Understand We Are Wildfire
Useful when…
- A Preservation wearer supporting the team through the opening turns of combat.
- A team that benefits from an immediate heal based on each member’s missing HP.
What happens at battle start?
At S1, damage dealt to all allies decreases by 8% for five turns. At the same time, each ally immediately recovers HP equal to 30% of that character’s difference between Max HP and current HP. At S5, the damage reduction is 16% and the restored fraction is 50%, still for five turns of damage reduction. The healing is based on each ally’s missing HP, so an ally at full HP has no missing HP for this formula to restore.
What does its timing mean in practice?
Both benefits are tied to battle start: the healing is immediate, while damage reduction lasts five turns. The supplied effect does not describe repeated healing, a wearer action trigger, or a way to refresh the reduction. It is therefore an opening defensive and recovery effect, not a continuing heal described to activate each turn.
How should it be improved?
Promotion advances the Light Cone through stage 6. Superimposition increases the fraction of missing HP restored and the reduction to damage dealt to allies; the five-turn duration stays the same. Each step consumes one S1 sacrifice copy. Consider duplicate investment when the opening effect is valuable to the team and greater initial recovery or reduction is useful.
How do other Preservation Light Cones differ?
Amber increases the wearer’s DEF and adds more when the wearer is below 50% HP. Concert for Two grants DEF and increases the wearer’s damage per on-field character with a Shield. Day One of My New Life grants DEF and gives all allies All-Type RES after battle entry, with effects of the same type unable to stack. These offer personal DEF, shield-linked damage, or a team resistance effect rather than We Are Wildfire’s opening heal and damage reduction.
Limitations and tradeoffs
- The healing and damage reduction are tied to battle start.
- Healing scales with each ally’s missing HP, so full-health allies receive no recovery from this formula.
- The five-turn duration does not rise with superimposition.
Common mistakes to avoid
- Expecting the healing to recur after battle begins.
- Treating the healing as a fixed amount instead of a fraction of each ally’s missing HP.
- Assuming the five-turn reduction grows with superimposition.






