max Shooting Duration

7s

Aiming Time

2.5s

Damage Detection Time

2s

Max Horizontal Angle

80 degrees

Max Vertical Angle

35 degrees

Priority

BasePriority 1.0

NOTE: Scales to full width over 10-25m distance. This attack has a 2s damage detection window—once it hits you, it ends. Purposefully eating a small tick of damage and waiting behind cover will cause this attack to end early.

Shotgun Burst

A close-range burst from the flamer used like a shotgun. Has light (single burst) and full (triple burst) versions.

Property

Value

Counterattack

Part of Flamestriker subtype's melee and ranged recoveries

Range

0-6m

Cooldown

9s

Light Version Cooldown

3s

Priority

BasePriority 1.0, priority 0.9 override for Flamestriker

NOTE: Both versions are unparryable. The triple burst has a secondary damage event with knockback and is unique to Flamestriker.

Approach Spray

Fires the flamer while approaching the target. While it does theoretically do damage, this is meant for cosmetic purposes.

Property

Value

Token

Tiny

Range

5-10m

Cooldown

3s

Shared Cooldown

3s

Shooting Duration

2s

Priority

BasePriority 1.0

Melee Attacks

Bayonet Lunge/Kick Attack (Light Melee)

Property

Value

Token

LIGHT

Range

0-3m

Cooldown

5s

Priority

BasePriority 1.0, priority 0.8 override for Flamestriker

NOTE: Bayonet Lunge and Kick Attack have the same properties in all ways except aesthetically. For all intents and purposes, they are the same attack.

Melee Combo

A Light Melee initiation that chains into 2 follow-up attacks if the initial hit connects. The chain attacks are selected by weighted random from: Icon of Flame, Shoulder Bash, or Shotgun Burst. If the initiation strike doesn't deal damage, falls back to another Light Melee instead of chaining.

Property

Value

Counterattack

Part of Flamestriker subtype's melee and ranged recoveries

Token

Special

Range

0-6m

Cooldown

9s

Combo Elements

2 follow-ups after initial hit

Priority

BasePriority 1.0

Initial hit: Bayonet Lunge/Kick Attack

Follow-up selection (equal weighted):

  • Icon of Flame (light version only)

  • Shoulder Bash

  • Shotgun Burst (light version only)

Follow-up if Initial Hit Misses:

  • Bayonet Lunge/Kick Attack

Icon of Flame

A close-range AoE flame burst. This is the "circular flame" attack that pulses damage in a radius around the Flamer. Regular and Light versions of this attack (not an indication of token used, just the nomenclature for the differences between the two versions).

Property

Value

Counterattack

Part of Flamestriker subtype's melee and ranged recoveries

Token

Inherited from parent

Range

0-3m

Cooldown

9s

Light Version Cooldown

3s

Priority

BasePriority 1.0

Status Effect

Applies Endurance during cast

Explosion Radius

5m

Regular: Performs a cast animation that and then detonates once within the 5m radius.

Light: Can pulse up to 4 additional times after the initial explosion (potentially 5 total pulses). After each pulse, the ability rechecks whether enemies are still within the 5m radius. If no enemies are within 5m, the pulsing stops early and the abort animation plays.

Attack Properties

Strike

Armor Pips Removed

Guardbreak

Parryable

Heavy Hit

Affects Movement Despite Hyper Armor

Indicator

Additional Notes

Bayonet Lunge

1

No

Yes

1x

No

None

Kick Attack

1

No

Yes

1x

No

None

Shoulder Bash

2

Yes

Yes

1x

No

Blue

Shotgun Burst (L)

?

No

No

0x

No

Orange

Shotgun Burst (F)

?

No

No

2x

Yes*

Orange

Only the latter part of the attack has knockback

Icon of Flame (one detonation)

?

Yes

No

2x

Yes

Orange

Telegraphed by 5m radius animation

Enemy Attack Names: an Editorial Note

Certain attack names in this document have been changed so that the average player can easily understand which attack is being referenced; should one be so inclined to investigate on their own, one may see naming discrepancies between this document and the game files (ex: Bayonet Lunge is actually called BayonetAttack1). No other information about the attacks has been altered.

Game Files

  • Folder: ssl/characters/chaos/rubric_marine_flamer/

  • Server class: ssl/characters/chaos/npc_rubric_marine_flamer_server.cls

  • Behavior tree: rubric_marine_flamer_behaviour.sso

  • Recovery: rubric_marine_flamer_recovery.sso, _recovery_heavy.sso, _recovery_melee.sso, _recovery_range.sso

  • Katas: _kata_melee.sso, _kata_melee_combo.sso, _kata_shooting.sso, _kata_shooting_cone.sso, _kata_slow_shooting.sso, _kata_approach_shooting.sso, _kata_shotgun.sso, _kata_icon_of_flame.sso, _kata_gap_closer.sso

  • Subtrees: _engage_subtree.sso, _disengage_subtree.sso, _side_dash_subtree.sso, _stand_by.sso

  • Melee weapon desc: ssl/weapons/melee/weapon_descriptions/melee_weapon_descs/rubric_marine_body_desc.sso

  • Firearm: chs_rubric_heavy_flamer

SM2 Melee Calculator Calculate exact damage for any weapon, variant, and perk combination against any enemy on any difficulty.
Open Calculator →