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Pokemon Auto Chess Synergy System Guide (Part 5): Fire Composition Breakdown

Fire Composition Breakdown
The Fire synergy gives all of your pokemon direct ATK scaling so even weak Fire pokemon can do insane damage if holding ATK Speed items in the back line. The small passive chance to burn is also occasionally relevant to weaken opposing healing effects or accruing small amounts of true damage. If you reach Fire 8, you can spend your player HP to power up your best Fire Pokemon with extra base ATK. There is some nuance and optimization available, but the floor of just playing 8 Fire pokemon is still pretty high. This synergy loves ATK Speed items, but many of the late game units scale very well with AP, so you can have diverse damage.
Early Game
If you can snag 4 Fire Pokemon really quick, it's usually a very free snowball through early game. Your only weakness is going to be more evolved/item slammed boards, Rock teams, or other Fire mirror matches. Because of this, Amulet Coin usually pays out really well. Amulet Coin + ATK speed items on a Lampent with 4 Fire is brain off, free stonks. A Charmeleon with Amulet Coin + AP items is a decent temporary holder if you can't manage a good backliner, just watch out for the Charmeleon's teammates getting too strong and kill stealing. Fire Stone on Flareon is a free 2 star unit that opens up options for both Light and the Field synergy. You can pivot into a more Field/Light focused game via Flareon, but this page will focus just on splashing Light or Field in primarily vertical Fire. Fire Stone is generally pretty usable in Fire/Field or Fire/Fighting/Human comps, so you don't have to worry about wasting the item slam. If Chimchar happens to be in your opening region, it should be trivial to grab your Fire units, and it also opens the door for high value Fighting or Human overlap. Good Fire play won't need more than 2nd stage evolutions for early units, so please don't over invest on Common units. I usually don't want to roll during the opening PvE rounds, but if you do hit the Amulet Coin and are a little underwhelmed with your Fire pokemon, it can be worth it to roll before your first fight to collect a couple of evolutions to secure that win streak. Your ATK scaling is what wins you the fight, so make sure you activate 4 Fire and don't just stop at 2 or 3.
Mid Game
You spike at level 6 and level 8. Just play your highest quality Fire pokemon as you level with excess money above 50. There really isn't much complexity in the Mid Game, so I'll focus on breaking down the Uniques and pointing out common side synergies to splash in. Blacephalon is probably the best Amulet Coin holder for generic Fire as it's like a Lampent with higher base stats and a spell that loves to finish things off. You can also use Blaceph to build into a secondary of Ghost if you pair it with: (in order of easiest to obtain) Litwick, Fuecoco, Fire Stone Ghosts, H-Typhlosian, or A-Marowak. Solrock is an okay backup Amulet Coin holder in midgame with a nice ATK boosting ability and premium synergies: you can consider splashing 3, 4, or 5 Light into your Fire board. You're going to want a Fire pokemon with a good spell to use 14 that Light square, and hitting 4/5 Light will be more relevant for a frontline Light square, whereas a backline square could get away with just 3 Light. I'll cover good users of the Light square in the Late Game section, but Mid Game, think of Quilava, Ninetales, or Magmar until you get your good Epics, Ultras, or Legendaries. Torkoal is a disruptive frontliner who I swear gets a nerf every other patch and is still solid. Happily slam your tank items on it and watch it carry. Also you can usually squeeze 2 or 4 Ground in, depending on your synergy stones, which is a nice small bonus. Heatmor has a really boring ability, but possesses the super spicy Fire/Field traitline. Quilava, Litten, and Camerupt are really consistent to obtain, and a little add pick luck or Fire Stones might give your Heatmor game an easy angle for up to 6 Field. Ogerpon is pretty underwhelming, but it has a big base ATK for uniques that could justify a Wide Lens maybe. You might be better off using Ogerpon to pivot out of Fire into something else. Turtonator allows you to keep your early Charmeleon and play into a package of Dragons with an extra nice payoff if you can land a late game Reshiram.
