The Pyrolancer is one of 6 classes in The Iron Oath.
Overview[ | ]
"The Pyrolancer conjures and manipulates fires that can control and shape the battlefield. At close-range, they are capable of devastating enemies with their flame powered lance."
The Pyrolancer is a dynamic close-quarters damage oriented class that specializes in the use of fire-magic to apply Burn to their enemies. Their Return to Cinder ability allows them to influence enemy movement and force the opponent into disadvantageous situations. They wield a one-handed polearm weapon, but are not capable of equipping a shield in their off-hand. Despite this, the Pyrolancer's high damage abilities make them a formidable foe at close range if played offensively. The Pyrolancer's Infernal Pillar and Blazing Lance abilities are capable of dealing massive single and multi-target damage, while their Pyromania ability allows them to buff nearby allies and empower their attacks to apply Burn. Their main attributes are Physique and Mind.
Abilities[ | ]
The Pyrolancer possesses one defensive ability and five offensive abilities, in addition to their basic attack and their passive ability, Fueled by Fire. The Pyrolancer gains 1 stack of Fueled by Fire for every adjacent burning enemy or cell. Each stack of Fueled by Fire raises the Pyrolancer's Power attribute by 5%.
Icon
Name
Description
Augments
Blazing Lance
"Damage a single adjacent target. Applies Burn."
Tier 1:
Heated Exchange - Taunt the target for 1 round.
Potency - Increase damage by 25%.
Tier 2:
Burn Potency - Apply an extra Burn stack to the target.
Burning Flesh - Target cannot be healed for 2 rounds.
Charge +1 - Gain 1 additional charge for this ability.
Charge +1 - Gain 1 additional charge for this ability.
Heatwave
"Damage up to 3 adjacent targets in an arc."
Tier 1:
Heatshield - Place a damage shield on self.
Sear - Burning targets are Stunned for 1 round.
Tier 2:
Charge +1 - Gain 1 additional charge for this ability.
Charge +1 - Gain 1 additional charge for this ability.
Control - Does not target allied units.
Potency I - Increase damage by 25%.
Infernal Pillar
"Deal damage to 2 targets in a row. Secondary targets take 75% damage."
Tier 1:
Focused Power - No damage falloff for additional targets.
Potency I - Increase damage by 25%.
Tier 2:
Charge +1 - Gain 1 additional charge for this ability.
Charge +1 - Gain 1 additional charge for this ability.
Lingering Fire - Killing blows apply Fire Terrain for 4 turns.
Superfuel - Double the Pyrolancer's 'Fueled by Fire' ability.
Pyromania
"Empower an ally for 2 rounds, making their attacks apply Burn. Cannot be active on more than one ally."
Tier 1:
Damage Shield - Places a small fiery Damage Shield on an ally.
Meltdown - Increases Critical Chance and Critical Damage of the target.
Tier 2:
Charge +1 - Gain 1 additional charge for this ability.
Charge +1 - Gain 1 additional charge for this ability.
Increased Range - Range +1.
Increased Range - Range +1.
Return to Cinder
"Mark a vacant cell with a fire trap. Targets who step on the trap will take damage and be pushed away, ending their turn."
Tier 1:
Double Cinder - Instance limit increased to 2.
Potency - Increase damage by 25%.
Tier 2:
Charge +1 - Gain 1 additional charge for this ability.
Energy Sap - Inflict Slow on target for 1 round.
Failsafe - Allies do not trigger the trap. +1 Charge.
Increased Range - Range +1.
Wildfire
"Target 3 cells in any direction, applying Fire terrain which lasts for the next 5 turns. Fire terrain applies Burn and cleanses Frozen."
Tier 1:
Charge +1 - Gain 1 additional charge for this ability.
Fire Duration - Fire duration +1 turn.
Tier 2:
Burn Potency - Apply an additional Burn stack to the target.
Charge +1 - Gain 1 additional charge for this ability.