Incendiary Shot

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Incendiary Shot is a two-handed ultimate Ranged ability.

When activated, the player fires an explosive arrow at their target that detonates after 3 seconds, dealing 250% to 350% weapon damage to all targets in a 3x3 area around that target. If the main target is killed before the detonation, no area-of-effect damage will be dealt. For the next 30 seconds, the player also gains 10% adrenaline for every critical hit they perform, which is shown by a +10% Adrenaline on Crit (self status).png icon. The buff will only be granted if Incendiary Shot deals damage (this is determined and the buff is granted upon ability use, not when damage is dealt).

Incendiary Shot's adrenaline buff is not ranged-specific. Melee and magic critical hits also generate bonus adrenaline if the player switches to weapons of those styles. Using Meteor Strike or Tsunami, or recasting Incendiary Shot itself where possible, for example the Kerapac, the bound boss fight with the Time warp ability, refreshes the 30 second timer.

Incendiary Shot is a single hit[note 1] bleed ability and is therefore unable to land critical hits and is unaffected by most boosts.

An advanced use of Incendiary Shot involves using Ability stalling in order to release the ability with Mechanised chinchompas, allowing you to get multiple instances of Incendiary Shot on a cluster of monsters, with each application of Incendiary Shot having its own individual explosion which still damages all adjacent enemies, resulting in the potential for high area of effect damage. This is often called "Chincending"

Unlike normal abilities, damage over time effects are not affected by:
Damage boosting prayers and ancient curses (aside from their accuracy bonus)
Damage boosting abilities: Berserk, Death's Swiftness, and Sunshine (with the exception of Metamorphosis)
Zaros Godsword's special attack
Berserker's Fury relic power
Most invention perks affecting variable damage, including Genocidal, Precise, Equilibrium, and Ruthless
Some items from the slayer (effect) groups, including: tuned Bane equipment, Salve amulet (e), Demon slayer equipment, Darklight
Critical hits
Slayer helmet and its variants
Damage over time effects are only affected by some modifiers, including:
Damage bonus from equipment
Visible combat skill boosts, from potions or other sources
Vulnerability or its lesser form, Curse
Berserker, Reckless, and Maniacal auras - however, while inside the effects of Berserk, Death's Swiftness, or Sunshine, the aura's invisible boost is negated
Mahjarrat and Dark magic auras - regardless of being inside the effects of Berserk, Death's Swiftness, or Sunshine
Among the Dragon slayer, Demon slayer, and Undead slayer effect groups, only the slayer invention perks and slayer abilities affect bleeds
Scrimshaws

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 26 November 2018 (Update):
    • Bleeds no longer deal 1 damage on their first hit in PvP.
  • ninja 29 February 2016 (Update):
    • Incendiary shot now deals damage in a 3x3 area.

Trivia[edit | edit source]

  • The Saradominist and Zamorakian sentries used Incendiary Shot to deal 10,000 damage to any enemy unit that ventured into their god's camp during the Battle of Lumbridge world event.
  • Despite being classified as a bleed, Incendiary shot will not heal Nex during blood phase.
  • If Incendiary Shot is used during Vorago's reflect mechanic, it will damage anyone standing in a 3x3 area around the person being reflected even if they are not being linked.

Notes[edit | edit source]

  1. ^ To clarify, "single hit" means that there is only one single game tick that this ability lands, unlike every other bleed ability.