Innate:Brand'sabilities apply a stack of Ablaze to affected enemies for 4 seconds, stacking up to 3 times, with the duration refreshing on further applications. Subsequent abilities used against a target with Ablaze are empowered. Enemies afflicted with Ablaze are dealt「 3% of their maximum health over 3.25 seconds 」「 1% of their maximum health every 1.083 seconds over 3.25 seconds 」as magic damage. Ablaze deals 120% damage per tick to monsters, capped at 80.
Killing an enemy afflicted with Ablaze restores 20 − 40 (based on level) mana.
Upon applying 3 stacks of Ablaze to large monsters or enemy champions, the fire becomes unstable, forming an area around the target that grants sight within its radius and explodes after 2 seconds, consuming all stacks. All enemies within the detonation are dealt 10% − 14% (based on level) of their maximum health(+ 2% per 100 AP) as magic damage and applied a stack of Ablaze. The explosion will still occur if the target dies to the ability applying the third stack or during the delay.
Brand cannot stack Ablaze more than once on enemies who have exploded in the last 4 seconds.
The explosion is not considered a tether effect and will not affect untargetable targets, even if the explosion originated from them.
Each stack deals the damage individually and will always consider the time it was applied for deciding when the ticks will be applied, even when the duration refreshes.
At sub-optimal applied times, 2 stacks will deal a minimum of 6% maximum health damage over 4 seconds, but will deal 7% maximum health at optimal applied times.
Against small-medium units 3 stacks will deal a minimum of 9% maximum health at sub-optimal times, but 11% maximum health at optimal times. If these stacks are further refreshed at optimal times they can deal up to 12% maximum health over 4 seconds.
With an ability haste value of 81.82 / 69.49 / 58.73 / 47.06 / 36.99 to 163.16 / 150 / 132.56 / 112.77 / 96.08 based on the ranges of applications from the target, it is possible to apply the stun without having to use other abilities. Sear will apply before the duration of the pre-applied Blaze times out.
The needed ability haste value if the target stayed still would be 117.39 / 100 / 88.68 / 75.44 / 61.29.
Sear will cast from wherever Brand is at the end of the cast time.
Active:Brand launches a fireball at the target enemy that bounces between nearby enemies and Brand up to four times, dealing magic damage to enemies each time.
100 / 200 / 300 (+ 25% AP)
Total Single-Target Damage:
300 / 600 / 900 (+ 75% AP)
If Pyroclasm's current target becomes invalid, it selects a new target at its remaining bounces. The fireball will bounce to Brand even if he becomes an invalid target while it is currently on a target or is in flight towards him. If there are no nearby valid targets, the fireball fizzles.
Pyroclasm prioritizes enemy champions, then Brand, then any valid bounce target.
The fireball bounces to targets regardless of having sight of them or not.
Ablaze:Pyroclasmslows enemies hit for 0.25 seconds. This can affect the same enemy more than once.
30 / 45 / 60%
The fireball may only bounce to valid targets, including Brand.
The fireball does not grant sight of stealthed enemies and those in fog of war but it can expose their position.
If the initial cast target uses spell shield, Pyroclasm will not bounce. If the bounce is blocked by an enemy's spell shield it will not deal any damage, but it will keep on bouncing.
If the target becomes untargetable, dies, or Brand loses sight of them during the cast time, Pyroclasm is cancelled but its cooldown and mana are refunded.
Damage per second reduced 0.5% of target's maximum health 2.
New Effect: Stacks up to 3 times (1.5% of target's maximum health per second)
New Effect: At 3 stacks, an area around the target is highlighted. After 2 seconds, all targets within the area take magic damage equal to 12 − 16 (based on level)% (+ 1% per 60 AP) of their maximum health.
The damage from this detonation will apply Blaze to secondary targets and refresh the current timer on the target.
Once a target has detonated, they will not generate Blaze stacks again for 4 seconds (until their current buff times out)