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Flame Breathing

Flame Breathing is a momentum style. Every technique you land makes you stronger, faster, and cheaper to operate. Let the pressure drop and you lose everything. This style rewards aggression and punishes hesitation.

Forms

Blazing Chain

First Form: Blazing ChainLv 1

Multi-phase combo and the engine of the whole style. It can chain through several inputs in one sequence, builds Battle Aura quickly, and sets the pace for the rest of the fight.

Stamina8/phase
Cooldown7s+
PriorityAP 3 / DP 2
Damage4.0 +0.4/DEX

Unknowing Fire

Second Form: Unknowing FireLv 3

Straight dash attack for gap closing, chase, or fast repositioning. It is the cleanest way to stay on a target that wants to disengage.

Stamina16
Cooldown10s
PriorityAP 3 / DP 1
Damage6.0 +0.9/DEX

Ember Guard

Third Form: Ember GuardLv 5

Parry technique with high defensive value. A successful parry grants a brief safety window, a counterattack, and extra Battle Aura. A failed one roots and silences you, so mistiming it is expensive. Use it when you have a clean timing read, not as a panic button.

Stamina15
Cooldown11s
PriorityAP 3 / DP 5
Damage4.0 Counter +0.6/DEX

Rising Scorching Sun

Fourth Form: Rising Scorching SunLv 10

Upward slash that launches and silences. It is one of Flame's cleanest combo extenders because the silence blocks retaliation while the target is still in the air.

Stamina12
Cooldown12s
PriorityAP 3 / DP 1
Damage5.0 +0.8/DEX

Blazing Universe

Fifth Form: Blazing UniverseLv 16

Heavy jump slam with strong burst and control. It roots, silences, and burns, making it one of Flame's best punish tools once you already have momentum.

Stamina28
Cooldown18s
PriorityAP 4 / DP 2
Damage10.0 +1.1/DEX

Blooming Undulation

Sixth Form: Blooming UndulationLv 24

Long cone attack with burn and solid protection during the animation. Good for maintaining pressure without standing directly on top of the target.

Stamina22
Cooldown14s
PriorityAP 2 / DP 3
Damage4.0 +0.6/DEX

Flame Tiger

Seventh Form: Flame TigerLv 37

Ranged projectile and Flame's main way to threaten from distance. You are exposed while casting it, so it works best from cover or when the target is already busy.

Stamina35
Cooldown20s
PriorityAP 3 / DP 0
Damage3+8 +0.7/DEX

Rengoku

Eighth Form: RengokuLv 50

Charged ultimate that climbs through multiple power tiers as you hold it. At full build-up it becomes the style's hardest-hitting finisher. Strongest when your aura is already online — build momentum first, then cash it out.

Stamina80
Cooldown30s
PriorityAP 5 / DP 4
Damage15x2 +0.1/DEX

Passive: Battle Aura

Flame's passive stacks up over the course of a fight. You gain +1 stack every time a technique hits an enemy. Basic sword swings do not count -- only technique hits.

Stat Per Stack At Max (20 Stacks)
Damage +2% +40%
Stamina Cost -2% -40%
Cooldown Reduction -1% -20%

Stack Maintenance

Stacks stay alive as long as you keep fighting. Two actions refresh the decay timer:

  • Landing a technique hit
  • Receiving damage from an enemy

If neither happens for 3 seconds (60 ticks), decay begins. You get a 1-second warning phase before stacks start dropping.

Decay Rules

Decay hits harder the longer you stay idle:

Decay Event Stacks Lost
1st 1
2nd 3
3rd and beyond 5

The decay chain resets the moment you gain a new stack. One technique hit stops the bleeding and starts you fresh.

Visual Feedback

Your character's eyes glow with increasing intensity: +5% brightness per stack, reaching 100% glow at 20 stacks. Particle effects around you also scale with stack count. Experienced players will read your aura and know exactly how dangerous you are.

For the configurable values of each Flame Breathing form, see Technique Balance.