Flame of Blood, Blaze My Path GUIDE
Understand Flame of Blood, Blaze My Path
Useful when…
- A Destruction wearer who deals meaningful damage with Skill or Ultimate.
- A build that benefits from Max HP and Incoming Healing and can handle the Light Cone's HP consumption.
How does the HP cost affect attacks?
At S1 the wearer gains 18% Max HP and 20% Incoming Healing. Using Skill or Ultimate consumes HP equal to 6% of Max HP and increases that attack's damage by 30%. If the consumed HP is greater than 500, that attack receives another 30% damage increase. At S5 the listed bonuses are 30% Max HP, 40% Incoming Healing, 8% Max HP consumed, and 50% plus a further 50% damage increase when the 500 HP threshold is exceeded. If current HP is insufficient, the effect reduces current HP to 1.
Who should consider it?
It suits a wearer whose Skill or Ultimate is an important source of damage and whose Max HP can make the consumed amount exceed 500. The extra damage condition compares the amount consumed with a fixed 500 HP threshold; it is not an enemy HP condition. Incoming Healing is a separate stat bonus, not a reduction to the HP that the Light Cone consumes.
Manage its risk and investment
The effect can leave the wearer at 1 HP when they lack enough current HP to pay the cost, so account for current health before using Skill or Ultimate. Promotion raises the Light Cone's level. Superimposition increases HP, Incoming Healing, HP consumption percentage, and damage bonuses; each step consumes another copy. Higher ranks improve both benefit and the size of the HP cost.
Alternatives with different conditions
A Secret Vow gives general damage and an additional bonus against enemies whose current HP percentage is at least the wearer's. A Thankless Coronation grants CRIT DMG and Ultimate-triggered ATK, with additional conditions tied to maximum Energy. A Trail of Bygone Blood grants CRIT Rate and boosts Skill and Ultimate DMG. These do not share this Light Cone's self-HP cost and should be judged by their own triggers.
Limitations and tradeoffs
- Skill and Ultimate use costs HP and may reduce the wearer to 1 HP.
- The additional damage tier requires consumed HP greater than 500.
Common mistakes to avoid
- Ignoring the possibility that activation drops the wearer to 1 HP.
- Assuming the 500 threshold checks the wearer's remaining HP rather than HP consumed.
Effects and reference details
Vista · Superimposition
The passive activates only on a wearer following Destruction. Each additional rank uses a duplicate or its designated special material.
S1 Increases the wearer's Max HP by 18% and Incoming Healing by 20%. When using Skill or Ultimate, consumes HP equal to 6% of the wearer's Max HP and increases the DMG dealt by this attack by 30%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 30%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
S2 Increases the wearer's Max HP by 21% and Incoming Healing by 25%. When using Skill or Ultimate, consumes HP equal to 6.5% of the wearer's Max HP and increases the DMG dealt by this attack by 35%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 35%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
S3 Increases the wearer's Max HP by 24% and Incoming Healing by 30%. When using Skill or Ultimate, consumes HP equal to 7% of the wearer's Max HP and increases the DMG dealt by this attack by 40%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 40%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
S4 Increases the wearer's Max HP by 27% and Incoming Healing by 35%. When using Skill or Ultimate, consumes HP equal to 7.5% of the wearer's Max HP and increases the DMG dealt by this attack by 45%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 45%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
S5 Increases the wearer's Max HP by 30% and Incoming Healing by 40%. When using Skill or Ultimate, consumes HP equal to 8% of the wearer's Max HP and increases the DMG dealt by this attack by 50%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 50%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
References and version
Game data version: 4.6.0
Technical source data for verification
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