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* Multiple uses of '''Ignite''' on the same target will refresh its duration and does not provide a stacking effect. |
* Multiple uses of '''Ignite''' on the same target will refresh its duration and does not provide a stacking effect. |
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* '''Ignite''' does not stack with any other abilities that apply {{tip|Grievous Wounds}}, such as {{cai|Hail of Arrows|Varus}}. |
* '''Ignite''' does not stack with any other abilities that apply {{tip|Grievous Wounds}}, such as {{cai|Hail of Arrows|Varus}}. |
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− | * '''Ignite''' grants |
+ | * '''Ignite''' grants two stacks of {{ri|Conqueror}}, and one of {{ri|Electrocute}}, and {{ri|Phase Rush}} upon activation. |
* '''Ignite''' deals {{tip|true damage}} and therefore cannot be mitigated by any form of [[damage reduction]], although {{tip|shield|shields}} and {{tip|invulnerability}} effects will absorb the damage. |
* '''Ignite''' deals {{tip|true damage}} and therefore cannot be mitigated by any form of [[damage reduction]], although {{tip|shield|shields}} and {{tip|invulnerability}} effects will absorb the damage. |
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* The cooldown of this spell can be reduced by summoner spell cooldown reduction. |
* The cooldown of this spell can be reduced by summoner spell cooldown reduction. |
Revision as of 00:19, 22 June 2020
Ignite is a unit-targeted summoner spell that deals true damage over the duration and applies healing reduction as well as granting sight of the targeted enemy champion.
Notes
- removes the damage-over-time component of Ignite, but not the healing reduction.
- Ignite's healing debuff does not reduce shields or maximum health gains like or .
- Ignite cannot reveal stealthed targets as it does not apply true sight.
- Multiple uses of Ignite on the same target will refresh its duration and does not provide a stacking effect.
- Ignite does not stack with any other abilities that apply Grievous Wounds, such as .
- Ignite grants two stacks of , and one of , and upon activation.
- Ignite deals true damage and therefore cannot be mitigated by any form of damage reduction, although shields and invulnerability effects will absorb the damage.
- The cooldown of this spell can be reduced by summoner spell cooldown reduction.
Effectiveness comparison
The following table compares the effectiveness of
vs on a target affected by .Level | Total damage | Damage per second | Absorbed damage | Absorbed damage in 2 seconds | Received Damage | Percentage of Damage Negated | Healing | Reduced healing ( GW) | Received Damage | Percentage of Damage Negated | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 70 | 14 | 105 | 28 | 42 | 40% | 80 | 48 | 22 | 68.6% | |
2 | 90 | 18 | 123 | 36 | 54 | 40% | 94 | 56.4 | 33.6 | 62.7% | |
3 | 110 | 22 | 141 | 44 | 66 | 40% | 108 | 64.8 | 45.2 | 58.9% | |
4 | 130 | 26 | 159 | 52 | 78 | 40% | 122 | 73.2 | 56.8 | 56.3% | |
5 | 150 | 30 | 177 | 60 | 90 | 40% | 136 | 81.6 | 68.4 | 54.4% | |
6 | 170 | 34 | 195 | 68 | 102 | 40% | 150 | 90 | 80 | 52.9% | |
7 | 190 | 38 | 213 | 76 | 114 | 40% | 164 | 98.4 | 91.6 | 51.8% | |
8 | 210 | 42 | 231 | 84 | 126 | 40% | 178 | 106.8 | 103.2 | 50.9% | |
9 | 230 | 46 | 249 | 92 | 138 | 40% | 192 | 115.2 | 114.8 | 50.1% | |
10 | 250 | 50 | 267 | 100 | 150 | 40% | 206 | 123.6 | 126.4 | 49.4% | |
11 | 270 | 54 | 285 | 108 | 162 | 40% | 220 | 132 | 138 | 48.9% | |
12 | 290 | 58 | 303 | 116 | 174 | 40% | 234 | 140.4 | 149.6 | 48.4% | |
13 | 310 | 62 | 321 | 124 | 186 | 40% | 248 | 148.8 | 161.2 | 48% | |
14 | 330 | 66 | 339 | 132 | 198 | 40% | 262 | 157.2 | 172.8 | 47.6% | |
15 | 350 | 70 | 357 | 140 | 210 | 40% | 276 | 165.6 | 184.4 | 47.3% | |
16 | 370 | 74 | 375 | 148 | 222 | 40% | 290 | 174 | 196 | 47% | |
17 | 390 | 78 | 393 | 156 | 234 | 40% | 304 | 182.4 | 207.6 | 46.8% | |
18 | 410 | 82 | 411 | 164 | 246 | 40% | 318 | 190.8 | 219.2 | 46.5% |
- will always negate 40% of damage if it is activated while under the effect of for at least 2 seconds.
- will always negates more damage than .
Strategy
- Ignite provides players an offensive utility and damage spell that scales with level. Throughout Season 2 and Season 3, the spell was nearly ubiquitous in all lanes, as the extra kill pressure was highly valued. The changes to and in Season 4 provided powerful tools to defend against all-ins, causing Ignite to fall out of favor among all but the most aggressive roles and weakening aggressive champions and strategies overall. In Season 9, Ignite regained its original lower cooldown and is now heavily favored among supports and 1v1 kill lanes.
- A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like , , , , and . It is considered a direct counter to , , and because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, spell vamp, and drain effects from items and abilities such as and .
Trivia
- The icon for shows great resemblance to since they are both icons of a hand holding a flame.
- Ignite and (and on Howling Abyss) are the only summoner spells that deal direct damage to enemy champions.
- The first icon for 2011 mastery Burning Embers. was reused for the Season
- Pentakill's first volume, Smite and Ignite, was named after and Ignite.
Media
Patch History
- Total true damage reduced to 70 − 410 (based on level) from 80 − 505 (based on level).
- Cooldown reduced to 180 seconds from 210.
- Total true damage increased to 80 − 505 (based on level) from 70 − 410 (based on level).
- New Effect: Now draws nearby minion aggro when targeting an enemy champion.
- Level requirement reduced to 9 from 10.
- Grievous Wounds
- Reduces all healing received by 40%.(Previous change from V5.22 reverted.)
- Grievous Wounds
- Reduced to 40% healing reduction from 50% healing reduction.
- Grievous Wounds now only affects self-healing instead of all healing.
- Ignite now interrupts champions who attempt to recall while Ignited.
- Reveals target for the duration.
Doesn't reveal stealth.- Bug: Stealthed targets are revealed.
- New particles.
- Cooldown increased to 210 seconds from 180.
- Now only usable on enemy champions.
- No longer usable on minions (still usable on jungle monsters).
- Now removes stealth when used.
- The damage over time can now be removed by .
- Fixed a bug where its visual effect would sometimes persist far beyond the actual duration.
- Now removes stealth when used.
- Fixed a bug where itcould be cast while in stasis from .
- Damage per level reduced to 20 from 25.
- Can no longer be removed by .
- Fixed a bug with the tooltip cooldown value that made it seem shorter than it actually is.
- Can now be removed by .
- Now also reduces the target’s healing and regeneration by 50%.
- Fixed an issue that prevented from being cast while silenced.
- Range increased to 600 from 550.
- V0.9.25.24 Added
- Deals 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance.
- Burning Embers (mastery): While your spell is on cooldown, your champion has an additional 10 ability power.
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