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The almighty scorched compendium

Vol. 1

Created by the Scorched Enthusiasts community

SE 2025 by uniQ and GerbSnail

We love this game mode and hope this guide will make you love Team Scorched as well.

Join our Discord to meet fellow Scorched Enthusiasts and have fun!

We have a new website to view your scorched-exclusive stats!

Go check out scorched.report for stats, an ELO ranking system and more information!

I. Three keys to success

Charge your shots!

Scorched Cannons behave like regular breech-loaded grenade launchers.

You can hold the fire button and release it to time the detonation. This makes them much deadlier than if you only aim for direct hits!

The longer you charge them the bigger the explosion radius and the more damage they will deal.

Rocket Jump by charging your rockets

A poor man’s rocket jumping is simply shooting at the ground behind you.

Instead you want to walk over a charged rocket and jump when you release the trigger.

 

This will give you a lot more momentum and more granular control over your direction.

This can also be done off of a wall.

Remember:

The ground and walls are your enemy. Stay in the air and away from walls as much as possible to make it difficult for your opponents to hit you.

Use the minimap

The game tells you the locations of every enemy.

Use it to your advantage.

The more you play, the better you will become at predicting the opponent’s movement and timing.

Tip:

Equip your  crafted weapons for free levels.

II. Rocket jumping in depth

The speed you gain by rocket jumping depends on the distance to the rocket and your movement direction. You gain very little momentum by shooting behind you because you can neither look straight down nor combine it favorably with forward momentum.

The jumping rules from regular pvp apply here as well, i.e. as a hunter holding jump will make you jump higher than a tap for your second and third jump. Likewise mobility affects your jumps.

The following methods teach how to use these factors to your advantage.

Wall Rockets

Widely used after an initial rocket jump against any wall surface to propel yourself at insane speed.

If you see a good Scorcher flying in at Mach 5 that is why.

Bounce

Reflexively rocketing the floor/wall right before you hit the surface to avoid being killed on the ground/wall.

Roof Rockets

Used in doorways and narrow walk-ways that are common choke-points. Rocket the roof right before you exit the opening to gain fast horizontal speed on your way out to avoid being easily killed. Make sure to jump just before releasing.

Rocket Skating

You can gain massive forward momentum despite rocket jumping off the ground. The tricky part is correctly estimating your fall and timing the release and your jumps. When done successfully you will get a very shallow arc that allows you to keep momentum through skating.

Hyper Swing

This technique utilizes the fact that the fire cooldown starts as soon as you press the mouse button. Start by charging the first rocket for at least 900ms before rocket jumping. As soon as you get launched, rocketjump off a next-by wall. This is extremely disorienting for enemy players.

Slide Rockets

By sliding onto a charged rocket you gain consistent but overall less height. There are some very niche applications for setups like gaining height for a wall rocket or certain map spots.

It’s sometimes used in scrims to fake a rocket jump.

Did you know?

Some of the fastest Scorchers can outspeed a scorch cannon rocket with top speeds exceeding 45 m/s
(162 km/h or 100 mph).

Staying in the air can have disadvantages

The maximum aim elevation is the same as the maximum aim depression at 50°.

You can abuse this fact in situations where you’re situated below a jumping guardian. As shown in the diagram, you are effectively in the shadow of their aim potential.

In particular hunters lack horizontal maneuverability, the guardian on the ground can continuously slide to remain inside the aim shadow. Because the guardian in the air will eventually fall to the ground, they will be unable to evade or respond to a well-timed rocket.

If objects such as  walls or map geometry are closeby, try to escape this situation with a wall rocket jump.

III. Choosing your class

Only the three stats listed below will affect gameplay, discipline, intellect and strength have no use, since abilities are disabled.

Mobility will increase your unpowered jump height and your walking/strafing speed, which can be useful for strafing sideways.

Recovery will get you back to full health much faster after rocket jumping, taking fall damage or getting hit by a non-lethal enemy detonation.

