Combat Arts/Heat Guard

There are six Heat Guard Combat Arts available to Spheromancers: two first-level, two second-level, and two third-level arts. You can have only one of each level active at a time.

## Recoil Trumpet

*Perfect guard an attack and counter with a flaming explosion.*

Lea waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time, blocking all damage they would have done. As soon as she guards against a melee attack, she drops her shield and locks the attacker in an explosive Burning counterattack.

Recoil Trumpet is great against enemies with predictable and slow attacks that deal large damage, such as Bosses. It is generally also very useful for players who struggle with perfect guarding, as it gives a much larger time window for the perfect guard. Lea will perfectly guard multiple ranged attacks, but only one melee attack. Avenger will restore some of your SP when you successfully guard.

## Ring of Fire

*Creates a ring of fire around you, dealing damage to enemies walking into it.*

Fire closely orbits Lea for 6 seconds that damages and slightly pushes away enemies near her.

Ring of Fire is best when enemies remain in melee range. This occurs most reliably when you pursue them with melee attacks, but if they'll stay near, you can just guard. Its fire damage also melts ice, useful for certain puzzles involving ice pillars, such as those in Temple Mine.

## Kindling Fanfare

*Perfect guard an attack, jump into the air and counter with a fiery laser beam.*

Lea waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time. As soon as she guards against a melee attack, she drops her shield and locks the attacker as she jumps into the air and fires a blazing laser beam at it like Flare Burn! that pushes it away.

Very similar to Recoil Trumpet, except that by jumping into the air, Lea avoids attacks from other enemies during Kindling Fanfare's counterattack. The laser can damage other enemies, but homes in on the attacker.

## Burning Pulse

*Create a long lasting fire circle that erupts in flaming outbursts several times.*

Fire closely orbits Lea for 7 seconds that damages and slightly pushes away enemies near her. Fire also periodically bursts out a total of 8 times in a larger radius without knockback.

Burning Pulse again emphasizes Heat's preference for melee combat, by not knocking back enemies with its wider-range eruptions. It all lasts 1 extra second thereby dealing more total damage.

## Ignite Embers

*Perfect guard an attack, lock enemies in an upwards combo and finish with a hellish downwards laser.*

Lea waits ~1 second for a guardable attack with her shield up and a small arc of flames in front of her. She perfectly guards the attack. If it was a melee attack, she locks the attacker in a counterattack combo of a few melee strikes and an upwards fire whirl, ending with a huge fiery laser aimed at the ground.

Unlike Heat's lower triggered guard arts, Ignite Embers only perfect guards one attack, ranged or melee. The counterattack combo can interrupt others close by, and generally deals a lot of collateral damage.

## Ancient Sun

*Conjure forth the power of the Sun and immolate yourself in fire making melee attacks burst out in flame for short while.*

Lea emits blazing Heat for 5 seconds that damages and slightly pushes away enemies near her. Each of Lea's regular melee attacks bursts out in flame over a large area.

Ancient Sun skips past general melee combat to simply buff your melee attacks directly. By a *lot*, for a short time. It is in your interest to activate Ancient Sun when you can attack for the full 5 seconds, against several enemies at once, Dash Canceling your attacks, to hit as many times as you can. The ring deals the same damage as Ring of Fire over a shorter duration.