
FIREBALL
ActiveDeals [175/200/225/250/300]% damage to 4 random enemies and has a [50/60/70/80/90]% chance to inflict an additional [50/75/100/125/150]% Burn damage for 5 rounds. If the target is already Burning, deal an additional [25/50/75/100/150]% damage.
Mode Rankings
AoE burn mage with no single-target boss focus. Fireball's 300% to 4 targets is spread too thin for mech's single-boss format. No multi-hit scaling, no energy generation, no team utility.
Part of the burn synergy group (Kotaro, Ruby, Spekkio) but the weakest member for mech. Flame Out's death trigger heals allies but losing a slot for that value is poor mech economy.
AoE burn spreader. Fireball hits 4 targets with 90% burn chance, and already-Burning targets take +150% bonus damage. In multi-fighter Smash brawls, this ramps quickly across the enemy team.
Flame Out's death trigger is actually useful here — scales damage and healing by the number of Burning enemies. Fire's Fury's +40% HP/ATK/Skill DMG provide solid base stats. Decent but not top-tier.
300% base damage is too low for PvP burst. Burn spread takes multiple rounds to ramp, and PvP fights often end before Djinn's DoT strategy pays off. Hot to the Touch's -40% Skill DMG debuff on basics is useful disruption.
Flame Out death trigger can swing fights if enemies are all Burning, but relying on dying to generate value is a losing strategy. Outclassed by faster, more impactful fighters.
Outclassed AoE mage that leans on a death trigger for value. Fireball's 300% to 4 random enemies with a 90% chance to apply Burn provides wave-clearing capability, and the bonus 150% on already-Burning targets rewards sustained fights. Hot to the Touch chips back-liners with extra Burn and a -40% Skill Damage debuff.
Flame Out scales with burning count — at 4 burning enemies it deals 450% × 4 (1800%) to 2 targets and heals 2 allies for 40% × 4 (160%) of Djinn's max HP. But with no CC, no team buffs, no shields, and no Armor Break, his contribution stops at raw damage, and Ruby fills the Kodiak hard-mode mage role far better — Djinn rarely earns a slot.
Secondary Kodiak mage with no role that Ruby doesn't fill better. Fireball's 4-target AoE with burn spread provides supplementary damage and the already-Burning bonus rewards longer fights, but he brings little to the team — no buffs, no heals while alive, no energy generation, no CC.
Flame Out's scaling death trigger (damage and ally healing both multiplied by burning count) can be impactful if multiple enemies are Burning, but relying on death for value is poor sewer economy. Fire's Fury's +40% ATK/HP/SD are self-only. The five core sewer slots are better served by fighters with team-oriented kits.
Outclassed campaign mage that rarely earns a slot. Fireball's 4-target AoE with a 90% Burn chance and bonus damage on Burning targets handles campaign waves adequately, and Fire's Fury's +40% ATK/HP/Skill Damage provides a stat foundation.
Flame Out's death trigger scales when multiple enemies are Burning, dealing 450% per burning enemy to 2 targets and healing 2 allies for 40% per burning enemy of his max HP. But the 300% base multiplier is moderate, no Armor Break limits damage against armored enemies, and no CC leaves him unable to contribute past stage 1500 where crowd control becomes essential. Outscaled by Ruby and most dedicated campaign carries.





