Deathfire Touch (Mastery)

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  • Season 2017
  • Season 2016
Ferocity Cunning Resolve

Description[edit]

Deathfire Touch is a tier 6 keystone ferocity mastery with 1 rank.

Requirements[edit]

  • Requires 17 points in Ferocity.

Effects[edit]

  • Damaging abilities cause enemy champions to bleed for 1 + (++5.625%% bonus) (++3.125%%) every half-second for a duration based on their type.
    • Single Target: 4 seconds duration (Total damage of 8 + (++45%% bonus) (++25%%)).
    • Area of Effect: 2 seconds duration (Total damage of 4 + (++22.5%% bonus) (++12.5%%)).
    • Damage over time: 1 second duration (Total damage of 2 + (++11.25%% bonus) (++6.25%%)).

Patch History[edit]

v7.5

Bonus attack damage ratio reduced.

As far as botlane goes, Deathfire Touch is meant for marksmen who lean heavily on their abilities to deal damage (Jhin, Varus, Miss Fortune). That said... they’re still marksmen. Basic attacking may not be as important to them as others, but when basic attacks aren’t even needed as filler between cooldowns, DFT is doing far too much work. (To be honest, we should have hit it in last patch’s damage mastery sweep.) Marksmen who lack poke tools of their own can’t even approach the minion wave without eating a full trade’s worth of damage and dealing none in return, choking out a lot of bot lane picks.

We won’t dance around the subject - this is going to sting for DFT marksmen. We fully expect them to lose footing, particularly while reacquainting themselves with their basic attack ranges. That said, DFT is still strong for the champions who can repeatedly proc it, but at a level more in line with what mage users get.

BONUS AD RATIO : [60%] 45%


v6.22
Last pre-season saw a ground-up rebuild of masteries with the goal of making mastery choices more about individual playstyle than numerical buffs. Though we’ve had a few balance challenges over the season, the basic premise has held up over time. We’re filling in the remaining holes in each tree with an eye toward further sharpening this ‘playstyle-first’ vision, and addressing two of the ‘problem children’ remaining in the system. Side-note: we recently shipped an article sharing most of the information in this section, so if you get deja-vu, you’re not crazy (or psychic).

Re-added
Mastery Deathfire Touch.png Deathfire Touch

EFFECT : Your damaging abilities deal an additional 8 + (60% bonus attack damage + 25% ability power) magic damage to enemy champions over 4 seconds (half damage over 2 seconds for AoE and quarter damage over 1 second for damage-over-time)

Ferocity Cunning Resolve

Description[edit]

Deathfire Touch is a tier 6 keystone ferocity mastery with 1 rank.

Requirements[edit]

  • Requires 17 points in Ferocity.

Effects[edit]

  • Damaging abilities cause enemy champions to bleed for 1 + (++7.5%% bonus) (++3.125%%) every half-second for a duration based on their type.
    • Single Target: 4 seconds duration (Total damage of 8 + (++60%% bonus) (++25%%)).
    • Area of Effect: 2 seconds duration (Total damage of 4 + (++30%% bonus) (++12.5%%)).
    • Damage over time: 1 second duration (Total damage of 2 + (++15%% bonus) (++6.25%%)).

Patch History[edit]

5/9/2016 Balance Update

bugfix : Fixed a bug where single target and area-effect abilities were applying the 1 second burn, rather than 4 and 2 seconds respectively


v6.1
Ferocity and Stormraider's buffed, Precision nerfed.

If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives? While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery. So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.

Mastery Deathfire Touch.png Deathfire Touch
Ability power and attack damage ratios increased.

AD RATIO : [0.5 bonus attack damage] 0.6 bonus attack damage
AP RATIO : [0.2 ability power] 0.25 ability power


v5.24
Feast cooldown up. Fervor of Battle slightly reworked, and Deathfire Touch’s damage effectiveness is down.

Ferocity is definitely living up to the hype for fighters and mages looking to stay in combat, but provides certain champions too much power relative to the rest of the cast. Fervor of Battle is now about stacking damage against champions specifically, and Deathfire Touch is more focused about consistent applications of damage.

Mastery Deathfire Touch.png Deathfire Touch

DURATION : [3 seconds] 4 seconds (damage stays the same)
AREA OF EFFECT DURATION : [1.5 seconds] 2 seconds
PERSISTENT DAMAGE DURATION : [1.5 seconds] 1 second


v5.22
We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.

Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back.

Mastery Deathfire Touch.png Deathfire Touch

TOUCH, DON'T GRASP : Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time)