Resilience will slightly affect how much damage you can take before dying, but is negligible during a fight. Many Scorchers still run high resilience to be able to survive more rocket jumps in a row (see rocket jumping in depth).

Regardless of the strong opinions every person has on which is the best or worst class for Team Scorched, there is no clear hierarchy of classes. There are only classes that suit your playstyle. Try them and find out which one you enjoy the most. In the following sections we provide you with a bit more insights from our best players.

Did you know?

Despite the common joke, no one in Scorched Enthusiasts except We The East actively plays TF2, let alone main soldier.

Hunters

Hunters excel at rapid movement changes and evasive jumps.

The tradeoff is that they need  to build up aerial speed through rocket jumping.

Jumps

Triple Jump

Decades of research has proven that this is the most reliable and effective jump

Strafe Jump

 Let’s you head-bounce, but you should probably use roof rockets instead (see rocket jumping in depth)

High Jump

A use-case has yet to be found

Blink

Very tricky to play and not a very popular choice, but it can disorient players and be a lot of fun to skilled users.

Exotics

St0mp-EE5

Knucklehead Radar

Unsurprisingly the main choice for pretty much every hunter. Movement is king in Team Scorched.

Off-meta, but funny and a backup for whenever Bungie

kills St0mp-EE5 again.

Titans

Titans are best known for their incredible speed and long hover times.

They have strong aerial maneuverability so never assume they will just fall off the map.

Jumps

High Lift

Catapult lift but worse in most ways, as the height you gain is tied to how fast you were already moving upwards, making it weaker,along with having an extremely weak strafing speed.

Catapult Lift

Great upwards speed and benefits the most out of lion rampant, but is severely hindered by having a hard cap on the height of your jump.

Strafe Lift

Conserves rocket jump momentum the best, and the strong strafing strength can help you come back from being off the map.

Exotics

Antaeus Wards

Dunemarchers

Lion Rampant

They work and are funny.
Although you can only use them once per match, unless the reflected projectile scores a kill, as your class ability will not recharge naturally.

Most of your speed in Scorched comes from rocket jumping, so sprint speed isn’t a priority. Increases slide distance which may be useful in advanced plays.

These are the almost uncontested meta as they give Titans MUCH longer jumps, letting them cross distances easier and faster. Even on the largest maps like Disjunction they allow you to reach the enemy spawn within

2-4 seconds.

One-Eyed Mask

Blastwave Striders

You will regularly receive small amounts of damage, especially from non-Scorchers. One-Eyed Mask allows you to quickly gain an overshield on top of however much health you had left upon getting a kill, which is beneficial for rocket jumping away from an engagement.

Reduces self-damage significantly which allows you to fly through small maps without any issue.

Can create stasis crystals which each  deal 101 damage in flight. It can also in rare cases slow the enemy.

Warlocks

Warlocks can be tricky to combine with rocket jumping

but their stationary hover can turn them into a fearsome AC-130.

They excel in  the hands of guardians with precise aim who want to shower down rockets.

Jumps

Burst Glide

Great for speeding to the fight, but not good at all for maneuvering, leaving in the deadly straight-arrow maneuver. Was much more useful before Icarus Dash got removed, would be considered Niche now.

Strafe Glide

The most compatible glide with Rocket Jumping and the best to maneuver with. AC-130 Warlocks will make use of it to get out of the way of far-off missiles, fly back from launching over the edge of a map, and make their launch-trajectory. It kills momentum the fastest.

Balanced Glide

Good to balance out speed and maneuverability, though the loss of speed from rocket jumping is easily felt, leaving this as an uncomfortable middle-ground.

Blink

Very tricky to play and not a very popular choice, but it can disorient players and be a lot of fun to skilled users.

Exotics

Astrocyte Verse

Transversive Steps

The Stag

Amazing for Void-Blink players. Gets Assist damage in, can help finish off people with 1-2 health.

