Fire & Flames

"“The land around you blazes with the fury of the Mighty Flame King, now discover the full might of the Infernal Emperor, Flegómeni Apotéfrosi, and his burning heroic passion to scorch the world with the power of the Blazing Red Desert Empire!” Shouts the wielder of Fire & Flames, the fire magic of an ancient faraway realm."
- Ingame description of Fire & Flames
Fire & Flames is a Level B Fantasy Tube present in Tube Wars. It is obtained by using the Button of Fire at Avid Rank or higher as a Human. 
Fire & Flames is a fairly balanced Tube that focuses on burning effects to whittle down opponents. While its damage may seem underwhelming at first, the additional burn damage applied afterwards bumps up the total damage enemies may receive by a lot. This means that strategy is everything with this Tube's moves, and Tubes that are resistant to burning damage may be at a severe advantage against it in battle. There are also many moves with defensive and zoning capabilities, ensuring most rivals cannot escape or attack without taking damage. If you want to get some good damage in no matter what, Fire & Flames is an ideal choice.
==Strengths & Weaknesses==
Strengths	Weaknesses
* Lots and lots of burn and splash damage
* Good energy & stamina pools
*Can deflect projectiles of certain attributes
* Has several ways to increase the user’s damage
*Good at both offense and defense, as well as some mobility
*Lots of projectiles
*Has a mega skill that works at any range	
*Heavy reliance on burn damage means that Tubes with burning immunity will be at a severe advantage
* Windups
*Several moves lock the user in place or otherwise leave them wide open
*Struggles in the air
*Tubes with non-flammable Liquid or most Cold attributes will be at a great advantage
==Background Info==
Fire & Flames is the Tube of Flegómeni Apotéfrosi, known by his alias "Burning King of the Desert", who once journeyed through the Blazing Red Desert Hell to reach the Pyramid of Pride and kill the demon king Cerberus, saving the Alnaar Outpost from the demon king's rampage and sending him back to his prison in hell. However, legend has it that he wasn't done with Cerebus yet; he then paid a visit to hell and, through another intense battle, condemned him to an eternal existence in cremation, burning alive forever and unable to leave his hell any once more. Soon, he became somewhat known as a hero by the local inhabitants of the desert, who called him King of the Blazing Red Desert. He claims that he only uses his power to extinguish all evil that step upon his land in a fair judgment depending on their level of sin; from pure offensive power to scorching the landscape along with the victim, recklessly, and sometimes in a rather explosive manner, swearing an oath to defend his people and let his flames light their way out of the darkness. Unfortunately for everyone else, this king is rather... poor at properly judging the sin of individuals from other universes, not to mention his habit of destruction.
Flegómeni is introduced in Tube Wars; specifically, in the Reality 76685 scrolls that offer information about the characters originating from this reality. Here, it is described that in the red deserts of the Alnaar Kingdom, he was challenged by Cerebus' son, Cerebon Sogma K. Kasa. During the battle that followed, Flegómeni Apotéfrosi accidentally discovered a spaceway to Pararealm by infusing his powers with the souls of passion and courage in an attempt to repel the Raider, which did work... to an extent. Cerebon was merely thrown back while the so-called king disappeared. Now lost in a new world along with many others, Flegómeni is furious, and hearing that Cerebon charged through many thousand stars, including the sun of his home solar system, and absorbed all of their power, destroying them all in the process, has made him go almost berserk with fury. Now, he wants nothing more than to find Cerebon, knowing that he can shapeshift and, apparently, now has a team of lesser beings at his service, and knowing absolutely nobody, he doesn't care who he incinerates along the way.
The Tube around the wielder’s arm resembles five rings of fire surrounding their left arm, with the one at the back, near the shoulder, being bigger than the other five. When summoned, 3 Flare Wisps appear and orbit around the player, each one representing one of the Tube's specials; one has the color set of Glory of Prometheus and has a bright glow, the second has the colors of Helium Gas Explosion and gives off dark red smoke, and the third has the color scheme of Hell’s Funeral, and has a more intense flame effect. The player also gains a fire aura with a sparkling glow, surrounded by ash clouds within 3 studs of them and with their hands engulfed in flames. 
