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Stand Out Magician's Red

Magician's Red combines a tapped flaming projectile, a held multi-projectile version and tools that bring enemies closer. Choose your Crossfire input first, then budget EX for the launch detection and fire tools.

Stand Out Magician's Red abilities

Stand Out Magician's Red gives you a direct choice between Crossfire Hurricane and its held Penta Ankh version. Tap for one flaming ankh; hold for five smaller projectiles. Both apply Burn. Red Pull brings an enemy toward you, while Flaming Grasp supplies a close grab with a low-health finishing effect. Learn those jobs separately rather than expecting every fire move to solve the same range problem.

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AbilityPurpose and inputBase cooldown
Crossfire Hurricane / Penta AnkhTap for a single ankh; hold for five smaller ones. Applies Burn.23s
Red PullPull an enemy toward you with fire.28s
Flaming GraspGrab and burn; can finish a sufficiently weakened enemy.35s
Life Detector interactionMark living enemies within 80 studs; nearby Crossfire can track. See launch EX placement below.25s

Life Detector and Crossfire work together: the detector marks eligible enemies, while your projectile input chooses one ankh or five. Plan the marking step and keep your aim on the intended target before firing.

Choose a Crossfire input and target

Use the tap version when you want the single projectile described by the card. Hold when you deliberately want Penta Ankh’s five smaller projectiles. The held version changes the projectile pattern. Keep track of which projectiles reach the target and whether Burn is applied before choosing the next action.

Life Detector marks nearby living enemies within 80 studs. Place it before Crossfire and stay near the detector to gain extended travel and tracking. Crossfire selects the marked enemy closest to your mouse aim. With several marked enemies nearby, your aim therefore matters: the system is not described as locking permanently onto the first person detected.

Separate the detector’s marking radius from projectile travel. Eighty studs describes the living enemies it can mark, not a universal maximum range for every fire attack. Position yourself to retain the interaction instead of assuming that placing the detector grants a permanent personal tracking buff.

Pulling and finishing decisions

Red Pull changes the distance between you and the target. Use it when bringing that enemy closer serves your next action; pulling someone into your space is not automatically helpful if you were trying to disengage. Its 28-second base cooldown also makes a missed or unnecessary pull a resource you cannot immediately repeat.

Flaming Grasp needs the close interaction implied by a grab. Its 35-second base cooldown is longer than Crossfire’s and Red Pull’s, so reserve the attempt for a situation where the grab itself is useful. Use the target’s remaining health to judge a finishing attempt. The ash effect belongs to the grab’s finishing behavior, while ordinary Burn remains part of the wider fire kit.

A useful way to learn the kit is to identify what each input changes: Crossfire selects a projectile pattern, the detector selects eligible tracking targets, Pull changes spacing and Grasp commits to a close grab. Use the enemy’s position and your available cooldowns to choose the next action.

Launch move notes

The community Wiki’s launch moveset adds a 23-second Barrage and places Life Detector in EX at 1 bar with its 25-second cooldown. Red Bind costs 3 bars. Flame Breath costs 1 bar to start and 0.75 bar per second while held, with a 25-second cooldown; release ends the held action. Blocking reduces its damage and prevents knockback, but Burn can still apply. Budget for the continuing drain before holding it, especially if you also want the detector.

Roll, store and fund the fire kit

Magician's Red is an arrow-pool Stand from Part 3. The arrow guide compares ordinary, crafted and Part-focused arrows. Choose the pool you want before crafting: a Lucky Arrow costs three Mysterious Arrows, while a Bizarre Arrow costs nine and excludes both Rare and Epic outcomes.

If you already have a Stand worth keeping, consult Items before rerolling. D’Arby storage and chips can preserve a loadout, but using a chip permanently replaces the equipped Stand. For materials and arrow rewards, the raid guide compares the two documented farms. Variant changing is a separate system: the evolution guide lists the specific Star Platinum and The World versions affected by Opal, rather than treating every Stand as eligible.

Sources

Sources checked November 15, 2026.