| Max Stats
| Lv:120 HP:2242 ATK:846 DEF:1142|
Lv:120 HP:2690 ATK:1015 DEF:1370 (Awoken)
| 26/ |
| Main Skill (スキル)|
| Boosts linked card's skill by X%|
| Sub Skill (子分スキル)|
Spirit of the Supporter
| On straight+, boosts main card's Enhance skill by 20%|
| Awoken Main Skill (スキル)|
| Boosts linked card's skill by X% (Skill Power increases as the Party's Total Stat Value increases)|
| Awoken Sub Skill (子分スキル)|
Burning Fighting Spirit
| When Main Card has Enhance Skill, grants 20% Skill Boost on Straight+ (On Full House+, 20-30%)|
| Awoken Skill (覚醒スキル)|
Fire God's Protection
| When entering boss round, gain Iron Wall status|
| S.Awoken Main Skill (スキル)|
| S.Awoken Sub Skill (子分スキル)|
| S.Awoken Skill (覚醒スキル)|
| Super Fusion (超合体)|
Divine Flames of Immortality
The original power-up and one of the original enhance cards, Ifrina is the arguably lesser half of the Elemental duo with her and Undine. Power-up is almost entirely a PVE skill, however in that perspective it's also possibly the best of the three types in that situation. Merely being an enhance card makes Ifrina a decent draw, and the fact that her sub skill is a renaming of Enhance Skill+ Lv. 4 (i.e. the best sub) makes her perfectly fine as a sub if you decide you don't want her actual skill.
In a lot of senses, however, she's an arguably worse card in every way than Mercurius. She has a worse super fusion, her stats are slightly lower, and while not as ideal as a sub-card Mercurius is more generically applicable. Still, considering that Ifrina is one of two options, you may as well take what you can get.
For more about enhance cards, view the page About Enhance Skills.
|Power-Up (Party's Stat Total >= 30)||2.05×|
|Power-Up (Party's Stat Total >= 45)||2.10×|
|Power-Up (Party's Stat Total = 75)||2.15×|
|Power-Up (Party's Stat Total >= 30)||1.40×|
|Power-Up (Party's Stat Total >= 45)||1.43×|
|Power-Up (Party's Stat Total = 75)||1.45×|
Awakening enhances Ifrina's Skill a bit by giving her an extra Skill Boost based on the Party's Stat Total. In other words, the more your Party is Buffed up, the stronger Ifrina becomes! This means powering up Ifrina is pretty easy to do for the most part. However, compared to her competition Four, she still falls behind a bit both Stat-wise and Skill-wise, as Ifrina only ever hits a max 2.15x with the Party fully buffed. That said, she's still quite good to have as far as a Power-Up Enhance card goes.
This is literally a carbon copy of Peridot's skill, except with slightly different wording. As Peridot's sub skill is one of the best, technically, sub skill for enhance cards, this makes Ifrina just as good. In practice, a +20% benefit is easier to get than the +35% of Skill Boost best-in-class subs, but while matching it is possible this does match on icon. Awakening further improves this by granting a 20-30% on a Full House+ hand.
Pretty much the same as Garnet's Awakening Skill, it applies Iron Wall to yourself before entering a Boss Fight.
Very useful on higher difficulty dungeons for preventing damage from a Boss' preemptive attack.
Ifrina is a feminine version of Ifrit, an Islamic demon that is a monstrous beast of fire, but is often more associated with the element of fire than of its demonic origins courtesy of Final Fantasy's Ifrit.