Synergizes with Hunter’s aspect Stylish Executioner.

Even running gets a speed boost. Useful for small-distance runs to escape around a corner, helps with gathering speed to fly out to the battle.

You can’t use your abilities, but the stag creates a rift upon death. While it works as intended though you probably don’t want to stand stationary on the ground in Team Scorched.

IV. Aspects and Fragments

Regardless of class, the two main subclasses that are currently meta are Strand and Void.

Along with this, the helmet mod Solar Siphon, and leg mods Recuperation and Better Already are used.  Although not relevant in practice, some other Solar and Kinetic mods affect the Scorched Cannon. Those mods and damage types are explained in VI. Technical Details.

Void

For the Void build, any aspects will work, but Hunter’s aspect Stylish Executioner can give you invisibility if you kill an enemy while they are Volatile (watch an example by Ravioluuuu). Enemies can become Volatile when a Warlock is blinking near them with Astrocyte Verse.



For Fragments, you can use
Echo of Vigilance for an overshield upon getting a kill while at low health, and Echo of Starvation for Devour when picking up Orbs of Power



For other aspects, you can optionally run
 Echo of Persistence for increased Devour time, or anything that gives stat bonuses if you find the stat drops too harsh.

Strand

For Strand, the build is entirely centered around Woven Mail, for both damage resistance and creation of Tangles.
Again, any aspects work.
The Wanderer on Warlock and Whirling Maelstrom on Hunter work in Team Scorched, but they’re pretty inconsistent and underwhelming, and are entirely optional (watch an example by Ravioluuuu).


For Fragments, use Thread of Warding to get Woven Mail (5 second duration, up to 10) when picking up an Orb of Power, and Thread of Transmutation to create Tangles while you get a kill with Woven Mail active (watch an example by Ravioluuuu).


The main use case of the Tangle is to reload your Scorched Cannon. Picking up the Tangle will cause it to disappear after about a second, and your Cannon will magically be refilled to full (100 shots).

“haha maelstrom brrrr

- Ravioluuuu

Solar

For the 2% of  Warlocks in Team Scorched, the Solar aspect Heat Rises has the passive ability of allowing you to shoot weapons without exiting glide. For everyone else, any aspects will work.


For fragments, the most usefu
l one is Ember of Tempering, for free bonuses to the recovery stat. It can also create Firesprites, which give Restoration x1 on pickup when using the Ember of Mercy fragment.

Ember of Solace and Ember of Empyrean can then be used to further extend  Restoration.

“Your builds will make you harder to kill, or a better killer, but more important than the builds is the ability to capitalize on your ability to kill. Take every win and loss, find what went right or wrong, and grow the will of the flame within.”

- Wolf, The Abyssal Sleeper

Prismatic

Same as void, the only aspect that can do anything is Stylish Executioner, but other than that, just use whichever ones give you the most fragment slots for stat boosts.


For Fragments, the most impactful one will be Facet of Purpose, which will give an elemental buff based on your equipped super. This allows you to choose between Restoration, Amplified, Overshield, Frost Armor, or Woven Mail. Notably, this is the only practical means of acquiring Amplified in Scorched, which can be used to enhance rocket jumps via Speed Booster.

The two other fragments that can apply are much less effective, being Facet of Protection for a 5% damage resistance when surrounded by 3 enemies, and Facet of Awakening to create Firesprites, which cannot be used for anything else on prismatic (will only buff a solar teammate). It may be better to use fragments to give stat bonuses.

Stasis

Titans have a niche use case for the Stasis aspect Cryoclasm. It allows you to slide further and thus potentially better dodge enemy projectiles. It is rarely ever used in practice. Hunters were formerly  able to use Shatterdive but Bungie patched it in Update 7.2.0.1.

Arc

There aren’t really builds for Arc, as almost none of the aspect effects can be triggered whilst in Scorched. To get amplified, you will need the Flow State aspect on Hunter, or Electrostatic Mind on Warlock. With Warlock, there is an added feature of amplified upon picking up an Ionic Trace.

