Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Flame | 1 | 45 | 50 | 105 | 45 | 75 | 9 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 21 | 11 | 17 | 11 | 14 |
250 | 152 | 102 | 157 | 97 | 127 |
Skill Name | SLv | Category | Type Scope Range |
Power | Hit% | Cost | Effect(s) |
Flame I | n/a | Mag. Attack | Flame Foes Long |
65 | 90% | SP6 | 10% chance to inflict burn. (Reduces STR, causes damage over time) |
Will-O-Wisp | 50 | Status Skill | Flame One n/a |
0 | 85% | SP10 | Burn a target. (Reduces STR, causes damage over time) |
Flame Dance | 90 | Mag. Attack | Flame One Mid |
80 | 100% | SP10 | 50% chance to raise the user’s MAG by one stage. |
Reviver | 140 | Status Skill | Flame Ally n/a |
SP20 | Grant an ally auto-revive. | ||
Incineration | 170 | Mag. Attack | Flame One Mid |
130 | 85% | SP18 | 20% chance to insta-kill a target. |
White-Hot Guard | n/a | Auto | Flame One |
Passive | DMG REDUCE: 40% | Raises HIT% and EVD% at the end of each turn. | ||
Noble | n/a | Auto | Light One |
Passive | Slightly increases the value of items dropped by enemies. | ||
Clear Mind | 50 | Auto | Flame One |
Passive | While SP is 50% or higher, gain Flame immunity. | ||
Burning Heart | 100 | Auto | Flame One |
Passive | While HP is 50% or less, magic becomes 1.2x stronger. | ||
Silent Serenity | 180 | Auto | Water One |
Passive | While SP is 50% or higher, magic becomes 1.2x stronger. |
Flame Dance is powered up upon any of the following:
Skill Name | SLv | Category | Type Scope Range |
Power | Hit% | Cost | Effect(s) |
Flame Dance | 90 | Mag. Attack | Flame One Mid |
80 | 150% | SP10 | 50% chance to raise the user’s MAG by one stage. |
Pick her as your starting character or talk to her at Old Tree Manor on the top floor.
5+ party members will require you to battle her before she will join.
12+ party members will require a much more difficult battle, and she will be in the basement.
Flame I’s boosts from Burning Heart and Silent Serenity are impressive, no doubt, and can be stoked even further with the Revenge EX Skill and magic boosting equipment. Reviver is all but mandatory should you choose this risky playstyle, which presents an interesting choice since you may also want to use it to support the rest of the party, too, which cuts in on Flame I’s offensive output.
Although she’s not quite the glass cannon Wind I and Burst I are, she is nevertheless a glass cannon and will need plenty of levels in DEF to keep her standing once enemies start becoming clever enough to target her. Her lack of carrying weight may also prove challenging depending on how you choose to arm her.
Regardless of how fiddly she can be to use optimally, Flame I quite easily earns her keep simply by blasting away the hordes of Steel opponents you will encounter ad nauseam, whether it be with her namesake magic, Quake I, or Flower Shower.
Flame I’s early skills don’t burn through much SP, but that changes in a hurry once she learns Reviver and Incineration, and becomes a greater issue when she acquires her Silent Serenity passive at SL180. This presents yet another dilemma – how to keep her SP topped up? It’s up to you to decide whether it’s worth going all in on magic boosting equipment and using Magic Water or Healing Water (R), or sacrificing precious multipliers in favor of economizing with a Magiplex Bracelet or SP recovery shields.
As with all teammates, be sure not to neglect Flame I’s AGI in the early game, or you are very likely to grow frustrated with how often she misses entire enemy groups despite her best efforts.
May not be the best due to learning most of her magic-boosting skills and powerful attacks late in the game.
What | Why |
Elemental Knife (Earth) | It’s lightweight, hits all foes, and does so with a type that is very effective against many enemies throughout the whole game. |
Sorcerer’s Cane | Has 2 Magic +1.1x multipliers built in, and only takes one Esper shard and a Wooden Catalyst to make. |
Silent Staff | Has 2 Magic +1.1x multipliers built in, and Water III will make short work of Flame foes. Sorcerer’s Cane + a Water gem and you’re in. |
Lady’s Grace: Taoyame | Its variable Grass/Flame type Flower Shower is very powerful and is one of the fastest ways to lay waste to trash encounters. |
Noble Bow | Allows you to enter Flame I’s red zone by buffing STR & MAG and lowering her HP to get Burning Heart working. Also has a skill that negates a foe’s buffs. The one downside is that weight-wise, it’s cutting it fine. |
Orladin Guard | +1.1x magic boost built in, and easy to make from a Small Shield. |
Hexilliam | Restores SP, plus its light weight means it won’t interfere with any other equipment. |
Smart Glasses | +1.1x magic power with zero downsides. |
Choice Specs | +1.3x magic power, if you can tolerate not being able to use items. |
Fairy Doll | A contingency for Flame I’s many inevitable deaths. Not available during your first playthrough, however. |
EX Skill | Why |
Magic Mastery | +1.2x magic power. Flame I needs it. |
Revenge | Another +1.3x while at or below 20% HP. Stacks with Burning Heart. |
Magical Crit+ | A straight upgrade to magic power. |
Type Affinity | More % from Flame I’s fire magic. |
Revival | Compensates for a lack of defensive power, and Flame I needs it since she’ll be living life at low HP. |
Sense Danger | Same as above. |
Affliction | Helps with landing burns and insta-kills. |
HP+ MAG+ DEF+ AGI+ |
STR not needed. |
Tension | If Flame I’s only in your party to use Lady’s Grace: Taoyame to mow down trash fights, give her this EX skill. |
Autoguard | Solely for the goal of triggering White-Hot Guard’s HIT% and EVD% boosts passively. Just keep an eye on her SP as suffering damage while guarding saps it as a matter of course. |