
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.
Flamea is immune to every debuff and impairment except Taunt.
Control heroes do nothing here.
Health800 000
Defense4 500
Every time Flamea loses 35% of its HP it changes phase and creates Illusory Legions out of 8 random Legions.
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
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.
On each phase change, 4 Lava Shields appear along the edge of the Lair.
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
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
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.
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.
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
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
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).
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
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
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
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
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
Flamea unleashes a jet of fire, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 1,200).
Firefall
Flamea drops a fireball, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 2,000).
Ignition
Flamea ignites a burst of flame, dealing Magic Skill damage to surrounding Legions (Damage Factor 1,000).
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
When Flamea changes phases, its Lair produces 1 Healing Manastone. When gathered, it heals a Legion's lightly wounded units.
All 18 skills, lair and alliance, with the full game text