Fire Missile
SKILL_FireMissileAttack · Active Magic Ranged SingleHostile Basic attack
Deal 100% of Magic Attack Power as magic damage to the target and applies 2 Burning for 10 seconds.
Effects & keywords
Burning (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.
Damage
Shown for stock Liana, Fire Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast 96 magic per target
= MAtk 89.3 x 100% x 1.076 crit
Versus benchmark
17.8% of Acid Slogel HP
Damage per second 61.5 per second (at attack speed)
Per cast range 96 direct only, up to 156 per hit target with the full 60 burn damage from one application.
Damage over time Applies 2 Burning = 6 damage/second (3/stack/s x 2 stacks) for 10 s = 60 total per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.8 stacks stay up, for ~38.4/s sustained.
Versus median 1x the median magic active per cast
The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.
Numbers
| Range | 5 |
| Start delay | 1.2s |
| End delay | 0.3s |
| Cooldown | 0s |
| Energy cost | 0 |
| Durability cost | 2 (Primary) |
| Required equipment | Fire Staff |
| Skill points to learn | 0 |
| Required level | 0 |
| Basic attack skill | yes |
| Delay scales with attack speed | yes |
| Can target over walls | no |
| Raw values | 100, 10, 2 |
Range and area

Blue caster; light blue range (5 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.
Skill animation
The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.
