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Swampfire is the Omnitrix's DNA sample of a Methanosian from Methanos in Karl 10.

Appearance

Karl as Swampfire

Swampfire is a humanoid, plant-like alien that has an overall green and black colored body, mostly with a red flame-patterned head and root-like feet, seemingly holding black rocks. His eyes are oval-shaped with points at each end with pupils copying the shape but are smaller. Also, his shoulders and head have red petals and his elbows and legs have green frills sticking out. Swampfire is taller than an average human and has the Omnitrix symbol on his chest.

In Gone Fishin', Swampfire wore a lifejacket.

Albedo as Swampfire

He appears the same as Karl's Swampfire but his eyes and Omnitrix symbol are red, and his skin is slightly duller.

Bioids as Swampfire

They appear exactly the same as Karl's Swampfire.

Powers and Abilities

Swampfire has the ability to ignite methane in his palms similar to a flamethrower. His flames can be strong enough to harm a Chimera Sui Generis, as shown in The Final Battle Part 2.

Swampfire is capable of limited flight through means of launching fire from his palms as jet propulsion, much like Heatblast. He is also capable of breathing fire, although he has not yet learnt this.

Swampfire has a high degree of chlorokinesis, being able to telepathically interface with plant life, manipulate and instantly create biological agriculture, and generate a gas that makes exposed plant life elongate, enlarge and ensnare enemies, seemingly being mutated by the gases. Some plants have a brief green aura when he influences them.

Swampfire can generate seeds from his body that phase into or pierce into any ground or flooring before turning to vine tentacles strong enough to restrain a Chimera Sui Generis, also displayed in The Final Battle Part 2. They usually are as small as pebbles, but they can sometimes become larger and sharper if used on a metal surface.

Swampfire's body can generate a type of mud that sticks to everything but him.

Swampfire is capable of regenerating and regrowing any damaged or destroyed body parts, allowing him to grow back lost limbs, holes in his body, or even his head. Another method of regeneration involves reattaching detached body parts. This is accomplished by manipulating his vine-like "veins" and tentacles to reach out and meld with the insides of the detached limb and return them to the body, allowing him to reconstitute automatically if damaged.

Swampfire's methane has a very pungent smell that is intolerable to some species like the Incurseans, which will make them retch and faint. Using his methane abilities, Swampfire can produce "sleeping spores" that can render humans unconscious.

Swampfire has enhanced strength, being able to harm Vilgax with his punches and punch straight through one of Captain Kork's Mechaneers.

Swampfire is capable of jumping exceptionally high.

Swampfire has rather strong teeth that are able to injure another Methanosian.

Swampfire can generate vine-like tentacles from his back.

Weaknesses

Swampfire's swampy stench can make it hard for him to hide from anybody or anything capable of smelling.

Despite his regeneration, Swampfire can be continuously cut up by sharp objects, preventing him from regenerating.

Swampfire can be harmed by electricity and immobilized by ice, though he can thaw himself out by igniting the methane in the palms of his hands.

Swampfire's fire attacks can be cancelled out by fire extinguishers.

Swampfire's body heat can make it difficult for him to fight opponents that are attracted to heat, like reptiles.

Swampfire can be immobilized and overpowered by the gravity powers of a Galilean.

Like other organic beings, Swampfire is vulnerable to being aged to dust by the time rays of a Chronosapien or a Chronian.

Swampfire's plants can be killed using liquid chemicals.

Despite his enhanced strength, Swampfire is physically weaker than species such as Petropsapiens, Appoplexians and Vaxasaurians.

History

  • Swampfire first appeared in And Then There Were 10, where he accidentally caused a forest fire while experimenting with his powers.
  • In Truth, Swampfire freed his friends from and battled Fistrick but reverted before he could defeat him.
  • In Secrets, Swampfire protected his school from a drone assault and later battled Vilgax but was defeated.
  • In Escape, Swampfire escaped from the Chimerian Hammer.
  • In Gone Fishin', Swampfire battled Captain Kork's Mechaneers and tried to stop their boat being dragged into a whirlpool but a Mechaneer snapped his vine.
  • In Arrested Development, Swampfire appeared in a flashback to when he found the omnitrix.
  • In Vengeance of Vilgax Part 1, Swampfire battled Vilgax but was easily defeated.
  • In Vengeance of Vilgax Part 2, Swampfire recaptured the escaped Goop and later battled Vilgax.
  • In Good Copy, Bad Copy, Swampfire battled Negative Diamondhead and Negative Big Chill.
  • In Ghost Town, Swampfire saved some Vilgaxia residents from the ectonurites alongside Vilgax.
  • In The Final Battle Part 1, Negative Swampfire defeated Katie.
  • In The Final Battle Part 2, the Bioids used Swampfire to surround the gang but were destroyed by the omnitrix self-destruct. Later, Karl used Swampfire to battle Vilgax before going ultimate.

Appearances

By Karl

Season 1

Arc I
  • And Then There Were 10 (first appearance)
  • Truth
  • Secrets (x2)
  • Escape (selected alien was Big Chill)
Arc II
  • Gone Fishin'
  • Arrested Development (flashback)
Arc III
  • Vengeance of Vilgax Part 1
  • Vengeance of Vilgax Part 2 (x2)
  • Good Copy, Bad Copy
  • Ghost Town
  • The Final Battle Part 2 (goes ultimate)

By Albedo

Season 1

Arc III
  • The Final Battle Part 1

Bioids

Season 1

Arc III
  • The Final Battle Part 2

Trivia

  • Swampfire was the first alien Karl used in the entire series
    • Coincidentally, he was also the last alien to be used in season 1
  • Swampfire was the first alien used by Karl to go ultimate
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