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Deal massive damage to one foe.

Description

Flare is a Black Magick spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a single-target spell that deals non-elemental damage. It could be seen as an upgrade for Shock. It is the second-most powerful Black Magicks spell below Scathe, but it has a very long cast time, making it cumbersome to use in battle.

As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.

Flare is also an enemy ability used by Magick Pot, Shadowseer, Exodus, and Shemhazai.

Obtained[]

Flare location in FFXII Zodiac

Flare's location in Zodiac.

Flare's license costs 120 License Points in the Zodiac versions where the spell is found in Pharos's Third Ascent Spire Ravel - 1st Flight. It is on floor 81, after fighting through groups of Puroboloses, to what appears to be a dead end on the right, but is actually a fool's facade. Behind the fake wall is a treasure containing Flare, sitting on a trap.

In the original version, Flare's license costs 70 LP and the spell is bought for 11,200 gil from Balfonheim Port after the events in Pharos.

In the Zodiac versions, Flare is used by the Black Mage. In the original version, the Espers Ultima and Zodiark know Flare and will use it if the enemy absorbs their other attacks.

Mechanics[]

Flare deals heavy non-elemental damage to a target based on the caster's level and Magick Power, mitigated by the target's Magick Resist.

The formula for damage calculation:

With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Flare will damage for 30% more. Shell halves damage from Flare.

Flare bounces from Reflect unless the caster equips the Opal Ring. Damaging enemies with Flare gains MP to the caster if they have the Warmage license. A target can sometimes avoid Flare via their Magick Evade stat; for the player, this means wearing shields.

Flare costs 46 MP to cast without Channeling licenses in the Zodiac versions, and 48 MP in the original version.

In the PlayStation 2 versions, using Flare takes up the entire Effect Capacity, meaning no other spell or Technick can be used concurrently. The Zodiac Age has a much larger capacity and using Flare no longer queues up every other action.

Use[]

Flare is a powerful endgame damaging spell. Alongside the other endgame high-powered spells, it is the worst one and thus is not worth using if the player has the other ones: Shock, Scourge, Scathe, or Ardor. It is similar to Holy in being a strong spell that is yet unusable due to its lengthy cast time; by the time the character finishes casting Flare, they could have cast numerous Shocks for more damage, or just use Attack.

Being non-elemental, Flare gains no boost from enemy weakness, weather and terrain, or from potency gear, but conversely, enemies cannot resist it with innate elemental resistance either, and no weather or terrain will hinder it. Flare is best used with Faith status in place and the player's best staff and mystic gear.

The spell is more useful in the Zodiac versions as the 9999 damage limit is no longer in place.

Behind the scenes[]

The spell Ghis casts at the party in the Dreadnought Leviathan in a cut scene appears to be Flare.

Etymology and origin[]

Flare is a recurring spell in the Final Fantasy series that has appeared since the original Final Fantasy.

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).

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