Glory of Prometheus can form two weapons that commonly appear in its moves: An Sacred Flame Blade that appears on their arm, taking the form of a large, curving blade vaguely shaped like a flame, and an Alnaar Shield that appears on their fist, resembling a fiery circle with a flame symbol in the center.
==Basic Attacks & Skills==
===Passive: Flare Wisps===
The 3 Flare Wisps orbiting around the player are not for just visual effects; they act as volatile objects that burst into small, flaming explosions when an enemy touches or hits them, dealing 20 → 39 Energy Heat damage and protecting the user from being damaged by projectiles or melee attacks. Each explosion creates a 10-stud circle of flames on the ground around it for 2 seconds, dealing 5 → 9.75 burn damage overtime. Once a wisp is used, it will be absent for 15 seconds before it reappears. When all 3 Flare Wisps are used up, 1 Glowing Wisp will appear once one of them recharges, increasing the wisps’ power by 5% for 2 minutes (Stacks). The user can have a maximum of 20 Glowing Wisps.
===LMB (Before Lv. 375): Flaming Punch===
User cycles between 5 close range punches with fists wrapped in flames, each dealing 45 → 51 Energy Heat damage (52 → 58 on critical hits). Has a 35% chance of igniting the opponent for 2 seconds, dealing 3 → 4.5 burn damage over time (12 → 18 total burn damage).
=== LMB (After Lv. 375): Flaming Blast Punch===
User cycles between two close range jabs with burning fists, each creating a small, 55 → 71 Energy Heat damage (63 → 79 on critical hits) explosion on hit that knocks enemies back slightly (Even if they are blocking). Has a 50% chance of igniting the opponent for 2 seconds, dealing 5 → 9 burn damage over time (20 → 36 total burn damage). Has double the cooldown of a normal punch.
===LMB (Hold) (After Lv. 375 if Glory of Prometheus is unlocked): Sacred Flare Slash===
User charges up a Sacred Flame Blade on their left arm for up to 0.5 seconds before performing a quick forward swing, creating a wide, close range flame slash that deals 58 → 74 Energy Heat damage (66 → 82 on critical hits). Has a 25% chance of igniting the opponent for 3 seconds, dealing 7 → 11 burn damage over time (42 → 66 total burn damage). Any burning, flammable or fire-based projectiles that the slash hits will be bounced away. 
===LMB (Clash) (After Lv. 375 if Helium Gas Explosion is unlocked): The Combustible Flame===
Causes an explosion that knocks the enemy the user clashed with (And any within 10 studs of them) away, dealing 60 → 76 Energy Heat damage (68 → 84 on critical hits) and leaving a 10-stud diameter crater filled with fire for 3 seconds, which deals 7 → 11 burn damage over time to enemies standing in it.
===RMB: Shattering Flare/Sacred Flames of Judgement/Flamethrower===
User cycles between the following moves upon click: 
* Fires a spread of 5 tiny fire bolts from their palm, which spread apart from one another and explode into 10-stud diameter spots of flames for 2 seconds upon impact, dealing 25 → 44 Energy Heat damage by themselves (30 → 49 on critical hits) while the flames deal 3 → 7.75 burn damage over time to enemies who stand within them (12 → 31 total burn damage). The amount of bolts fired increases to 12 fire bolts at Grade 2 (Lv. 250), then to 20 at Grade 3 (Lv. 375), densifying the band encircling the front of the user from which the bolts are fired with each new Grade achieved.
*Rapidly fires three 5-stud diameter fireballs, each dealing 8 → 9.5 Energy Heat damage (14 → 17.5 on critical hits), passing through enemies, and attempting to home in on them once they’re close enough. On impact with a solid object or surface, the fireballs explode into short, 6-stud diameter pillars of fire that each deal 2.5 → 7.25 Energy Heat damage over time (5 → 9.75 total damage each) before disappearing after 1 second.