Spark of Instinct can be utilized on all three classes to apply Jolt to surrounding enemies, which will be needed for the Flow State and Electrostatic Mind aspects. However, due to the activation requirements of Spark of Instinct, it is generally advised that anyone who wants to experiment with Amplified just use Facet of Purpose on Prismatic instead.

V. Advanced Tech

Fake jump to bait shots

If enemies recognize you as a good player they might anticipate your rocket jumps. It is very common and effective to airburst ahead of rocket jumping guardians, but you can use that to your advantage. Since most will shoot as soon as you place your charged rocket on the ground, all you need to do is delay your jump. When done successfully you will catch your opponent before they can fire their cannon again.

Spawn manipulation

Spawntraps are a form of spawn manipulation, taking advantage of the respawn mechanic on certain maps. This issue is exacerbated in Team Scorched because of the rapidly flipping spawnzones and incredibly short TTK which can be faster than the spawn animation itself. With enough knowledge about how these spawns work, you can force the game to spawn enemies within line of sight in predictable areas, which can make it much easier to kill them repeatedly.  Likewise flipping spawnszones can catch you off-guard.

Tangles

With Strand Tangles, your Ammo concerns are a thing of the past. Simply Equip Strand, have Thread of Warding (Picking up an Orb of Power gives you Woven Mail) and Thread of Transmutation (While you have Woven Mail, weapon final blows create a Tangle), and a Solar Siphon. Get two kills with your Cannon, pick up the Orb to generate Woven Mail, then get 1 more kill. The Tangle should spawn- grab it, click to throw it as fast as you can, and you’ll be at max ammo again (100 Shots!). While this is likely unintended, the sensible response from Bungie would be to remove the ammo limitation.

Wall surfing

Some maps have very generous push-back walls. You can utilize them to propel you back into the map and take advantage of the unpredictable janky movement it causes. Just make sure that you have enough speed and the correct angle.

Strategies

Team Scorched is a culmination of disciplines- mastered not in study, or theory, but learned through the moment you're sailing through the ashes of your foes and turn yourself, alongside the battlefield, into your enemy's greatest threat.

“You wanna be an Army of One? You'll need more than 4 this time.”

- Shaxx

VI. Scorched Science

The Scorched Cannon seems to be a Kinetic weapon with an explosion that deals Solar damage and can be used for solar-related bounties and challenges. Thus the Kinetic Targeting mod works and improves your aim-down-sight speed (Solar Targeting does not work), however ADS is usually a bad habit in Team Scorched. It is possible to deal Kinetic final blows with a Scorched Cannon e.g. when an enemy dies to the architects. While your cannon has a visual ready animation after sprinting, there is no delay or penalty for sprinting.

 Even in Team Scorched the Scorched Cannon seems to be programmed as a pickup item that is automatically spawned and picked up whenever your guardian holds something else.

When you spawn in for the first time, your guardian is wearing your currently equipped energy weapon. If you die, you will respawn with your kinetic weapon. Buffs from your equipped weapons do not seem to work in Team Scorched, neither exotic weapon perks or lightweight frames.

When joining an ongoing private match of scorched, the game will not give you a Scorch Cannon, you will spawn in with normal weapons (with some exceptions). It is actually very useful for testing so please don’t fix it.

Did you know?

There are several Out-Of-Bounds areas accessible with Scorch Cannons.

 Technical Details

Projectile Speed: 40 m/s (144 km/h or 89.5 mph)

Minimum charge time: 300 ms

Maximum charge time: 10 s

Minimum time between shots: 900 ms (only applies to the actual firing of the cannon)

Maximum vertical aim angle: -50° to + 50° (or 1.2 σ to 6.8 σ measured by D.a.r.c.i.)

