Avalon Heroes Ignes Scorching Archon Guide

Avalon Heroes Ignes Scorching Archon Guide by Kurakresh

NOTE: This guide is for mainly Battle purposes, although it features tips for Adventure mode. As the Table of Contents shows, users may also suggest changes to or ideas for the guide, and I’ll record them there.

By: Kurakresh (IGN: Melchior)

Table of Contents:
Search the terms in square brackets for browsing convenience.

[#GY] Character Synopsis
[#GG] Stat Growth
[#GE] Ethereal Stones
[#GS] Skills

Skill Sets

  • [#SM] Might of Fire
  • [#SS] Skull Scorch
  • [#SYA] Fire Wall (Standard)
  • [#SYB] Fire Wall (Rush)

Item Builds

  • [#IM] Might of Fire / Skull Scorch / Fire Wall

[#GF] Friends and Foes
[#GR] Conclusion
[#GU] User-Submitted Suggestions
[#GL] Glossary

Character Synopsis: [#GY]
Ignes, a PHY-based hero for Oriens, is a tanking Ifrit; a spirit modelled around an Islamic or Arabic fire djinn. His large stature provides lots of HP for him, and his ethereal body allows for the manipulation of fire. Ignes comes to the battlefield armed with the potential to deal massive amounts of Splash Damage, or just disrupt the enemy long enough for his fellow Oriens allies to intervene. Ignes is available to players once they start a new Kin, and can be purchased from the Lobby Store for very cheap.

Ignes works well in a team that already has a reliable mixture of early-mid and mid-late game Heroes, as Ignes is able to support them in both phases of the game. He does, however, have trouble dealing effective DPS or Magic Damage due to medium cooldowns on his offensive Skills, and a lack of a natural DPS build. Ignes’ Physical attack isn’t poor, but it can’t compare to other Heroes’ Total Damage and Attack Speeds. It is imperative that he gets high Movement Speed to help chase down and hinder retreating opponents, or help allies further away without sacrificing too much time.

Stat Growth: [#GG]
Level 1 -> 25:
17 STR -> 65 STR
17 AGI -> 65 AGI
17 INT -> 41 INT
24 PHY -> 96 PHY

Ignes’ highest natural stat is PHY, followed by a tie for second between STR and AGI. This means Ignes will have a high maximum HP, while his Defense and Attack Speed are fairly decent. He does suffer from a poor INT stat, meaning a low Maximum MP and low natural MP Recovery.
Take this into consideration when choosing pieces of equipment, if you’re following your own builds.

Ethereal Stones: [#GE]
Ignes benefits the most from:

  • PHY
  • Movement Speed
  • INT / All Attributes / Block Rate

Skills: [#GS]
Hardness of the Elemental King:
Ignes’ beginning Skill.
A Passive Skill with 4 Skill Levels.

Ignes’ only Passive Skill, which increases his Maximum HP by increments of 10%. It’s not a bad Passive, as it extends Ignes’ life on the battlefield, and makes him tougher to take down through pure force. Due to the percentage bonus, the HP bonus scales with Ignes’ level, making it good in the early-mid game, but even better in the mid-late game phase. Watch out, however, as it makes you much more susceptible to Dukan’s already dangerous Spirit Erosion, due to its percentage DoT. It’s a good starting Skill, but doesn’t offer Ignes the more valuable Support Skills he earns through SP.

As such, I don’t personally recommend this for Battle.
Better in Adventure Mode, though, since you can replace Taunt with it.

Ignes’ beginning Skill.
An Active Skill with 4 Skill Levels.

Ignes’ second Skill, and his first Active one. It gives Ignes his multi-purpose, AoE stun, which is used in just about every possible Skill Set due to its utility. The Skill has a deceptively long range to it, and can hit in all areas around Ignes (including behind him). This is perfect for slowing down advancing or retreating enemies, and allowing other allies to get in more hits during an offensive push of your own. Ignes’ Hellfire is great for interrupting channelled Skills, such as Drake’s Crab Grapple or Fletcher Brothers’ Ultimate. It also deals a fair bit of Magic Damage early-mid game, and works well with just about any Skill Set that Ignes will put on. It is the epitome of Ignes’ support, allowing him to interrupt enemy strategies in a large radius.

I recommend this Skill, since this AoE Stun is imperative to Ignes’ supporting role.

Ignes’ beginning Skill.
An Active Skill with 4 Skill Levels.

Taunt is Ignes’ third beginning Skill, and second Active. It may not do any damage, it may not give any Status Effects; it does, however, effectively screw over any low APM player, and frustrate the higher APM players. Taunt gives Ignes the ability to have anything within its radius (a rather large one, at that) to lose control / become deselected, and begin to attack you over any other thing in the vicinity. This is great for disrupting enemies attempting to target a weaker ally, or in desparate escape from your team. Taunt also affects the Guardian, so you can divert the attention of an offensive push from the more fragile Creatures or Heroes. It also works, like Hellfire, to interrupt the more passive Channelled abilities, like Fletcher Brothers’ Ultimate Skill, or Novek’s Meteors when in his Ultimate Skill. Although Taunt lacks offensive power, it is hilarious fun and always causes the enemy players to be more cautious when running away, perhaps being clouded by frustration. Note that since Taunt pierces through Magic Immunity, it doesn’t matter if they put one up or not – although you’ll want to Dispel it for other Skills to be of use.

I recommend this Skill, although it can be substituted for other more offensive Skills if need be. Taunt serves its name well, infuriating and disabling the opponent for a short duration.

Sacrifice of Fire:
Ignes’ Ultimate Skill.
An Active Skill with 2 Skill Levels.

