Fire

Fire is a hazard that most Pikmin types are not resistant to, and if they touch a fire source, the top of their stem begins to burn up, they run around in a panicked state, and if not saved, eventually succumb and die. They can be saved by being whistled at. Red Pikmin are completely immune to fire, making them necessary to handle obstacles or enemies that can produce or are on fire. Fire that touches the ground often remains as flames that extinguish over time, though they can be put out manually. By salvaging the, leaders are rendered completely immune to fire.

=In fanon games=

In Pikmin Rebirth
Fire is a very common hazard appearing in Pikmin Rebirth. It usually takes the form of an orange flame, like its previous appearances, and is encountered mostly in humid areas such as jungles but can also be found in caves, particularly ones in icy climates ironically enough. Fire, as always, is resisted by Red Pikmin, any other Pikmin that touches it is set ablaze and must be whistled to save them or else they will burn to death. However, be careful with Cyan Pikmin that are near any fire, as they will be killed instantly by the searing flames. Fire also comes in two colors, indicating their lethality: orange, the basic kind, and blue, which is so hot that it can instantly kill all other types of Pikmin regardless of type. Fire as a whole is more realistic, as it extinguishes in water, causes bushfires from plants touching it, and ignites poison and causes it to eventually explode. Red Pikmin can be infused with fire to become Torch Pikmin, which have double the attack power of Red Pikmin, making them the strongest Pikmin type; moreover, their flaming leaves allow them to burn plants and wooden structures as well as provide light to dimly lit areas. Lastly, fire, alongside water, ice, poison, and acid, is capable of jetting out of vents from the ground, making it that much more hazardous.

In Pikmin Sunshine
Fire appears in Pikmin Sunshine as a hazard that creeps up a Pikmin's stem to engulf the entire body, causing it to panic. Only Red Pikmin are resistant to it.


 * Sources
 *  geysers poking from the ground that spit streams of fire.
 *  a mockiwi that is always on fire.
 *  the dwarf counterpart of the Fiery Bulblax.
 *  enemies capable of spewing flames from their trunks.
 *  grub-dogs that are constantly on fire.
 *  slug-like enemies that are always on fire. They also leave behind a trail of flames.

In Pikmin: Attack of the Breadbugs
Fire can be found mainly in the Inferno Territory of the Land of Wonders. Examples of enemies that use this hazard are Fiery Breadbugs and the Giant Toasty Breadbug. Fire can also be found around the Inferno Territory naturally.

In Pikmin: Spark
Fire is a common hazard in Pikmin: Spark that comes in a multitude of forms. Red Pikmin both are resistant to fire and can extinguish a burning Pikmin. Fire comes in forms existing and new, returning forms including lingering flames and fire geysers. Bomb rocks that come into contact with fire detonate instantly, no matter what state they are in. Captains can be damaged by fire if they lack the Fire Guardian upgrade.
 * Fire wall: wooden gates cloaked in flames. They often have a wall of lingering fire or fire-wielding enemies such as the Fiery Blowhog appear in its vicinity to further distinguish itself as a fire elemental gate.
 * Fire pipe: similar to the pylons of electric gates. It is a pair of small pipes that have fire erupting between them in a line. There is a variant with bigger metal pipes that are indestructible and can not be disabled.
 * Fire sludge: a brown tar-like wax that is created by certain enemies or found in certain areas. This substance is constantly alight and burns anything that steps on them, including captains without the right protection. Red Pikmin can extinguish and break apart the wax to render it harmless.
 * Fire lamp: a cup filled with fire that spills fire out of itself. Some spill fires out like a volcano and some produce fireballs.
 * Fire spark: a special type of fire that doesn't kill Pikmin, but rather causes Red Pikmin to temporarily alight, allowing light in dark areas.

Fire also comes in two colors, red and blue. Red fire acts the same as the fire hazards from previous games, scattering non-Red Pikmin and requiring a whistle to remove. Blue fire, however, instantly kills Pikmin, much like electricity in Pikmin 2. Some fire-related obstacles have blue fire in Ultra-Spicy Mode.