*Fires a single large fire bolt from the tips of their hands, dealing 20 → 39 Energy Heat damage upon impact initially, then cracking into a split second flurry of fire slashes within a 16-stud diameter area around the impact zone, dealing 2 → 3.9 Energy Heat damage per tenth of a second (10 → 19.5 total damage dealt by the flurry).
=== Q (After Lv. 325): Firewall===
User engulfs themself with a with a short, 6-stud diameter flame pillar for the first 0.75 seconds of blocking, destroying most projectiles that hit it while pushing enemies that touch it away and dealing 2 → 6.75 Energy Heat damage per fifth of a second over a split second (10 → 33.75 total damage). After happening once, it cannot happen again for 4 seconds.
===Q (If Glory of Prometheus is unlocked): Prometheus' Soul===
If blocking for 5 seconds without being attacked, a single Glowing Wisp will form, even if at least one Flare Wisp is present. Once initiated, another Glowing Wisp will appear every 2.5 seconds after the first one. The wisps will only start their durations after the user stops blocking (Blocking again afterwards will not pause their durations).
=== Double WASD: Feet on Fire===
For the first second of sprinting (Only if it begins with a dash sprint), the user leaves a 4-stud diameter trail of flames behind them as they move, which lasts for 2 seconds per segment and will deal 2 → 6.75 burn damage over time to enemies who stand in them. Otherwise, there are no special effects for sprinting.
===Double Spacebar: Burning Angel===
User creates wings made of fire on their back, ascends off the ground and can fly around slightly faster than their walking speed. Hold the spacebar to rise higher, and Shift to descend downwards. While moving, the user leaves a trail of harmless rings of fire behind them. This Tube is incapable of fly sprinting.
== Glory of Prometheus ==
Glory of Prometheus is Fire & Flames' first Special. It allows the user to manipulate fire in a smooth, graceful and focused manner, providing more stable spells and more control over their magic. Many moves are useful for defending oneself from attacks, as well as dishing out damage themself.
===1: Prince of The Flame===
User summons a single glowing flare wisp, which then immediately shoots into their left arm, becoming a Sacred Flame Blade. With it, they slash the air in front of them three times, sending a fire slash projectile with each swing. Each slash deals 20 → 39 Energy Heat damage (28 → 47 on critical hits) and ignites enemies hit for 2 seconds, dealing 2 → 6.75 burn damage overtime (10 → 33.75 total burn damage). The slashes will also destroy certain projectiles that hit it. After firing the three slashes, the user slams the blade downwards onto the ground in front of them, firing a large fire bolt that travels a shorter distance than the slashes, but moves twice the speed, resulting in a 25-stud explosion on impact that deals 30 → 49 Energy Heat damage (38 → 57 on critical hits). At Grade 2 (Level 250), the slashes are fired faster and a fourth is fired, and at Grade 3 (Level 600), they’re fired even faster with a fifth following behind, and the end firebolt leaves a 4-stud wide trail of flames on the ground over which it travels that lasts 4 seconds per segment. {Cast Time: 2.5 sec. | CD: 6 sec. | Energy Cost: 65}
=== Z: Burning Justice===
Trademark Technique. User’s arms burst into flames, temporarily boosting the damage of all their melee attacks by 10 → 30 for 12 seconds, as well as imbuing them with an ignition passive, causing them to inflict a 1.5 second burning effect onto enemies, dealing 2 → 6.75 burn damage overtime. While this skill is active, 3 → 7.75 thorns damage is dealt to any enemy who lands a melee attack on the user on a 75% chance per hit, and any burnable object that they touch (That can be affected) will be destroyed. {Cast Time: 0.5 sec. | CD: 30 sec. | Energy Cost: 80}
===X: Flames of Passion===
Requires Level 250 to use. User’s 3 Flare Wisps split into 9 smaller fire orbs that orbit around them at a quicker pace. They act mostly the same, except they each deal 6 → 8 Energy Heat damage instead (14 → 16 on critical hits) and will not disappear when exploding (Each orb has a 1.5 second cooldown before it can explode again). After 10 seconds, the orbs will combine back into normal Flare Wisps. {Cast Time: 1 sec. | CD: 25 sec. | Energy Cost: 70}
===C: Prometheus' Judgement===
Requires Level 600 to use. User’s body begins to brighten with orange light as they float into the air. Then, after 5 seconds, they will unleash a giant, yet harmless explosion of fire as they drop back down to the ground, their skin and accessories glowing bright orange and every body part of theirs emitting intense flames. In this state, all their stats are increased by 50%, all burn damage dealt is doubled, and all cooldowns are cut in half. Any enemies who come within 7.5 studs of them will be dealt 4 → 8.75 burn damage over time. Some moves are replaced with more powerful versions as well, as seen below. All of this lasts for 20 seconds before the user cools down and returns to normal. {Cast Time: 5 sec. | CD: 120 sec. | Energy Cost: 250}: 
*Volatile Flames (Passive) - User has now 2 additional Flare Wisps, which regenerate instantly and can now be used for long-ranged attacks. 