ADS Speed: 235 ms (without mods), 176 ms (with 2x Kinetic Targeting)

Ready speed after sprint: 135 ms (visual only)

A little caveat

While we try our best to find all Team Scorched related  information out there, there is only so much we can know. Let us know about anything we missed and we’ll happily include it.

Damage Values

Uncharged /

Tier 1 Charge

Tier 2 Charged

Tier 3 Charged

Time until charged

Distance traveled in that time

300 ms

12 m

2.5 s

100 m

5 s

200 m

Critical damage / One-hit Radius *

3 m

5 m

7 m

Minimal damage Radius

4 m

6 m

8 m

Theoretical Time Window for a one-hit on a stationary guardian

150 ms

250 ms

350 ms

* The critical radius listed here deals 200 damage which used to be the maximum guardian hp. With the balancing chances you will no longer deal lethal damage, but the difference should be less than ~0.2 m.

Direct impacts deal 76 damage + the damage from the explosion.

The charge tier does not affect the speed of your rocket jump though it does increase self-damage.

Did you know?

You can survive a direct impact if you are moving very fast and the connection is bad enough. It nevertheless seems to be a very rare occurrence.

Your crosshair is lying

Three fundamental things to keep in mind:

  1. Your rockets fly out of your character’s head, not from the center of your screen
  2. Your character shoots at a varying angle to hit whatever your crosshair is aiming at
  3. The crosshair remains stationary and thus is only sometimes an accurate representation

The crosshair is only an approximation of the flightpath, it is not always accurate. Especially at close distances your actual shots will differ wildly from what your crosshair is showing you. This is likely more obvious when you consider that a person standing right behind you is still visible and can stand in your crosshair because of your third-person view.  Remember that your character model is the determining factor, not your hud. Experienced Scorchers rely on their inertial reference unit (IRU) and subconsciously use the crosshair for calibration.

Crosshair Offset

Your crosshair does not represent the actual flight path because your cannon is at rest offset by ~0.5 m (~20 in) to the left and ~0.125 m (~5 in) down. Your character tries to shoot at an angle to account for that, but that only becomes effective at around 2m, where the rocket and crosshair start to roughly align.

You need to take this into account for point blank shots, otherwise you will miss even with the crosshair on the target.

Cannon Angle

The flightpath is weird and complicated. Destiny 2 tries to automatically account for close objects by shooting your rockets at a greater angle. This is very noticeable in first-person and when switching between very close and very far objects.

In practice this will likely only help you on stationary targets and waste a lot of time when testing scorched projectiles.

Aim Punch / Camera Shake

The nature of Team Scorched means you’ll be falling from great heights a lot and receive the annoying camera shake. It is important to note that similar to the crosshair offset, the crosshair does not represent the actual flightpath. While your crosshair will jump around, the vertical angle remains unaffected meaning an accurate shot will not be disturbed by the aim punch. Thus you can also not exceed the +/- 50° vertical angle limitation.

Cinematic camera movement

Destiny 2 will accentuate movement by changing your camera in relation to your character. This effectively changes the crosshair offset which can be by several meters. Keep in mind that rocket jumping also significantly changes the camera distance to your character, i.e. objects are closer or further away than your camera suggests.

Player Population

Recorded matches per day

The crucible player population was subject of the TWAB on Nov 16, 2022  where Bungie described Team Scorched as having a “varying average population” and a “low playtime-per-player”. They concluded that the player population depends strongly on the Season and weekly offering.

(incomplete, to be updated)

Week activity

Data provided by nblock, using a sample interval of 10 min

We continuously monitor the popularity of Team Scorched. In recent years the number of players seems to remain surprisingly steady. Crucible bounties for Scorched Cannon kills used to provide occasional spikes.

Map Weighting

Data provided by nblock, collected in April 2023

Maps seem to fall into two general categories of “primary” and “secondary” maps with the latter being strongly disfavored. There are exceptions to recently added maps which have a much higher chance shortly after launch. Fortunately all maps in the secondary tier are terrible maps in Team Scorched (see our very scientific and representative study below).

