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Recommended Items
Runes: Standard (Comet)
1
2
3
Sorcery
Precision
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
standard
Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Karthus
fleet footwork
Nami
Synergies
Ideal
Strong
Ok
Low
None
Nami
Champion Build Guide
Overview
Smolder, the Fiery Fledgling Smolder is a champion who focuses entirely on scaling through stacking Dragon Practice over the course of a game, turning from a relatively weak champion into one that essential has a permanent Elder Dragon buff. |
Abilities
(formatting from this point onwards WIP)
Dragon Practice (Passive) - The reason this champion is playable at all is because of this passive, you gain stacks by last hitting minions with Super Scorcher Breath or damaging enemy champions with any ability.
Super Scorcher Breath (Q) - A point-and-click spell that spits a fireball at an enemy. It costs 25 mana and has a cooldown of 5.5/5/4.5/4/3.5 depending on rank.
At 25 stacks, the fireball explodes on collision, effectively making it an AOE spell.
At 125 stacks, the fireball sends extra bolts of fire in a cone behind where you shot the fireball, dealing 75% of the damage.
At 225 stacks, enemies hit by the fireball are set on fire for 3 seconds, the burn dealing true damage that scales with bonus AD, AP and dragon practice stacks, and makes it so that enemy champions afflicted with the burn are executed once below 6.5% max hp.
In lane, you should be using this spell to last hit minions, but if it's off cooldown, won't cost you a last hit to do so and you can safely get in range, you should be using it to poke enemy champions as you'll still get a stack regardless.
Achooo! (W) - Smolder fires a large projectile that travels fast at first and slows down towards the end of it's travel. It does okay damage, but if it hits an enemy champion then it creates an additional explosion, making it great for poking enemies. (Subsequent explosions against the same target deal 75% of the previous explosion's damage)
I recommend taking this spell level 1 with Doran's Ring because the explosion has an 80% AP scaling and the initial hit has a 20% AP scaling, making it do a lot more damage than you would with Doran's Blade (as it has 25% AD scaling on both parts)
Flap, Flap, Flap (E) - Smolder takes flight for 1.25 seconds, gaining 75% bonus movement speed, unobstructed vision and the ability to ignore terrain collision. It ends immediately if Smolder casts one of his abilities or is immobilized.
You should only use this spell defensively unless you're absolutely certain you'll be okay without it, as the cooldown is quite long at 24 seconds and you're generally not gonna start levelling it to reduce that until level 14 and onwards.
MMOOOMMMM! (R) - Smolder shouts for his mother to attack from above, causing her to exhale a large wave of fire from behind him and towards the target direction. The wave heals smolder and deals damage to enemies hit, dealing 50% bonus damage to and slowing enemies in the center.
This spell has an incredibly long range and can be great at both softening and finishing enemies in skirmishes and teamfights. The fact that it's a very wide spell also makes it great for stacking Dragon Practice.
The cast starts a decent amount behind Smolder, so if you want to get the damage out fast, you can cast it behind you and in the opposite direction from the enemies if they're relatively close range to you. (It's worth testing that out in the practice tool so you can get a feeling for how much range you have to work with)
Dragon Practice (Passive) - The reason this champion is playable at all is because of this passive, you gain stacks by last hitting minions with Super Scorcher Breath or damaging enemy champions with any ability.
Super Scorcher Breath (Q) - A point-and-click spell that spits a fireball at an enemy. It costs 25 mana and has a cooldown of 5.5/5/4.5/4/3.5 depending on rank.
At 25 stacks, the fireball explodes on collision, effectively making it an AOE spell.
At 125 stacks, the fireball sends extra bolts of fire in a cone behind where you shot the fireball, dealing 75% of the damage.
At 225 stacks, enemies hit by the fireball are set on fire for 3 seconds, the burn dealing true damage that scales with bonus AD, AP and dragon practice stacks, and makes it so that enemy champions afflicted with the burn are executed once below 6.5% max hp.
In lane, you should be using this spell to last hit minions, but if it's off cooldown, won't cost you a last hit to do so and you can safely get in range, you should be using it to poke enemy champions as you'll still get a stack regardless.
Achooo! (W) - Smolder fires a large projectile that travels fast at first and slows down towards the end of it's travel. It does okay damage, but if it hits an enemy champion then it creates an additional explosion, making it great for poking enemies. (Subsequent explosions against the same target deal 75% of the previous explosion's damage)
I recommend taking this spell level 1 with Doran's Ring because the explosion has an 80% AP scaling and the initial hit has a 20% AP scaling, making it do a lot more damage than you would with Doran's Blade (as it has 25% AD scaling on both parts)
Flap, Flap, Flap (E) - Smolder takes flight for 1.25 seconds, gaining 75% bonus movement speed, unobstructed vision and the ability to ignore terrain collision. It ends immediately if Smolder casts one of his abilities or is immobilized.
You should only use this spell defensively unless you're absolutely certain you'll be okay without it, as the cooldown is quite long at 24 seconds and you're generally not gonna start levelling it to reduce that until level 14 and onwards.
MMOOOMMMM! (R) - Smolder shouts for his mother to attack from above, causing her to exhale a large wave of fire from behind him and towards the target direction. The wave heals smolder and deals damage to enemies hit, dealing 50% bonus damage to and slowing enemies in the center.
This spell has an incredibly long range and can be great at both softening and finishing enemies in skirmishes and teamfights. The fact that it's a very wide spell also makes it great for stacking Dragon Practice.
The cast starts a decent amount behind Smolder, so if you want to get the damage out fast, you can cast it behind you and in the opposite direction from the enemies if they're relatively close range to you. (It's worth testing that out in the practice tool so you can get a feeling for how much range you have to work with)
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