In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
Flame Seed.
Ranged Weapon Attack: +8 to hit, range 60 ft., one target you can see. Hit: 1d6+5 fire damage.
Fiery Teleportation.
The spirit and each willing creature of your choice within 5 ft. of it teleport up to 15 ft. to unoccupied spaces you can see. Each creature within 5 ft. of the space that the spirit left must succeed on a DEX saving throw (DC:16) or take 1d6+5 fire damage.