More details are available on Scorched Report

Latest map tierlist by SE

Last updated: 29. Sep. 2024 as voted on by SE members

The latest version is available on Scorched Report

Party Playlist Rotation

We have manually collected rotation data since the start of Season 20. As you can see, starting with Season 23 Bungie has made major changes to the pool of game modes and their rotation that make it effectively impossible to predict when a game mode you care about returns. Some of the weird decisions make you wonder if Bungie themselves knows when a game mode will be in rotation.

Season 20: Season of Defiance

28.02 - 07.03

07.03 - 14.03

14.03 - 21.03

21.03 - 28.03

28.03 - 04.03

04.04 - 11.04

11.04 - 18.04

18.04 - 25.04

25.04 - 02.04

02.05 - 09.05

09.05 - 16.05

16.05 - 23.05

rift

mayhem

team scorched

momentum control

rift

mayhem

team scorched

momentum control

mayhem

supremacy

supremacy

supremacy

Season 21: Season of the Deep

23.05 - 30.05

30.05 - 06.06

06.06 - 13.06

13.06 - 20.06

20.06 - 27.06

27.06 - 04.07

04.07 - 11.07

11.07 - 18.07

18.07 - 25.07

25.07 - 01.08

01.08 - 08.08

08.08 - 15.08

15.08 - 22.08

momentum control

mayhem

team scorched

momentum control

mayhem

team scorched

momentum control

mayhem

team scorched

momentum control

mayhem

team scorched

momentum control

much simpler and happier times

Season 22: Season of the Witch

22.08 - 29.08

29.08 - 05.09

05.09 - 12.09

12.09 - 19.09

19.09 - 26.09

26.09 - 03.10

03.10 - 10.10

10.10 - 17.10

17.10 - 24.10

24.10 - 31.10

31.10 - 07.11

07.11 - 14.11

14.11 - 21.11

21.11 - 28.11

momentum control 

mayhem

team scorched

momentum control

mayhem

team scorched

momentum control

mayhem

momentum control     

team scorched

mayhem

team scorched

momentum control

mayhem

<- did you really need

   to reset?

