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Flame Fusion
Flame Fusion
Arcana
ElementFire Fire
TypeStandard
SubtypesProjectile
DescriptionFire off a fireball, followed by a flaming arrow that can be fused to release a burst of arrows!
Damage28, 10, 16 (burn) 12, 28 (burn)
Hit Count6
Knockback15, 25, 25
Cooldown6s
Cost27 Chaos gem
175 Gold
Pool5
Enhanced
DescriptionFusion releases even more arrows!
Damage28, 10, 16 (burn) 12, 28 (burn)
Hit Count8

Flame Fusion is a Standard Fire Arcana in Wizard of Legend

Description[ | ]

Release a slow moving fireball in the direction you are aiming dealing 28 damage, followed by a kick firing a flame arrow which deals 10 damage. Both projectiles inflict level 1 burn.

If the initial arrow and the fireball collide, 5 (7 if enhanced) arrows are released from the fireball in a wide spread each dealing 12 damage and inflicting level 2 burn.

Strategies[ | ]

This is a very "general purpose" arcana as it is both very effective at dealing with groups of enemies and inflicting high damage to a single target.

The optimal range for this arcana just further than point-blank range. Enemies at optimal range will be hit by both the fireball and most of the arrows released, allowing for the highest damage to be dealt.

The arrow fired by the kick can be aimed separately to the fireball by changing the direction you are aiming mid-cast. This allows you to attack enemies that are in different directions if necessary.

Increasing your critical hit chance via Awe Awe, Analytical Monocle Analytical Monocle etc can drastically increase the damage of Flame Fusion as each projectile has its chance to crit calculated separately.

This is a good spell for charging the signature meter while also dealing a good chunk of damage.

Spell combos[ | ]

  • Fading Petal Fading Petal and Gust Burst Gust Burst have great synergy with Flame Fusion as they pull enemies into Flame Fusion's optimal range, allowing them to be hit by both the fireball and the arrows.

Item combos[ | ]

Additional notes[ | ]

  • The highest damage possible for Flame Fusion is 118. This is dealt by the fireball, 1 tick of lv 1 burn, the 5 arrows and a full lv 2 burn (28+1x2+5x12+7x4).
    • This shows an interesting interaction between the different levels of burn, as the lv 1 burn is immediately overridden when lv 2 burn is applied.
  • It may be possible to trigger the burst of arrows if a one player's arrow collides with another player's fireball.
  • Relics that guarantee critical hits such as Singing Bowl Singing Bowl or Covert Ops Mask Covert Ops Mask will only cause the initial fireball to crit. The arrows will not deal critical damage.


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