Late Game
Get to 8 Fire, and play your strongest units. If you don't have any secondary traits you are chasing, 3rd Stage Rares, any Epics or Ultras are a safe bet. Fletchinder is very flexible and can work with generally any item due to its 2 range, mobility, and AoE ability. As I have and will continue to repeat, Haunter is a great tech unit, and you can splash Ghost into Fire. Luxio can happily take the Fire Stone from Flareon and maintain the Light/Field combo or you can use both. Conkeldurr is the other notable flex Ultra as you can usually leverage Fighting and/or Human. Torracat has fantastic synergies and can be a tanky bruiser or burst assassin. Its inclusion strongly enables the consistency of Fire/Field. Try to grab a Camerupt from your regionals to partner with it. Larvesta has the rare privilege of being 3 range in Fire which makes it a great ATK carry. Snag a Regional Sizzlipede to enable cloning it. Houndoom is a great attacker whose summons love to have high Fire synergy for scaling damage. Crocalor, Rapidash, Camerupt, and Sunflora are great AP users but can be tricky to invest items in because Ultras or your Fire Legendary will likely use those items better. Just remember though, even with these AP users, every Fire Pokemon can become an ATK carry at 8 Fire since they gain 3 ATK per hit. Pretty much every Fire Legendary offers an AP spell nuke if you can give it the items. I would say Reshiram, Ho-Oh, and Volcanion have the best options for targeting/damage profile. Heatran is just a slightly worse Volcanion usually. Moltres can do wide damage that activates and synergizes with Pokenomicon (if you need to burn some backline before your team gets to attack them) however it isn't as efficient at bursting specific threats. Entei further supports the Field gameplay and is basically a better Rapidash. Groudon no longer will show up for Fire portals, but if you have the Red Orb and you get a chance to snag one he is a high powered ATK or AP unit. Victini is the low-roll as its spell is mediocre damage for its targeting and you usually don't get value on the Burn in a Fire team. You really need to activate Psychic to see good damage on Victini which is not easy to do in Fire. Any of the ranged Legendaries can also just be given ATK Speed items and get sufficient DPS through Fire scaling. If you are running a Light Square, examples for a late game front line square are: Entei, Rapidash, Camerupt, Fletchinder, Groudon, Victini, or Torkoal. Back line light carries include: Fletchinder, Ho-Oh, Volcanion, Reshiram, Heatran, Moltres, or Skeledirge. From whatever turn you activate Fire 8, you now have a decision to make with the Fire Shards. An Amulet Coin fueled snowball might start this on T17 or T18, and an Average game should be Fire 8 by T20 or 21. If you were winning, you also should have the HP to sacrifice for power. It can be scary to lose HP, but I find myself pretty regularly using 10+HP as long as I have a good unit to donate to. The main idea is that you should only donate to a unit you expect to survive long enough to get a ton of attacks. That means we prioritize itemized (with ATK Speed) range 3 units and then use high mobility units as a backup plan. This means Blacephalon, Volcarona, and Reshiram are obvious ranged hits, but mobile units like Torracat, Rapidash, Fletchinder, Entei, or Fire Stone Luxio could also work in a pinch. If you have a free Fire Stone going into T20, consider how well other range 3 ATK legendaries could fit your team like a Nihilego or Genesect.
Hatch Considerations:
Part of Fire's strength is its ease of winstreaking early, so obtaining these Hatches is from a completely different opener unless you use Baby 5 for just one fight. Tepig gives you a tanky frontline unit with okay traits. Wild overlaps with Entei and Darumaka, but might just disrupt your shop odds as you don't really use any other Wild units. Fighting is not as easy to splash in Fire unless you have Chimchar access. Scorbunny is the real exciting piece as it gives a high powered Fire/Field unit to build around. Hitting 6+ Field in a Vertical Fire board is worth pursuing. Scorbunny also supports a Human splash with the potential to play around new TMs/HMs to replace your weaker Human casts.
Final Board Examples:
| Composition Type | Example Image |
|---|---|
| Non-Highroll FireField | |
| FireLight | |
| Generic Fire | |
| Highroll FireField | |
| Fire Human Reroll | |
| Wacky Fire Amorph |
Notable Fire Stone Holders:
Flareon, Fighting/Humans like Machoke, Any Backliner who you expect to Attack a lot, Premier Field units like Luxio or Floatzel, Any Light traitbot
Trait Overlaps to consider:
-
Field (extremely present on the list, and gives your Fire units some ATK Speed that they like, with good shop luck and some Fire stones, you can even hit 8Fire/9Field)
-
Light (Lampent+Flareon ties early game Light strategies to be Fire centric, Solrock and Ho-Oh support them further, if you have nothing better to splash, its an easy way to power up your best ability caster, you can splash Light at the same time as a Field package if you want)
-
Fighting or Human (Grouping these because extremely similar distribution-wise, I prefer it as more of an early game splash, but excessive Fire Stones or add pick luck can give you a 6Fire/6Fighting/6Human-ish game plan)
-
Ghost (2 is trivial to splash in Fire and 4 is pretty easy depending on Fire Stones or Typhlosion/Marowak/Blaceph)
Meme Comp Potential:
| Composition Type | Example Image |
|---|---|
| TURBO RESHIRAM BRRRRRR | |
| Why be good at one thing when you can be mediocre at two things simultaneously |
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