<- drunk Bungie moment

Season 23: Season of the Wish

28.11 - 05.12

05.12 - 12.12

12.12 - 19.12

19.12 - 26.12

26.12 - 02.01

02.01 - 09.01

09.01 - 16.01

16.01 - 23.01

23.01 - 30.01

30.01 - 06.02

06.02 - 13.02

13.02 - 20.02

20.02 - 27.02

27.02 - 05.03

05.03 - 12.03

12.03 - 19.03

19.03 - 26.03

26.03 - 02.04

02.04 - 09.04

09.04 - 16.04

16.04 - 23.04

23.04 - 30.04

30.04 - 07.05

07.05 - 14.05

14.05 - 21.05

21.05 - 28.05

28.05 - 04.06

rift

clash

zone control

supremacy

mayhem

team scorched

mayhem

clash

zone control

momentum control

mayhem

team scorched

rift

clash

supremacy

supremacy

supremacy

mayhem

clash

rift

team scorched

momentum control

clash

team scorched

rift

mayhem

momentum control

what are all these new game modes

this downtime is starting to become really annoying

Episode 1: Echoes

04.06 - 11.06

11.06 - 18.06

18.06 - 25.06

25.06 - 02.07

02.07 - 09.07

09.07 - 16.07

16.07 - 23.07

23.07 - 30.07

30.07 - 06.08

06.08 - 13.08

13.08 - 20.08

20.08 - 27.08

27.08 - 03.09

03.09 - 10.09

10.09 - 17.09

17.09 - 24.09

24.09 - 01.10

01.10 - 08.10

supremacy

relic

momentum control

rift

mayhem

zone control

team scorched

supremacy

momentum control

clash

team scorched

mayhem

rift

relic

supremacy

team scorched

clash

rift

wtf is actually

happening now

ig time to remove

momentum control because people are good at it

Episode 2: Revenant

08.10 - 15.10

15.10 - 22.10

22.10 - 29.10

29.10 - 05.11

05.11 - 12.11

12.11 - 19.11

19.11 - 26.11

26.11 - 03.12

03.12 - 10.12

10.12 - 17.12

17.12 - 24.12

24.12 - 31.12

31.12 - 07.01

07.01 - 14.01

14.01 - 21.01

21.01 - 28.01

28.01 - 04.02

supremacy

momentum control

relic

mayhem

team scorched

supremacy

relic

clash

mayhem

team scorched

supremacy

momentum control

relic

mayhem

supremacy

clash

team scorched

Bungie noticed and brought it back :)

Guess rift isn't real this episode

Episode 3: Heresy

04.02 - 11.02

11.02 - 18.02

18.02 - 25.02

25.02 - 04.03

04.03 - 11.03

11.03 - 18.03

18.03 - 25.03

25.03 - 01.04

01.04 - 08.04

08.04 - 15.04

15.04 - 22.04

22.04 - 29.04

29.04 - 06.05

06.05 - 13.05

hardware 3v3

hardware supremacy

team scorched

momentum control

checkmate 4v4 mix

mayhem

hardware 3v3

momentum control

checkmate control

checkmate 4v4 mix

hardware supremacy

mayhem

team scorched

mayhem

Yet another drought

Because heavy metal was delayed

Appendix

A. The Scorched Cannon minigame

Join the Scorched Enthusiasts discord to participate in our Scorched Cannon collectable  minigame.

It is part of the Scorched Tracker bot, which was also created by nblock. Playing and winning grants you scorched coins which you can redeem for increasingly more powerful scorched cannons. All of them are beautifully decorated by our resident 3D artist and Scorcher GerbSnail.

IcyHot Cannon - Season 2

created by GerbSnail

You currently have 3 Seasons of Scorched Cannons

with over 50 different Scorched Cannons to choose from.

No expensive Season Pass required!

Choose your favorite Scorched Cannon and it will come to represent you

as much as your mask in all future renders we might create

Can you collect them all?

B. Bungie knows about the Scorched Enthusiast community

From  Firing Range Ep. 64 - BUNGIE INTERVIEW!(Timestamp: 1:46:37)

C. Halloween masks

You may notice that many of the Scorched Enthusiasts clan members run low-light gear and/or Festival of the Lost Masks.

While not strictly required, it is common etiquette to throw on
a Halloween Mask or goofy helmet for fun.

We do regular Team Scorched Private Matches. Join the discord to get notified!

D. Known Bugs

Instant death on rocket jumping

This bug seems to only occur when you already took significant damage right beforehand.

It might be related to your connection with the server thinking you’re at lower hp than you actually are. Similar to damage glitches in normal PvP.

Curving Rockets

Shots can be curved and bent by objects resulting in limp rockets or just a changed trajectory.

This could be due to the curvature of spacetime induced by nearby dense objects or spaghetti code. Both are likely options.

On a more serious note, some of these occurrences could be a result of your character misjudging the angle to hit a closeby object (as explained in VI. Technical Details).

However we have no explanation for the second clip.

Water refracts light and rockets

There are specific cases where shooting a rocket into the water will cause it to disregard the angle and instead fly perfectly horizontally.

This is the case on Midtown and Widow’s Court. A reason could perhaps be deathzones, or them  being at the lowest map point?

Early Detonation (ED)

Lag seems to have a weird interaction with your perceived accuracy.

This is commonly referred to as ED. Try releasing shots around 150 ms later, it might do you wonders. There’s no pill for this, sadly.

Rockets getting stuck midair

Hitting someone else’s shot midair will get it stuck in place as if it had hit a wall.

