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Flamea Guide

Flamea

ATK 560 · Power 920 000

Killing the Illusory Legions to break invulnerability, having a Lava Shield when Burning Skies lands, and leaving no Magma Daemon alive.

Before you pull

Flamea is immune to every debuff and impairment except Taunt.

Control heroes do nothing here.

Bring

Tanks2-3 with taunt
Coverage across unit types. You will need counters, see below
Discordmandatory. Burning Skies is a call, not a reaction

Stats

Health800 000

Defense4 500

What you must not do

  • Kill the copies first. Flamea cannot be hurt while they live
  • Bring mixed unit types. Only a type advantage damages a copy
  • Your Lava Shield is once per battle. Assign the carriers before the raid starts
  • Everyone stands on a shield carrier for Burning Skies
  • Leave no Magma Daemon alive. Each survivor is 5% of the boss
  • Shadowflame runs away from the group. Every jump hits 50% harder

The fight, phase by phase

6 phases
1

Burning Illusion: why your damage stops working

Every time Flamea loses 35% of its HP it changes phase and creates Illusory Legions out of 8 random Legions.

  • Copies carry the same Heroes, Artifacts, unit types and attributes as the originals
  • They take more damage, but only a Legion with a type advantage over them can hurt them at all
  • Flamea is Invulnerable for as long as a single copy is alive

So the copies are not a distraction, they are the damage phase. Every point you put into Flamea while they stand is thrown away.

Bring a spread of unit types. A raid stacked into one type will eventually face a copy that nothing present can touch, and the phase simply never ends.

Burning Illusion

Burning Illusion

Each time it loses 35% of its HP, Flamea changes phases and creates Illusory Legions out of 8 random Legions. Illusory Legions have the same Heroes, Artifacts, unit types, and attributes as the original Legions. They take more damage, but only Legions that have advantage over their unit type can deal damage to them. Flamea is Invulnerable while there are Illusory Legions in its Lair.

2

Lava Shield, and the reason it exists

On each phase change, 4 Lava Shields appear along the edge of the Lair.

  • Gathering one grants immunity to all damage for 30 seconds
  • Each Legion can only gather 1 Lava Shield per battle. Not per phase. Per battle

That limit is the trap. A Legion that grabs a shield in the first phase because it happened to be nearby has nothing left for any later Burning Skies. Shields are assigned, not scavenged.

Note on how the shield covers people. The skill text describes it as immunity for the Legion that gathers it. In practice raids report a visible circle around the carrier and everyone inside it surviving, which is also the only reading where four shields can protect a forty Legion raid. Play it that way: the four carriers spread out and everyone else picks a carrier and stands on them. If you have never run this fight, that formation is safe under either reading.

Lava Shield

Lava Shield

When changing phases, Flamea summons 4 Lava Shields along the edge of her Lair. When gathered, the Legion becomes immune to all damage for 30s. Each Legion can only gather 1 Lava Shield per battle.

Burning Skies

Burning Skies

After an extended charge-up, Flamea unleashes raging flames that instantly kill all Legions in its Lair. Legions using Lava Shield are immune to this damage.

3

Burning Skies

After an extended charge-up, Flamea instantly kills every Legion in its Lair.

Legions using a Lava Shield are immune. There is no other counter. No dodge, no range, no wall.

The charge-up is long on purpose. That is your window: call it, everyone gets under a shield, ride it out.

4

Hand of Flamea

Flamea summons Magma Daemons along the edge of the Lair. They cast Flaming Orb (2% of maximum Unit Count near the impact) for 60 seconds.

Every Daemon still alive when the timer ends disappears and restores 5% of Flamea's HP. Four survivors hands back 20% of the boss.

Clear them all before the window closes. This is where a raid loses a fight it was winning.

Hand of Flamea

Hand of Flamea

Flamea summons Magma Daemons along the edge of its lair that cast Flaming Orb for 60s. After this time, any undefeated Magma Daemons will disappear, each one restoring 5% of Flamea's HP.

Flaming Orb

Flaming Orb

Magma Daemon launches a fireball at the target Legion's location, dealing Magic Skill damage to all nearby Legions (2% of the Legion's maximum Unit Count).

5

Ongoing damage

  • Waves of Flame: a forward arc taking 4% of maximum Unit Count per second for 12 seconds, while Flamea slowly rotates in random directions. The safe side does not stay safe. Keep reading it
  • Shadowflame Fetter: marks a Legion for 20% of maximum Unit Count, then the flame transmits to another Legion in range, up to 10 times, gaining 50% damage on every jump. Marked Legions get clear of everyone. The tenth jump is many times the first
  • Rain of Fire: from the third phase onward, a fireball lands on a random Legion every 9 seconds for 15% of maximum Unit Count nearby
  • Magma Eruption: a charge-up, then 20% of maximum Unit Count to everything in melee range, and it repels what it hits
  • Tongues of Flame: when its target is too far away Flamea switches to ranged, 20% of maximum Unit Count around the impact. Keeping the tank close keeps this off the raid
  • Pyromancy and Firefall are forward arcs; Ignition hits everything around it
Waves of Flame

Waves of Flame

After a short charge-up, Flamea deals Magic Skill damage every second to all Legions in a forward arc (4% of the Legion's maximum Unit Count) for 12s. During this process, Flamea slowly rotates in random directions.

Shadowflame Fetter

Shadowflame Fetter

Flamea marks a random Legion. Moments later, it casts Shadowflame at the Legion, dealing Magic Skill damage (20% of the Legion's maximum Unit Count). Shadowflame can be transmitted to another Legion within range, dealing Magic Skill damage. Can be transmitted up to 10 times. Transmission increases damage dealt by 50% each time.

Rain of Fire

Rain of Fire

From its third phase to the end of battle, Flamea summons fireballs from the sky every 9s that land at a random Legion's location and deal Magic Skill damage to all nearby Legions upon landing (15% of the Legion's maximum Unit Count).

Magma Eruption

Magma Eruption

After a short charge-up, Flamea deals Magic Skill damage to all Legions in melee range (20% of the Legion's maximum Unit Count). Damaged Legions are repelled.

Tongues of Flame

Tongues of Flame

When its target Legion is too far away, Flamea switches to ranged attacks, launching a fireball at the target's position and dealing Magic Skill damage to all Legions caught in its blast (20% of the Legion's maximum Unit Count).

Pyromancy

Pyromancy

Flamea unleashes a jet of fire, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 1,200).

Firefall

Firefall

Flamea drops a fireball, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 2,000).

Ignition

Ignition

Flamea ignites a burst of flame, dealing Magic Skill damage to surrounding Legions (Damage Factor 1,000).

6

Healing

1 Healing Manastone appears at every phase change. One per phase, so it goes to whoever needs it most, not to whoever is closest.

Healing Manastone

Healing Manastone

When Flamea changes phases, its Lair produces 1 Healing Manastone. When gathered, it heals a Legion's lightly wounded units.

Reference