Flame Weapon

flame weapon
Spell Type

Pyromancy

icon attunementSlots Used

1 Slot

Spell Uses

4-8

Type

Weapon Buff

Flame Weapon is a Pyromancy in Dark Souls 2 (DKS2)Flame Weapon, a pyromancy that enchants the weapon held in the other hand with fire. It introduces additional fire damage to the existing types of harm the weapon inflicts. To cast a Pyromancy, you must use a Flame or Special Weapons that can cast Pyromancy.

 

Pyromancy that imbues weapon in other hand with fire. Adds fire damage to the types of damage the weapon already inflicts. 
Pyromancy and sorcery are said to be like oil and water, but in fact their origins can be traced to a common source.

Dark Souls 2 Flame Weapon Acquired From

 

Flame Weapon Notes and Tips in Dark Souls 2

  • Buffs weapon with fire damage. Duration doesn't scale with stats and is 90 sec. Equivalent to Great Magic Weapon in effectiveness.
  • Requires no investment besides a spell slot to be used to its full potential, and an easy alternative to buying resins and potentially messing up your Soul Memory.
  • This spell is somewhat glitchy, as your player character will be locked for a second in a strange walking animation after the buff is applied. You can roll out of this animation, but will otherwise be left vulnerable to enemy attacks for its duration.
  • DS2's buff formula differs from other Souls games, instead relying primarily on the targeted weapon's base damage to determine how much AR the spell buff will add. Matching the spell buff with a damage type present on a weapon will add a flat bonus to the total AR, depending on whatever the weapon is infused with and/or naturally inflicts said damage type. A small scaling bonus is also added unless the targeted weapon doesn't scale at all with any stats.

 

 

Pyromancies

Acid Surge  ♦  Chaos Set  ♦  Chaos Storm  ♦  Combustion  ♦  Dance of Fire  ♦  Fire Orb  ♦  Fire Seed  ♦  Fire Snake  ♦  Fire Storm  ♦  Fire Tempest  ♦  Fireball  ♦  Flame Swathe  ♦  Flames  ♦  Flash Sweat  ♦  Forbidden Sun  ♦  Great Chaos Fireball  ♦  Great Combustion  ♦  Great Fireball  ♦  Immolation  ♦  Iron Flesh  ♦  Lingering Flame  ♦  Magic  ♦  Outcry  ♦  Poison Mist  ♦  Pyromancies  ♦  Toxic Mist  ♦  Warmth

 




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    • Anonymous

      tested this and charcoal resin on a raw hand axe and raw old knights hammer (both +10) against the same stone solider in drangleic basement
      so resin vs spell
      hand axe: 352 vs 349
      old knight hammer: 1146 vs 1142
      conclusion: near same exact effectiveness
      so, unless you're using a weapon with an infusion that prevents resin buffs but allows spell buffs, this is not worth the spellslot

      one thing keeps bugging me tho: the damage numbers are ever so slightly different, suggesting they have different formulas for damage, but why? regardless of the weapon, the damage stays the same so theres no gameplay reason for this
      why?

      • Anonymous

        Given the high stat requirements of the other weapon buff spells, this is a very attractive option since it works the same way but requires only 1 spell slot and has no stat requirements at all. Many pyromancies have great value in this way.

        Using a bonfire ascetic to acquire this early from the Sinner is a fun challenge, but you might need to get "lucky" to receive a Firedrake stone in Things Betwixt. Pray to the Cloud ; )

        • Anonymous

          "Pyromancy and sorcery are said to be like oil and water, but in fact their origins can be traced to a common source" Demon's Souls love REPRESENT

          • Anonymous

            Whatever you infuse with this spell will get a bigger flat AR increase from this buff if the fire scaling is higher; E scaling will show little damage increase S will get the most AR increase

            • Anonymous

              This wiki used to have a formula for how buff damage was calculated. I believe it was 50 flat fire damage + 15% of weapons total fire damage. Now all the weapon buff pages just have a copy paste paragraph that basically just says "dark souls 2 calculates buff damage differently than other souls games." Why?

              • Anonymous

                Slightly less effective on non-infused weapons than resins. Requires zero stat investment aside from the 10 attune. Useful for when you don't want to spend hours farming resins, plus it looks badass.

                • Anonymous

                  Actually useful with innate fire, way more useful than a resin on a regular weapon because of how defense works... Not worth centering a build on because of better options but now wasted if your build already has the setup

                  • Anonymous

                    Dark Weapon, Sunlight Blade, and Crystal Blade... all available in NG from vendors or chests. Want to make your weapon on fire through magic? Either NG+ or ascetic from the Witch of Izalith's soul... Something seems a little out of whack here, somebody help me put my finger on it...

                    • Anonymous

                      I've decided to test Sunlight Blade and Flame Weapon buffs for sake of comparison. With str 12, dex 20, faith 50, int 3, Ring of Blades +1, I used two partizans +10; lightning infused partizan with total damage 200+207, and fire infused partizan with total damage 200+201. For consistency, I ensured that the attacks tested were always a non-sweetspot counter hits, on the first manikin at Lower Earthen Peak bonfire, who seemed to take exactly 5 less fire damage than lightning damage from unbuffed hits, meaning his fire and lightning resistances are the same, within ~1 damage margin of error. I've also accounted for the 6 damage difference between the weapons, and added that damage to the final results. They should be accurate within 2-3 damage margin of error.

                      Flame Weapon added 63 damage to the lightning partizan, and 70 damage to the fire partizan - 3.5% increase due to innate fire damage.

                      Sunlight blade added 97 damage to the fire partizan, and 104 damage to the lightning partizan - 3.5% increase due to innate lightning damage.

                      Since both weapons had almost exactly 50:50 split, with the above stats the innate damage accounts for only 3.5% increase, and can be effectively ignored.

                      Assuming enemy has equal fire and lightning resistance, single cast Sunlight Blade will provide 50% stronger buff than Flame Weapon. However, Sunlight Blade provides only 1-3 total casts of the buff, while Flame weapon provides 4-8; for low attunement builds, Flame Weapon will provide 360 seconds uptime at minimum, while sunlight blade will provide only 90 seconds at minimum. Overall, number of lightning resistant enemies seems to be lower, but number of fire vulnerable enemies seems higher. Flame Weapon is also obtainable earlier (requires bonfire ascetic), and has an extremely quiet sound effect compared to Sunlight Blade.

                      • Anonymous

                        should probably say that you need to offer 10,000 souls to Straid as well as the soul. Matters if you are planning out SM capped play through.

                        • Anonymous

                          How does this deal less damage than charcoal pine resin? I went to the wiki for it and it's the same damage*****

                          • Anonymous

                            Of all potential pyromancies you can transpose from the Old Witch Soul, B-Team chose this. They could´ve put in the Great Chaos Fireball or Chaos Firestorm since both already have a connection to Izalith; this is just a basic pyromancy.

                            • Anonymous

                              "Deals less damage than resins" how so? flame weapon adds a solid 50+1.3x for 90s, the same goes for the resin, only the resin cannot buff infused weapons, so how is flame weapon weaker in this scenario?

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