**LMB: While attacking, the wisps have a 30% chance to fire at the target as explosive projectiles. Each wisp deals 30 → 43.5 Energy Heat damage (38 → 52 on critical hits) and has a 50% chance to burn the opponent for 3 seconds, dealing 4 → 8.75 burn damage overtime.
**RMB: While attacking, the wisps will fire a large fireball that explodes on impact, dealing 30 → 43.5 Energy Heat damage (38 → 52 on critical hits) and leaving a 17-stud circle of 4 second flames, dealing 4 → 8.75 burn damage overtime.
*Sacred Torch (1) - The number of fire slashes fired in the initial attack is increased to 4, and the range in which they can travel is increased by 10%. Each slash now deals 30 → 58.5 Energy Heat damage (38 → 67 on critical hits). The size, range and explosion radius of the firebolt attack is increased, and it now deals 45 → 73.5 Energy Heat damage (53 → 82 on critical hits).
*Prometheus' Shield (Z) - User gains an Alnaar Shield on their left fist, deflecting certain projectiles that hit them from the front. All attacks P-blocked will set the attacker on fire for 4 seconds and knock them away with a 6-stud explosion, dealing 20 → 43.5 Energy Heat damage (28 → 52 on critical hits) and leaving a small circle of flames on the ground for up to 6 seconds, dealing 4 → 8.75 burn damage overtime.
* Prince's Flamethrower (RMB Click 3) - Fires an additional 3 firebolts which have a 20% increased critical chance. Each bolt deals 30 → 43.5 Energy Heat damage by itself (38 → 52 on critical hits), while each slash flurry deals 3 → 10.125 Energy Heat damage per fifth of a second (15 → 50.625 total damage dealt by the flurry).
*Bright Justice (X) - Duration extended by 5 seconds. Each explosion deals 9 → 12 Energy Heat damage (17 → 20 on critical hits), and the flames deal 10 → 19.5 burn damage over time (50 → 97.5 total burn damage). Any enemy KO’d by the flames will explode as they are defeated, dealing 65 → 74 Energy Heat damage to any other enemies hit (73 → 82 on critical hits) and leaving a 12-stud circle of flames behind for 5 seconds, dealing 4 → 8.75 burn damage over time to enemies stepping on them.
*Unyielding Passion (Passive (Glowing Wisps)) - Any Glowing Wisps the user had when they transformed will stick around until they turn back to normal, and will now fire tiny firebolts at any enemies within 30 studs of the user. Each wisp fires one firebolt every half second, and each firebolt deals 12 → 21 Energy Heat damage (20 → 29 on critical hits).
==Helium Gas Explosion==
Helium Gas Explosion is Fire & Flames' second Special. It allows the user to manipulate fire in a more unstable, reckless and explosive manner, such as combustion. It lacks much burning damage, but deals more base damage than the rest of the Tube’s Specials.
