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Patch 16.2.1
Bully the enemy top out of lane to secure a gold lead, then use to dominate mid-game objective fights (Dragon/Baron) and snowball the game before enemies build heavy Magic Resist.
A lane-dominant AP bruiser who focuses on high-pressure trading and game-changing area-of-effect ultimate placement in teamfights.
Managing your Heat is the difference between a pro and a feeder. Stay above 50 Heat to enter Danger Zone, which buffs , , and . If you hit 100, you Overheat—you can't cast spells, but your autos deal massive magic damage and you gain attack speed. Use this to win melee duels.
Your primary damage tool. It’s a 3-second cone of fire. Always try to be in the Danger Zone (50+ Heat) before casting for the massive damage boost. It doesn't stop your movement or auto-attacks.
A short shield and movement speed burst. Use to maintain your Heat levels while walking to lane or to mitigate poke. In Danger Zone, the shield and speed are much stronger, making it great for escaping ganks.
You get two charges. slows and shreds Magic Resist. Hitting both charges is essential before using so the fire deals maximum damage. In Danger Zone, the slow and damage are significantly higher.
A long-range line of fire. It slows and deals ticking damage. Don't just aim it at people; aim it where they WANT to go. Use to zone enemies away from Baron or to trap them in narrow jungle corridors.
Your primary goal is to land a multi-man that forces the enemy carries to either stand in the fire and die or walk away and be out of the fight. Follow up with and on whoever is slowed.
If your backline is being dove by a single fed assassin, use on top of your own ADC to peel and melt the diver.
Hit the first harpoon to slow, the second to maximize MR shred, then burn them with while they are slowed.
Starting in Danger Zone ensures every ability is empowered. Using the second last often triggers Overheat from , allowing you to finish them with empowered autos.
By casting at 80 Heat and then immediately using another spell, you trigger Overheat. will continue to burn for its full duration while you gain the attack speed and on-hit damage.
Drop to cut off the enemy team's entrance to a pit. Use to keep anyone who tries to cross the fire stuck inside the damage zone.
| Spike | Why |
|---|---|
| Level 3 | You have access to all basic abilities and can finally manage your Heat to stay in the Danger Zone for empowered trades. |
| Level 4 | Putting a second point into nearly doubles your kill pressure against most top laners. |
| Level 6 | is a massive power spike. You can now roam mid or influence dragon fights from a distance. |
| Level 11 | Rank 2 significantly increases the base damage and slow, making teamfighting your strongest phase. |