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Flame Hand
Flame Hand
Statistics
Type: Semiautomatic
Quality: B Quality Item
Magazine Size: 100
Max Ammo: 200
Reload Time: 0.0s
DPS: 23.6
Damage: Varying (11.7 on average)
Fire Rate: 0.5
Shot Speed: 23
Range: Infinity
Force: 35
Spread: 0
Class: FIRE
Sell Creep Price: 30 Money
Ammonomicon Entry
2D6 + Int Mod
Sets enemies aflame.

Alben Smallbore, enthralled with the variety of guns he found in the Gungeon, created this spell. Upon casting, the wielder's hand bursts into flame, allowing fireballs to be thrown like bullets.

Flame Hand is a gun that fires fireballs with varying damage that pierce and burn enemies.

The damage dealt by the gun is approximately equal to 2d6 * 1.3846 + 2, which is an average of 11.7 damage per shot. The possible damage values and their frequencies are:

Roll Damage Chance
2 4.769321 2.78%
3 6.153846 5.56%
4 7.538462 8.33%
5 8.923077 11.11%
6 10.30769 13.89%
7 11.69231 16.67%
8 13.07692 13.89%
9 14.46154 11.11%
10 15.84615 8.33%
11 17.23077 5.56%
12 18.61539 2.78%

Notes[ | ]

  • Synergy Hotter Than Heck - If the player has Pitchfork, increases the shot size and damage of the guns by 25%, and grants fire immunity while they are held.
  • Synergy Maximize Spell - If the player also has Chance Bullets or Gungeon Pepper, the Flame Hand turns green, and fires green flames that no longer pierce enemies but leave pools of green fire upon hitting enemies. This green fire does not damage or burn the player, and will burn enemies until they die.
  • Synergy Phoenix Up - If the player has Phoenix, summons a phoenix companion that fires at enemies.
  • When playing as The Robot, the gun deals an extra 1 damage, implying that the Robot has a higher intelligence modifier than other characters.
  • When playing as The Bullet, the gun deals 1 less damage, implying that the Bullet has a lower intelligence modifier than other characters.
  • Due to the high knockback and large size of the fireballs, they can hit the same enemy multiple times.
  • The size of the projectile is proportional to the dice roll result, with bigger balls dealing bigger damage.
  • When a gun is duct taped to Flame Hand, the gun will also start varying in damage and size.
  • Flame Hand deals no damage to Muzzle Wisps and Muzzle Flares.
  • On top of the synergy with Chance Bullets, the Flame Hands multiplier applies to bullets from other guns when shot from the Flame Hand, giving the possibility of massive damage.

Trivia[ | ]

  • Prior to the Supply Drop Update Flame Hand and Pitchfork used to have the same mechanics; Flame Hand did not have varying damage.
  • 2D6 + Int mod is a reference to Dungeons and Dragons
    • In D&D, "2D6" means to roll two six sided dice and "Int mod" to add a character's intelligence modifier.
  • The "Maximize Spell" synergy is another reference to a feat in Dungeons and Dragons, which maximizes all of the variable numeric effects of a chosen spell.
  • The "Phoenix Up" synergy is likely a reference to the item Phoenix Down from the Final Fantasy series of games.
  • The character of Alben Smallbore mentioned in the Ammonomicon entry of this and the Silencer is a reference to Headmaster Albus Dumbledore from the Harry Potter series.
  • The flames turning green is a reference to the long running live play Dungeons and Dragons game Acquisitions Incorporated.

Gallery[ | ]

See also[ | ]

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