Fire's attacks have no apparent weaknesses besides being heavily hampered by water. All Fire attacks inflict the Burn effect and significant damage. Firestorm [X] is one of the most powerful ultimates in the game if all projectiles hit the desired target and has a fairly unique [E], a special [R], and a more or less useful [F] that is similar to Wind Magic's Gale Volley.
The consumption values listed are the base amount. To calculate the amount consumed, it is the base consumption multiplied by the player's tier level with the move. To check tiers, scroll past the M section.
The user launches a large ball of fire forwards that explodes on impact and applies the Burn status.
Magic Level 1+
The user punches an enemy into the air and then leaps upwards. The user then ignites their leg with a Fire Magic Circle, and frontflip-kicks the enemy/victim down to the ground and applies Burn. If the strength is higher than the mob/victim it will KO .
Strength Level 11+
The user summons condensed flames into their fist, and then punches the ground, causing a fiery explosion and damaging anyone nearby and inflicting Burn.
Magic Level 32+
The user repeatedly punches a single enemy with flaming fists, then launches their target forwards, applying the Burn effect to the foe. If strength is higher than the mob/victim it will KO.
Strength Level 62+
The user creates a fragile wall of flames in front of themselves. The shield breaks after withstanding a certain amount of hits. Wind attacks wear down the barrier extremely fast while Water attacks instantly dispell it.
Magic Level 77+
The user creates a large magic circle in front of themself and sends a continuous barrage of fireballs outwards, applying strong Burn.
Tiers are solely based on the player's stat level and if Fire is the player's Second Mind Magic, all tier levels will be bumped up by 99 Magic/Strength/Generic Levels.
The only exception is if Fire is also the player's First Magic, in which case the Second Magic Fire will have every move unlocked instantly and identical tier levels as the first.
Second mind' tier level are the respective first mind's tier level with a 100 stat higher requirement(for example : first mind's tier 3 Fireball is 121, so the second mind's tier 3 fire ball is 221)
[Q] Fireball Tier Levels
Tier 1: 1-60 Magic Level
Tier 2: 61-120 Magic Level
Tier 3: 121-240 Magic Level
Tier 4: 241-360 Magic Level
Tier 5: 361-480 Magic Level
[E] Flame Splash Tier Levels
Tier 1: 11-70 Strength Level
Tier 2: 71-130 Strength Level
Tier 3: 131-250 Strength Level
Tier 4: 251-370 Strength Level
Tier 5: 371+ Strength Level
[R] Fire Field Tier Levels
Tier 1: 32-91 Magic Level
Tier 2: 92-151 Magic Level
Tier 3: 152-271 Magic Level
Tier 4: 272-391 Magic Level
Tier 5: 392+ Magic Level
[F] Burning Soul Tier Levels
Tier 1: 62-121 Strength Level
Tier 2: 122-181 Strength Level
Tier 3: 182-301 Strength Level
Tier 4: 302-421 Strength Level
Tier 5: 422+ Strength Level
[Z] Fire Barrier Tier Levels
Tier 1: 77-136 Magic Level
Tier 2: 137-196 Magic Level
Tier 3: 197-316 Magic Level
Tier 4: 317-436 Magic Level
Tier 5: 437+ Magic Level
[X] Firestorm Tier Levels
Tier 1: Level 100-160
Tier 2: Level 161-220
Tier 3: Level 221-340
Tier 4: Level 341-460
Tier 5: Level 461+
If inflicted with Burn, jumping into a body of water will instantly cancel out the Burn status.
Flame Splash is useful for gaining height tactical advantage in a fight.
If the opponent is K.Oed after using Flame Splash, one could use the special ability of all of their weapons in quick succession. This will easily kill most mobs, and low level players, along with applying several status effects.
Alternating between Flame Splash and Fireball. Fire Field and Firestorm can also be used after Flame Splash.
Any Water move inflicts the Soak status, effectively removing the Burn status from players hurt by the move. (need confirmation if it works with party members)
Fire Field removes the Bleeding status from the user and any other player in range possibly by cauterizing it; however, it does NOT remove the chances of Infection occurring. It also does remove bleeding from party members if party damage is off.
Firestorm is an extremely useful move for farming. For example, at Alalea one could spawn in any of the guard captains with any number of Alalean Guards, save for Arsen, and take most of them out with a single fully charged Firestorm or dropping Theos ' health significantly.
Fire is the first ever magic to be added into Arcane Adventures.
Flame Splash is possibly a reference to Sanji, a character from the anime One Piece. One of his moves, "Collier Shoot", kicks his enemies to the ground, and when mixed with his "Diable Jambe" technique, which lights his leg on fire.
There were additional moves that were soon removed from Arcane Adventures.
Burning Aura: A defensive skill that creates a flame shield around them lasting for 30 seconds.
Fire Pillar: Fire is spewed into the air, which then rains back down.
Armored Flames: A power-up attack that increases magic power and lasts for 30 seconds. Other magic skills while Armored Flames is active are more powerful.
Armored Flames - Legendary Flare: A "compressed blast of Armored Flames" is shot and will explode a second after impact with a surface.
Firestorm's projectiles can collide with other magic projectiles, making way for the rest of the fireballs to get past (if your attacks are stronger than the enemies' attacks).
Theos uses "Dragon Flame Pillar" during the boss fight, a fire magic move which may be given to the player in later updates.