Frenzied Flame Incantations are a group of Incantations in Elden Ring that share a specific type of buff criteria. Frenzied Flame Incantations originate from the maddening Three Fingers, and revolve around chaos and madness. Frenzied Flame Incantations require Faith in order to be casted.

There are a total of 5 Frenzied Flame Incantations available for players. Frenzied Flame Incantations can be found throughout the Land Betweens.

 

 

Frenzied Flame Incantations info

Obtaining Frenzied Flame Incantations

  • There isn't a Book related to Frenzied Flame Incantations
  • Check the individual Incantations pages to learn about their locations.

Frenzied Flame Incantations Requirements

  • As is the case with all Incantations, you must have a Sacred Seal equipped in order to be able to cast Frenzied Flame Incantations.
  • Frenzied Flame Incantations require Faith to use.

Boosting Frenzied Flame Incantations

  • Frenzied Flame Seal that provides a 20% boost in damage for all Frenzied Flame Incantations, but does NOT buff the amount of Madness buildup they cause.
  • Certain Frenzied Flame Incantations deal fire damage and receive damage buffs from the Fire Scorpion Charm (12%) and the Flame-Shrouding Cracked Tear (20%) (Does not buff Howl of Shabriri or Inescapable Frenzy).
  • All Frenzied Flame Incantations cause Madness buildup, but their madness dealt only scales with the Arcane scaling from the Dragon Communion Seal
  • Frenzied Flame incantations also inflict Madness on the user, which allows one to activate the effect of the Black Dumpling and increase ALL damage by 10% for 60 seconds

 

All Frenzied Flame Incantations




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    • Anonymous

      These are so fun to use but unfortunately very fiew of them, and only Unendurable Frenzy and Frenzied Burst are useful outside of PVP. Hope we got more of them in a future dlc.

      • Anonymous

        major bummer that madness buildup has basically no effect outside of pvp or the occasional human npc/invader/ofnir

        • Anonymous

          They should have made inescapable frenzy work on most humanoids that are our size or slightly bigger/smaller. They should have also had madness procs on these humanoids or even other non-humanoid enemies. It didn’t have to be some eye-grabbing animation, but it could have been as easy as putting the frenzy flame particle effect where their eyes are on their model accompanied by the damage dealt by the madness affliction. We see non-tarnished knights, commoners, and even rats with frenzy affliction, so it only makes sense that they would vulnerable to it. Hell, they even gave some frenzy-afflicted enemies the ability to cast these incantations, so why not make them vulnerable to the status?

          • Anonymous

            I feel like arcane shouldn't be required to increase the madness build up. Kind of a dumb idea since madness stuff is just faith-based.

            • Anonymous

              These spells are pretty good, like most, in defending invasions, as you can cover a very wide area, say where one of your cooperators is fighting an invader, to get in some extra damage.

              • Anonymous

                FYI to people who still dont know but you can use spells dragonclaw and carion slicer to cancel the start ups of these spells. Makes them extremely viable when used at the right way with that true combo.

                • Anonymous

                  These spells are not great, but they're definitely not bad either. I'd place them overall in like a B- to C+ ranking overall, both in pve and pvp. What they lack in viability and utility they make up for in fun factor and flavor. Because if channeling the volatile flames of a chaos outer god doesn't sound cool to you, I don't know what will.

                  Now that the madness status effect scaling with arcane on spells has been nerfed, it's much easier to judge these spells on a more balanced spectrum without cries of 'no its broken pls nerf' clouding said judgement.

                  All things being said, they're not unusable, unlike some other incantations, and they all serve their purpose.

                  Pros:
                  - Overall great damage for fp spent
                  - wide aoe coverage with high damage with Flame of Frenzy/Unendurable Frenzy
                  - extremely long range high damage spell in Frenzied Burst
                  - similar startup animations across all spells, allowing for mixups in pvp (e.g. spam flame/undendurable, swap to the grab when they get close, etc.)

                  Cons:
                  - relatively long startup on all spells
                  - no noticeable hyperarmor on any of the spells (maybe the grab, but its hard to test), meaning interrupt city if you're not careful
                  - madness as a status only works on other real people, a small handful of bosses, and NPC invaders and enemies. Any other humanoid enemy madness doesn't apply
                  - very situational spells like inescapable frenzy, howl of shabriri

                  In pve these spells are actually quite good, especially once you collect all of them, and they link into and synergize nicely with each other. What is also nice is that the game spreads them out very evenly in terms of a normal game progression route (unlike say, blood or fire incantations where nearly all of the spells are locked behind late-game) allowing for a satisfying sense of character progression and growth. The damage is also great; the relevant spells all scale quite nicely across a playthrough so long as you get the appropriate boosts and invest in the relevant stats.

                  Burst, Flame and Unendurable are the main spells you're gonna use in pve. Howl sadly does very little damage, and its main pro (extremely rapid madness buildup) is only observable in pvp. Similarly, inescapable frenzy flatout doesn't work on anything but real humans or NPCs; on other humanoid enemies your character simply does the equivalent of a weak punch.

                  In pvp these spells are a mixed bag. In the vacuum of a duel, they're vastly outclassed, and many other incantation schools do the same job but much more effectively. Notably, the lack of a fast close range option means you're gonna have to rely on other spells like Catch Flame to make up for that general weaknesses. That being said, Flame and Unendurable are both good, and like many other conical wide aoes, you can free-aim them to be able to hit people better. Flame is cheap and fp efficient for the amount of damage it can do, and you can unlock and aim it in front of you to catch people trying to roll into/behind you. Unendurable can be channeled so long as you have fp, and has better range then most people give it credit for.

                  Howl is fun and cool, but quite lackluster overall in pvp. The way I've been using it is as a pseudo roll catch, where after i've hit people with a couple other spells and know they've got a semi-filled madness bar, I pop howl when they try to roll away from me (a habit you can condition by mashing catch flame in their face). Typically a couple ticks of the scream fills up their madness bar pretty quickly. Sadly, the main big weakness of this spell is that its got awful endlag, meaning even if howl manages to proc madness, you're stuck so long in the spell casting animation you can't really capitalize on it.

                  The grab is gimmicky, and the only real way I've been able to land it is by tricking people via mixing up flame/unendurable, since they all share similar startup times/animations. It's pretty rare to connect with it, but oh-so-satisfying when you do.

                  Despite all these weaknesses, the frenzy spells perform much better in an invasion setting. The added benefit of a much more chaotic environment and a much bigger playing field typically means all the weaknesses previously mentioned get smaller. Sniping people from afar with burst and popping an ironjar aromatic + unendurable frenzy against gankers is some of the most fun i've had in pvp.

                  In conclusion I hope this silly essay gives people more motivation to try out the frenzy spells. They're really fun and flavorful imo and I hope we get more in a future dlc. Just like one or two more spells, like a madness flavored catch flame or the like is all the school really needs. Oh, and buff howl to not have so much endlag. I wanna scream like a madman in my opponents faces more and spew rabid chaos fire into their faces.

                  • Anonymous

                    Madness buildup does seem to be scaling with Arcane for some odd reason. Not sure if I like this one. I'd prefer if it scaled with Faith but testing with 40 Arcane it is significantly easier to inflict Madness in PVP

                    • Anonymous

                      The helm "Black Dumpling" (dropped by farming the Albinauric enemies with round black heads who crawl on the floor) provides a damage boost after being inflicted by Frenzy. Can be situationally useful for Frenzy Builds who want to proc it on themselves for a bonus.

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