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Attacks with fire.


Fira, also known as Fire 2,[1][2] is an Attack spell in Final Fantasy VI. It is the medium Fire Fire-elemental spell, an upgrade on Fire (dealing triple damage), that can be used to hit one target or an entire party. It is learned naturally by Terra at level 22, and can later be earned by other party members through magicite or by equipping the Flame Shield.

Fira is also an enemy ability used by Flame Eater, Curlax, and the earliest being Veil Dancer.

Fire is an added ability to the Flame Rod.


Terra learns Fira naturally upon reaching level 22, while other party members must learn it through magicite or by equipping the Flame Shield (which teaches the spell at a rate of x5). It is taught by Ifrit at a x5 rate, and Maduin at a x3 rate.


As a spell with a power of 60, it deals damage with the following formula:

where "Level" refers to the user's level, and Magic refers to the user's Magic stat. As a standard spell, when Fira is group-cast, its damage is halved, the target's Magic Defense and shell play a role in mitigating damage, and the spell can potentially be blocked by Magic Evasion.

Several relics augment Fira and other spells. If the caster is equipped with an Earring or a Hero Ring, the damage is multiplied by 5/4 (or a 25% increase). If the caster is equipped with two Earrings, two Hero Rings, or one of each, the damage is multiplied by 3/2 (a 50% increase). If the caster equips Gold Hairpin or Celestriad, its MP cost is cut by half or reduced to 1, respectively.

Because the spell deals fire-elemental damage, the enemy's elemental affinity affects its damage output. If fire is nullified, or the target is immune to fire, the spell will deal 0 damage. If the target absorbs the element, it will heal HP instead of dealing damage. If the target resists the element, it will deal half damage; conversely, if the target is weak to the element, its damage will be doubled.


Fira when first acquired is a strong but costly spell to cast, dealing triple Fire's damage. It is, however, the most MP-efficient of the three medium spells (although Blizzara and Thundara are both slightly stronger, the difference is negligible in comparison to the MP cost increase). Fira is stronger than summoning Ifrit against single targets, but Ifrit is better against groups. As with the basic Fire spell, Fira is strongest against enemies weak to the fire element, against whom it will deal double damage, destroying many enemies in one hit. The MP cost means that, when first acquired, it should be reserved for tougher enemies and bosses, and in other cases, Fire should be used instead.

Terra learns Fira naturally, meaning she will gain access to the spell at level 22 if not already taught it. For other party members, as an Attack spell, the player should prioritize teaching Fira to party members with a high natural Magic stat and access to mage equipment. This includes Celes, Relm, and Strago; Mog and Shadow have high Magic stats, while Gogo has access to mage equipment. Though Sabin will be built toward magic damage, his access to Aura Cannon makes him less of a priority than others. It is worth teaching Fira to all party members simply to provide a way to exploit enemies' elemental weaknesses, but is not a high priority.

Fira outclasses Fire in terms of damage output and turn-efficiency, but its hefty MP cost means Fire remains useful for a while. As party members' MP pools improve, Fira can be used much more liberally. In comparison, Firaga doubles Fira's damage, but also more than doubles its MP cost; Meltdown similarly deals more damage than both spells, but is riskier. At this point, Fira becomes the base spell to cast against all but the stronger enemies, until party members either equip Celestriad, or have immensely large MP pools.