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Blasts the target with concentrated thermal explosions.


Flare is an Attack spell in Final Fantasy VI. It is a powerful non-elemental single-target spell that pierces Magic Defense. It is learned naturally by Celes at level 81, and can be learned by other party members through magicite.

Flare is also an enemy ability usable by Flame Eater, Guardian, Shambling Corpse, Level 90 Magic, Cherry, Magic, Necromancer, Red Dragon, Ultima Weapon, Kaiser Dragon, and Behemoth King (Living).

Flare is an added ability to the Ragnarok weapon.


Celes learns Flare naturally upon reaching level 81. Other party members can learn it from the Bahamut magicite, which tells the spell at a x2 rate. Because Bahamut is not available until the World of Ruin, and Celes is highly unlikely to reach 81 before then, the spell is most likely unavailable during the World of Balance.


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. Flare ignores the target's Magic Defense and shell plays no role in mitigating damage, but the spell can still be blocked by Magic Evasion.

Several relics augment Flare 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.

Flare's damage is unaffected by elemental affinity.


Flare is a very powerful single-target spell in terms of damage output relative to its MP cost. Though its damage looks lower than its contemporaries (Firaga, Blizzaga, and Thundaga, and especially Holy), its ability to ignore Magic Defense and shell gives it a higher overall damage output in many situations, and makes it broadly useful against any enemy irrespective of their resistance to magic damage. Its non-elemental affinity makes it more broadly useful, but an elemental spell will be stronger when targeting an elemental weakness.

Though Celes learns Flare naturally, she learns it so late that it is better to teach her the spell earlier. For other party members, as an Attack spell, the player should prioritize teaching Flare to party members with a high natural Magic stat and access to mage equipment. This includes Terra (who can double its damage with Trance), 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 Phantom Rush means he can already strong magic damage for no MP cost. Flare should be prioritized to spellcasters, and is a pure luxury on other party members, who should prioritize healing and utility spells.

Flare, along with Holy, is a very powerful MP-efficient spell, and should be used against single targets. Against multiple targets, spells such as Meteor, Meltdown, and Ultima, and perhaps some espers, are better choices; these spells will also deal higher damage to a single target than Flare would to a single target, but are much less MP-efficient. If the spellcaster is using Celestriad and MP is no object, it is better to simply use Meltdown or Ultima.


Etymology and origin[]

A flare is a pyrotechnical phenomenon that produces intense amounts of heat and energy that does not result in an explosion (an immediate release of energy).

Flare is a recurring top tier offensive spell in the Final Fantasy, predating series's staples like Meteor and Ultima. Flare first appeared as the original strongest spell in the first Final Fantasy and has appeared in almost every game since.