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Fire

Burning, explosions and craters.

Starting with Fire

Pick Fire on the circle before a run and the run starts with one of these 4, at random — Fire's weakest cards that a fresh run can be dealt. See choosing a family.

FirewalkFirewalk
Trail of embers. You leave a line of fire where you walk for 2s, and enemies that step in it catch fire.
uncommon
Hot CoalsHotCoals
Scorched feet. Burning enemies move 15% slower.
uncommon
Scorched earth. Orb leaves burning fire that deals 20 damage per second. Grows with the waves.
uncommon
PyrePyre
Funeral fire. A burning enemy that dies leaves a patch of fire for 2s that sets alight whatever walks in.
uncommon

Traits

Hold 3, 5 and 7 different Fire cards for its three tiers. See how traits work.

Fire

3 · 5 · 7
  1. 3
    ILong Burn
    Every burn lasts 2s longer.
  2. 5
    IIFlashpoint
    An orb hit on a burning enemy sets off the rest of its burn at once, then sets it burning again.
  3. 7
    CapstoneWildfire
    When a burning enemy dies, everything within 3 m catches fire, and can spread it again.

Shop boosts

Bought on Fire's panel in the Essence Shop, which shows your two most prominent families.

BoostEffect
ISlow BurnYour burns last 3 seconds longer.
IIScorched EarthBurning enemies take +15% damage from everything.
IIIKindled HeartFire cards deal +20% damage.

Cards

All 15 Fire cards, rarest last. Each one you own makes the others likelier to be dealt.

Scorched earth. Orb leaves burning fire that deals 20 damage per second. Grows with the waves.
uncommon
FirewalkFirewalk
Trail of embers. You leave a line of fire where you walk for 2s, and enemies that step in it catch fire.
uncommon
Hot CoalsHotCoals
Scorched feet. Burning enemies move 15% slower.
uncommon
PyrePyre
Funeral fire. A burning enemy that dies leaves a patch of fire for 2s that sets alight whatever walks in.
uncommon
Smoke WallSmokeWall
Through the smoke. Enemy shots that pass through your ground fire deal 50% less damage to you.
uncommon
Blast RadiusBlastRadius
Wider ruin. Every explosion, pulse and shockwave your orb makes reaches 30% further.
rare
BonfireBonfire
Bank the fire. Your ground fire -- Pyre and Firewalk patches and Blazing Trail embers -- lasts 50% longer and spreads 30% wider.
rare
Heat HazeHeatHaze
Running hot. Orb damage +2% for each burning enemy on screen, up to +30%.
rare
KindlingKindling
Fuel for the fire. Burning enemies take 25% more damage from the orb.
rare
AftershockAftershock
The ground remembers. Half a second after each direct hit, the spot detonates for 40% of the damage.
epic
CombustionCombustion
Burnt out. When a burn goes out on a living enemy, it bursts for the damage that burn dealt (up to 3x the orb's damage), hitting everything within 1.5 m.
epic
CometComet
Every 6th throw leaves burning: 2.5x damage and a crater where it lands.
epic
CremationCremation
Nothing left behind. Burning deals 50% more damage, but burning enemies never drop health.
epic
Volatile CoreVolatileCore
Delayed charge. The first enemy a recalled orb hits on its way back sets it off: 20 damage in a burst around it. Grows with the waves.
epic
FirestormFirestorm
Out of control. Fire spreads on its own: twice a second, every burning enemy sets the 2 nearest unburnt enemies within 2 m alight.
legendary

Build names

Leading with Fire: Blazing Juggernaut, Blazing Marksman, Blazing Glacier, Blazing Tempest, Blazing Walker, Blazing Prism, Blazing Reaper, Blazing Packmaster, Blazing Sentinel, Blazing Virtuoso, Blazing Gambler; alone, a Blazing Adept.

Fire as the runner-up: Kinetic Pyromancer, Deadeye Pyromancer, Frost Pyromancer, Storm Pyromancer, Void Pyromancer, Arcane Pyromancer, Blood Pyromancer, Feral Pyromancer, Iron Pyromancer, Rhythm Pyromancer, Wild Pyromancer.

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