===2: Combustible Fists===
User Locks in place, forms 2 helium gas bubbles over their fists, and leaps towards the targeted area after a second, summoning forth a 15-stud diameter column explosion upon impact that deals 60 → 79 Energy Heat damage (68 → 87 on critical hits). At Grade 2 (Level 325), they can leap a second time by using the move again after landing before it enters cooldown, though this will take more energy to do. Grade 3 (Level 450) allows a third leap. {Cast Time: 1.5 sec. | CD: 7 sec. | Energy Cost: 40 (+25 per each additional leap)}
===3: Raging Red===
User turns the flames on their fists red, charging up for a second before slamming them together, creating an explosion that deals 55 → 74 Energy Heat damage (63 → 82 on critical hits) and knocks enemies away. The blast will also launch a large flame spear projectile that travels a medium distance and penetrates most shielding attacks, dealing 60 → 79 Energy Heat damage on impact (68 → 87 on critical hits) and leaving a 10-stud circle of flames behind after its explosion, dealing 2 → 6.75 burn damage over time. {Cast Time: 1 sec. | CD: 7.5 sec. | Energy Cost: 70}
===4: Helium Combustion===
User brings their hands together and forms a fire-filled helium bubble that slowly begins to expand if charged for up to 3 seconds. The bubble is then launched as a fairly slow moving projectile that breaks into 12 10-stud explosions within 20 studs around its impact site (1 explosion in a random location every sixth of a second), with each explosion dealing 15 → 34 Energy Heat damage (23 → 42 on critical hits) and applying a 3 second heavy gray fog effect to enemy player’s screens (Does not stack). Charging makes the bubble larger and increases the number of explosions by 1 per half second charged (For a maximum of 18 explosions). At Grade 2 (Level 500), the bubble grows faster, and its maximum size increases to 15 studs in diameter. As a result, its area of effect is sized up by 5 studs, and the maximum amount of explosions added per half second to 2 (Thus increasing the maximum amount of explosions to 24). {Cast Time: 1 sec. (Uncharged) | CD: 10 sec. | Energy Cost: 85 (+15 per second charged)}
===5: Hellblaze===
Requires Level 450 to use. User locks in place and assumes a charging pose with their palms grasping an orb that slowly turns into a huge helium gas bubble, which they soon begin carrying over their head (This animation cannot be interrupted until the bubble reaches its maximum size). By the time 3.5 seconds have passed, the bubble will be about 20 studs in diameter, and the caster can carry it around wherever they move at the cost of their movement speed being reduced by 75%, and being unable to jump or ascend. Upon clicking with the bubble present, they will launch the bubble as a high speed projectile that explodes upon impact with anything, dealing 260 → 300 Energy Heat damage (Incapable of critical hits) and combusting into a 35-stud ring of flames that lasts for up to 10 seconds, dealing 3 → 7.75 burn damage over time. The bubble will explode in the user’s hands if it takes more than 50 damage. Energy regen is paused while charging and holding the bubble. {CD: 85 sec. | Energy Cost: 175}
==Hell's Funeral==
Hell's Funeral is Fire & Flames' third Special. It allows the user to ignite flames upon anything without using their hands, making anything and everything around them burn. 
