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 .
Trail of embers. You leave a line of fire where you walk for 2s, and enemies that step in it catch fire.
Scorched feet. Burning enemies move 15% slower.
Scorched earth. Orb leaves burning fire that deals 20 damage per second. Grows with the waves.
Funeral fire. A burning enemy that dies leaves a patch of fire for 2s that sets alight whatever walks in.
Traits
Hold 3, 5 and 7 different Fire cards for its three tiers. See how traits work .
3 · 5 · 7
3
I Long Burn
Every burn lasts 2s longer.
5
II Flashpoint
An orb hit on a burning enemy sets off the rest of its burn at once, then sets it burning again.
7
Capstone Wildfire
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.
Boost Effect
I Slow Burn Your burns last 3 seconds longer.
II Scorched Earth Burning enemies take +15% damage from everything.
III Kindled Heart Fire 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.
Trail of embers. You leave a line of fire where you walk for 2s, and enemies that step in it catch fire.
Scorched feet. Burning enemies move 15% slower.
Funeral fire. A burning enemy that dies leaves a patch of fire for 2s that sets alight whatever walks in.
Through the smoke. Enemy shots that pass through your ground fire deal 50% less damage to you.
Wider ruin. Every explosion, pulse and shockwave your orb makes reaches 30% further.
Bank the fire. Your ground fire -- Pyre and Firewalk patches and Blazing Trail embers -- lasts 50% longer and spreads 30% wider.
Running hot. Orb damage +2% for each burning enemy on screen, up to +30%.
Fuel for the fire. Burning enemies take 25% more damage from the orb.
The ground remembers. Half a second after each direct hit, the spot detonates for 40% of the damage.
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.
Every 6th throw leaves burning: 2.5x damage and a crater where it lands.
Nothing left behind. Burning deals 50% more damage, but burning enemies never drop health.
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.
Out of control. Fire spreads on its own: twice a second, every burning enemy sets the 2 nearest unburnt enemies within 2 m alight.
Nothing matches the current filters.
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.
← Precision
All families
Frost →
Generated by Tools/wiki/build.mjs from the game's own definition tables. Every
number on this page is dumped out of the source — nothing here is typed by hand twice.
The game's repository is private; this site is published from a separate public one.
This site on GitHub ·
Wiki home