The rocket fx clips through walls

If you stand close to a wall or thin objects the visual effect of your rocket can clip though it and make you visible on the other side.

However you shouldn’t be standing close to them in general since the minimap reveals your position anyway.

Invisible rockets and effects

Sometimes, for whatever reason, effects related to your scorched projectile and explosions disappear partially or entirely. It seems to only affect your own perspective and the bug randomly comes and goes again. You are left confused in a situation where you need  to estimate distances solely by the time it would take a normal rocket. Many Scorchers have encountered this at least once, but no one seems to have an explanation for it.

Wrong streak counter

The streak counter on your HUD is sometimes inaccurate, which seems to occur e.g. when getting a kill/assist while you are awaiting a respawn.

Streak medals seem to use a different counter and should thus be awarded correctly.

E. Notable Team Scorched Achievements

  • So far, one “I made this for you” medal has been achieved (Naze)
  • Four people have surpassed 100,000 kills (TheZombieReborn, Hiraeth, Naze and uniQ)
  • The Highest win streak is 500 wins (TheZombieReborn)
  • The fastest Seventh Column is 15 seconds from the start of the game (Ravioluuuu)
  • One kinetic weapon kill has been recorded, using the exotic Witherhoard (Sir Mac o Cheez)
  • The fastest ever Team Scorched match was won by Naze, B-2, Spirit of Christmas, TheZombieReborn, Pericythe, and Diabeticrex with a record time of 2 min 47 sec (PGCR)
  • To our knowledge only a few guardians have ever broken 50 kills in a single (solo-queue) match (Naze, No.1 Team Scorched Player, uniQ, SirPsycho222, 上官小伞, AsianKetchup, B4W_KeFiR (k3)) with the all-time record being 55 by Naze

You are mentioned here?

We want you in Scorched Enthusiasts! While everyone who enjoys Team Scorched is invited, you clearly already meet that criteria.

F. Some Historical Things

  • You used to take full damage from slamming into architecture (architecting/misadventure)
  • Air moves such as icarus dash and shatterdive used to be possible. Rest in Peace Shatterdive
  • In  Season 22 the mod Elemental Orbs: Solar created solar pickups which gave everyone easy access to unlimited ammo and quickswitching to your kinetic weapon.
  • The exotic weapon Grand Overture’s blinding effect would seemingly apply to Scorched Cannon shots which then counted as weapon kills. According to Bungie’s API 14 people got a kill with Grand Overture before it was patched in Hotfix 7.0.0.5
  • Team Scorched was added on Aug 24, 2018 into Crucible Labs and later in Update 2.1.0. as an option to private matches
  • Team Scorched matches used to be played until a score of 50 was reached
  • You could generate heavy ammo
  • You used to not be able to rocket jump
  • Crouching was possible
  • Scorched used to be rumble instead of clash

E. How deep does this rabbit hole go?

Cohae, Delta, Retro, Tanticle

More in Vol.2


Meet the contributors

uniQ

Hunter - 111,132 kills

Author and Tester

We The East

Titan - 34,232 kills

Author and Tester      

AsianKetchup          

Hunter - 75,396 kills

Author and Comedian

Naze

Hunter - 105,462 kills

Author and Goat

Ravioluuuu

Hunter - 52,581 kills

Class expert and 7th column farmer

Wolf, The Abyssal Sleeper

Warlock - 78,685 kills

Class Expert

nblock

Titan - 51,349 kills

Coding Wizard

GerbSnail

Titan - 24,557 kills

3D Artist

CrimsonHysteria

Titan - 28,026 kills

Image Acquisition

TheZombieReborn

Titan - 131,198 kills

King of Scorched and SE

Last updated: 25 Dec. 2024

Fly high guardian!

“That’s one of the game modes they actually did a good job with”
GoldExgle

“I’m not playing this stupid shit”
Auzez

“It is the one place where everything is balanced”
Datto

May 2025
-
Episode 3: Heresy

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