===6: Deadly Wildfire===
User’s eyes gain a bright red glow and they lock in place as 16 7.5-stud explosions simultaneously erupt in random places within 30-studs of the user, each dealing 25 → 44 Energy Heat damage (33 → 52 on critical hits) and leaving a circle of 3 second flames, dealing 2 → 6.75 burn damage over time. If any enemy is KO’d by this attack, they will explode in a 15-stud burst of fire, dealing 50 → 69 Energy Heat damage to anyone hit (58 → 77 on critical hits), leaving the area on fire for 4 seconds. This move has a 0.75 second windup, and the locations of the explosions are telegraphed by glowing orange spots on the ground. The range of the move is increased to 40 studs at Grade 2 (Level 250), increasing the number of explosions to 20, and then to 50 studs at Grade 3 (Level 450), increasing the number of explosions to 26. {Cast Time: 1 sec. | CD: 10 sec. | Energy Cost: 65}
===7: Soul Incineration===
User summons a 10-stud diameter, flaming sigil on the ground that will slide along the ground as it follows their cursor for 10 seconds before vanishing. Any enemies standing on the sigil receive 2.5 → 7.25 Energy Heat damage over time, able to deal up to 50 → 145 damage in total. If affecting an enemy below 25% health, its duration will be paused until the enemy leaves the sigil or until they are KO’d. Upon securing a KO, it will leave a 10-stud circle of flames where it was when the victim fell, lasting for 4 seconds and dealing 4 → 8.75 burn damage to other enemies over time. Note that the sigil will only deal damage to enemies on the ground above it, and it doesn’t exactly stick to the cursor; it follows after it at a decent speed. Other moves can be used while this one is active. {Cast Time: 1 sec. | CD: 15 sec. | Energy Cost: 80}
===8: Ashspark Minefield===
Requires Level 400 to use. User launches 10 bouncing sparks into the air around themselves in random directions, traveling away from the user slowly at first, then picking up speed with each bounce until they disappear after 2 seconds. Direct hits will deal 25 → 40 Energy Heat damage (33 → 48 on critical hits) and create a spreading circle of flames that starts at 3 studs in diameter, then (Over 4 seconds) grows up to 15-studs in diameter, staying so for another 3 seconds before finally disappearing, dealing 3 → 7.75 burn damage over time to enemies standing in them. The sparks will also create these in the last places they touch. 16 sparks are launched instead at Grade 2 (Level 600) {Cast Time: 0.5 sec. | CD: 17 sec. | Energy Cost: 60} 
=== 9: Hell's Execution===
Requires Level 600 to use. User emits rapid sparks from their left eye while zooming into 1st Person; showing up on their screen is a reticle which targets whatever enemy the cursor hovers over. After 7 seconds (Or once the key is pressed again), if the target isn’t blocking by then, their torso will begin to spark, then a second later, a giant 60-stud diameter pillar of flames erupts from the ground right underneath them, dealing 255 → 300 Energy Heat damage to the main target and 215 → 260 Energy Heat damage to any other enemies caught within the pillar (Both incapable of critical hits), stunning them all until the pillar subsides after 5 seconds. Even when it appears, the pillar creates a circle of flames roughly 5 studs wider than itself that lasts for 15 seconds total, destroying all burnable objects within it and dealing 6 → 8.25 burn damage over time to enemies inside (450 → 517.5 total burn damage). Players will know they’ve been targeted when their screen gains a translucent red sheet. {Cast Time: 0.75 sec. | CD: 125 sec. | Energy Cost: 250}
==Tips and Strategies== 
*Once you have both, you can simultaneously switch your fighting style between Helium Gas Explosion's reckless offense or Glory of Prometheus' focused defense on the fly.
*Both Ashspark Minefield and the Flare Wisps will improve your ability to keep enemies away from you in situational matters.
*Almost all 4 skills from Glory of Prometheus can destroy or deflect most blockable projectiles. 
**The following are the Attributes that can be canceled out or deflected: Fire, Coldfire, Hot Magic, Cold Magic, Hot Iron, Ice, Ember, Gunpowder, Wood, Plant, Leaf, Vine, Root, Insect, Bacteria, and Fungi.
*Almost all of Hell’s Funeral’s moves are useless in the air since they all rely on the ground to work. The exceptions are Ashspark Minefield if one of the sparks manages to hit the opponent, and Hell’s Execution, since the pillar is tall enough to reach into space, and only stops upon hitting something big enough above it.
**The ground flame effects will still be useless in aerial battles, though.
*Hell’s Execution can be canceled out if the user is attacked while selecting a target. Nonetheless, as long as the user selects their target quickly, it is one of the fastest mega skills in the game.
== Link to Original Doc.==
View the original doc. to see color palette: 
https://docs.google.com/document/d/1UcM1vKEaXha6Z-lU8okwcy8EqUgnPvhsBt-N4F5LU5w/edit?usp=sharing
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