In Pikmin: Wide World
Fire is a common hazard appearing in Pikmin: Wide World in a number of forms. Red Pikmin are resistant to fire and can extinguish a burning Pikmin. They can also stomp out flames to extinguish them prematurely. Any Pikmin, besides Red Pikmin, that touches fire will have the tip of their stem set ablaze, and begin running around until they eventually burn up and die. They can be saved by whistling them, having a Red Pikmin extinguish them, or having water touch them. Leaders that touch fire will take extreme damage from it for as long as they remain in contact with it unless they are wearing the Scorch Guard, which reduces fire damage and reduces it even further the more it is enhanced. Besides enemies, a few sources of fire exist. Incendiary bomb rocks create a fiery, but otherwise harmless, explosion when they detonate, which Red Pikmin can resist. They and other Pikmin types are still thrown back by the force generated by its explosion, however, and Pikmin that aren't Red Pikmin will be ignited as well. Fire geysers may either intermittently or perpetually expel jets of flame. Fire bramble gates are charred bramble gates that cannot be burned down and also contain fire geysers that perpetually expel jets of flame until the gate is taken down. Flames are patches of fire that harm mostly anything passing through them and eventually extinguish on their own. Ultra-hot spray, which can be made by harvesting the green berries of a Sunset Spiderwort, generates a temporary and damaging stream of fire originating from the front of the leader that used it. Wickweed buds can be used to ignite whatever they are used on. Various obstacles can be burned away, such as Asphyxiating Moldclumps, brambles, all types of bramble gates but the aforementioned type, burrow-nit nests, Jackwig hives, and webs. Although a type of bramble, Hydroe Brambles cannot be burned away. Water, forms of water such as rain droplets, and water-based enemies such as Goolixes and Rainwisps, can extinguish fire. Some enemies, such as Oily Groinks and Slick Dweevils, can worsen problems with flames because of the flammable oil they produce, which can be used against them.

Most enemies that utilize fire leave a patch of flames, either directly or indirectly. Blazing Dirigibugs regurgitate incendiary bomb rocks, which they toss down towards leaders and Pikmin when they come close. Charred Skitterleaves intermittently ignite themselves while they run around. Fiery Bulblaxes and Dwarf Fiery Bulblaxes are constantly cloaked in flames, cannot be fully extinguished by merely standing in water or being hit by it, and scatter flames all around themselves when they shake Pikmin off. Fiery Blowhogs and Fiery Blowlets can either spew a jet of fire or a volley of fireballs. Fiery Dweevils can release searing flames, but only do so in self-defense. Fiery Wollywogs and Young Fiery Wollywogs are perpetually cloaked in fire and cannot be fully extinguished by sitting in water or being hit by it. Fireflap Bulborbs are perpetually on fire and drop fiery projectiles while they fly around. Fireflinger Groinks launch volleys of fireballs from their mouth-cannon and are perpetually on fire. Firesnout Grubs expel jets of fire from their mouth. Flaming Mitites are perpetually on fire. Toasty Breadbugs and their giant counterpart are extremely hot to the touch. Incendiary Spectralids fly around, igniting themselves before swooping down at nearby Pikmin and leaders. Pyroclasmic Slooches are perpetually on fire. Telescoping Pumphogs and Stone Pumphogs can shoot either fire or water. The Ancient Bulblax has two Sunset Spiderworts on its back, which have a chance of releasing ultra-hot berries when it lands from jumping. The Emberglow Phosbat can scatter hot embers to defend itself with, which can set Pikmin on fire. The Grimacing Cremblub produces highly-flammable sweat when it needs to cool off. The Plasm Wraith can spit out a fire-based Elemental Plasm that sits over a flat pile of pink, burning slime. Lastly, the Titan Dweevil may, as one of its four hazard-based attacks, turn red before unleashing a massive cloud of fire.