Ignite is a targeted summoner spell. It deals a moderate amount of true damage over 5 seconds and reduces healing and regeneration effects on the target by 50% for the duration, revealing them for the duration.
Table of true damage dealt
Ignite True Damage | ||
---|---|---|
Level | Total Damage | Damage Per Second |
1 | 70 | 14 |
2 | 90 | 18 |
3 | 110 | 22 |
4 | 130 | 26 |
5 | 150 | 30 |
6 | 170 | 34 |
7 | 190 | 38 |
8 | 210 | 42 |
9 | 230 | 46 |
10 | 250 | 50 |
11 | 270 | 54 |
12 | 290 | 58 |
13 | 310 | 62 |
14 | 330 | 66 |
15 | 350 | 70 |
16 | 370 | 74 |
17 | 390 | 78 |
18 | 410 | 82 |
Overview
affords players an offensive utility and damage spell that scales with level. Throughout Season 2 and Season 3, it was a popular spell for creating a greater margin for a kill in an all-in attack, particularly useful on burst-centric champions such as mages or assassins, where a kill combo typically treads the boundary of finishing a full-health or nearly full-health opponent. In the second half of Season 3, it began to see increasing use in the support role for playstyles prone to aggressive all-ins. The changes to and in Season 4 have provided powerful tools to defend against all-ins, causing to fall out of favor among all but the most aggressive roles and weakening aggressive champions and strategies overall.
A well-placed healing reduction debuff from life steal and spell vamp effects from items and abilities such as and .
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 both reliant on their healing-based ultimates. The healing-reduction debuff also applies toIt should be noted that true damage and therefore cannot be mitigated by any form of damage reduction, although shields will take priority over health for absorbing the damage.
dealsNotes
- removes the damage-over-time component of , but not the healing reduction.
- item active effect will remove entirely.
- The healing debuff from does not reduce the amount of temporary health gained from shields like and or maximum health boosts such as and .
- Multiple uses of on the same target will refresh its duration and provides no stacking effect.
- The healing debuff from Grievous Wounds. does not stack with any other abilities that apply a healing debuff, such as or
- Casting ignite does not interrupt channeling spells, e.g. Recall or
- When channeling a spell, make sure to when the target is within range, otherwise your champion will break the channel in order to move within range.
Trivia
- The icon for shows a great resemblance to since they are both icons of a hand holding a flame.
Patch History
V5.3:
- Ignite now interrupts champions who attempt to recall while Ignited.
V4.5:
- Reveals target for the duration.
Doesn't reveal stealth.- Bug: Stealthed targets are revealed.
V4.4:
- 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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