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.

First Form: Blazing Chain
Lv 1 8 Stamina/phase 7s+ CD AP 3 / DP 2 4.0 Dmg (+0.3/DEX)
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.

Second Form: Unknowing Fire
Lv 3 16 Stamina 10s CD AP 3 / DP 1 6.0 Dmg (+0.8/DEX)
Straight dash attack for gap closing, chase, or fast repositioning. It is the cleanest way to stay on a target that wants to disengage.

Third Form: Ember Guard
Lv 5 15 Stamina 11s CD AP 3 / DP 5 4.0 Counter (+0.5/DEX)
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.

Fourth Form: Rising Scorching Sun
Lv 10 12 Stamina 12s CD AP 3 / DP 1 5.0 Dmg (+0.7/DEX)
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.

Fifth Form: Blazing Universe
Lv 16 28 Stamina 18s CD AP 4 / DP 2 10.0 Dmg (+1.0/DEX)
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.

Sixth Form: Blooming Undulation
Lv 24 22 Stamina 14s CD AP 2 / DP 3 4.0 Dmg (+0.5/DEX)
Long cone attack with burn and solid protection during the animation. Good for maintaining pressure without standing directly on top of the target.

Seventh Form: Flame Tiger
Lv 37 35 Stamina 20s CD AP 3 / DP 0 3+8 Dmg (+0.6/DEX)
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.

Eighth Form: Rengoku
Lv 50 80 Stamina 30s CD AP 5 / DP 4 15x2 Dmg (+0.1/DEX)
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.
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.