Ignes’ Ultimate Skill is a momentary bonus to Movement Speed and provides him with a large area-affecting Splash Damage; the bonus to Movement Speed allows you to either chase down weakened foes and burn them to death, or to kite outside of an enemy’s range while burning. The Splash Damage also provides a steady amount of damage regardless of MP, as once Sacrifice of Fire is activated, the flames will continue to burn until the duration ends. This gives Ignes a bit of freedom with his already low Maximum MP, and allows for more damage through his other Skills and Splash Damage. Sacrifice of Fire’s wide range also covers a good portion of, if not the entire, battlefield, giving Ignes and his nearby allies a good advantage when confronting the enemy. Best used when going into a fight with allies, or trying to catch up to a fleeing prey. Use in conjunction with a Ring of Speed for a massive Speed Boost sure to catch up with even more agile foes.

Mana Evaporation:
Ignes’ 500 SP Skill.
An Active Skill with 4 Skill Levels.

Ignes’ first unlockable Skill, and the ultimate tool in crippling low INT characters. Mana Evaporation removes MP from the target, and deals HP damage equal to the MP removed. This works wonders against Keias, Bentilus, and any other Hero with a low INT stat. It effectively removes their ability to perform any Skills in the middle of a battle, and works wonders at pressuring enemies in the early-mid game. It also forces enemies to break their offensive push and retreat to gather more MP from potions, which causes an advantageous situation for Ignes and his team. Targeting Heroes like Pallas or Bazraal also removes their effectiveness from Switch Skills, drastically reducing the length of their Switches. Although Mana Evaporation may not impact INT Heroes’ MP as much as the others’ MP totals, it still does effective damage to their HP. The downside to Mana Evaporation, however, is that its HP damage is entirely dependent on the MP removed; Heroes at around 0 MP will suffer nearly no damage, due to little MP being destroyed.

Constant use of Mana Evaporation in the first two to five minutes of the game can be devastating to certain Heroes, as they’ll be forced to line / creep with no MP, or buy the 600 Gold MP Restoration items, reducing their early funds.

I recommend this Skill due to its amazing pressure and utility in all phases of the game.

Ultimate Defense:
Ignes’ 1250 SP Skill.
A Switch Skill with 4 Skill Levels.

Ignes’ second unlockable Skill; a Switch Skill that gives him an increased Defense, HP Recovery, and bonus Splash Damage. Ultimate Defense serves Ignes well, enhancing his already dangerous Splash Damage output, and giving him more durability in close-range battles. The downside to Ultimate Defense is the constant drain on Ignes’ already low MP, not allowing for much flexibility in longer battles or chases. Increasing his MP Recovery rate works well to counter the drain, recovering a bit of Ignes’ lost MP. Ultimate Defense gives Ignes a much better offensive push with Splash Damage, and works in tandem with Robes of Red Flame, their Evolved (Storage-only) counterpart, and Sacrifice of Fire. That much Splash Damage is sure to ward off most close-ranged enemies from engaging you, lest they suffer enormous damage per second from your fire. Stunning the enemy helps to lock them in place for more Splash Damage to affect them – though do note Splash Damage, while no item offers defense against it, Magic Protection completely blocks it. Be sure to dispel any enemies for your Splash Damage to take effect.

Do note that like all Switch Skills, if you upgrade Ultimate Defense while it is in use, it will turn off momentarily. Avoid allocating Skill Points into Ultimate Defense in the middle of a fight, unless necessary.

A good Skill for increasing your damage output extraordinarily, but I don’t recommend it personally. You can possibly substitute Taunt for Ultimate Defense if you don’t to worry about mind-games and aim for straight damage.

Skill Sets:
Numbers refer to the Level at which you obtain each Skill.
You also need not follow these strictly, but these are some Sets which I found to be effective or common.

  • Might of Fire [#SM]
    • Hardness of the Elemental King / Hellfire / Taunt
    • Ignes’ beginning Skill Set.
    • Gives Ignes a basic Support Role, with more emphasis on tanking and disruption. More vulnerability to Dukan, but gives a longer lifespan all other times.
    • Not the most efficient Skill Set for Ignes’ role, but it’s effective when a lack of tank is present on your team.
    • One early point into Taunt goes a long way, giving you disruption capabilities, and a good option for hindering enemy strategies in the early-mid game. Further points decrease the cooldown, giving you an edge over retreating enemies earlier into the game.
    • Hardness is a percentage-based Passive, and as such, is only going to help you further into the game. Your Item Builds will generally have higher earlier HP to subdue most Ultimate Skills if they’re headed your way.
      1. Hellfire
      2. Taunt
      3. Hellfire
      4. Taunt
      5. Hellfire
      6. Sacrifice of Fire
      7. Hellfire
      8. Taunt
      9. Taunt
      10. Hardness of the Elemental King
      11. Hardness of the Elemental King
      12. Hardness of the Elemental King
      13. Sacrifice of Fire
      14. Hardness of the Elemental King
      15. Stats (for the remaining Levels)
  • Skull Scorch [#SS]
    • Mana Evaporation / Hellfire / Taunt
    • Ignes’ Skill Set that capitalizes on controlling the battlefield through stuns, disruption, and removal of MP from key targets.
    • Ignes’ MP may suffer from constant use of Skills, but allows for excellent control and pressure.
    • Works well with any team, although it benefits the more fragile Heroes in the early-mid game due to Mana Evaporation and Taunt. DPS Heroes appreciate Taunt and Hellfire.
    • Same reasoning for early Taunt as the Might of Fire Skill Set.
      1. Hellfire
      2. Taunt
      3. Mana Evaporation
      4. Mana Evaporation
      5. Mana Evaporation
      6. Sacrifice of Fire
      7. Mana Evaporation
      8. Hellfire
      9. Hellfire
      10. Hellfire
      11. Taunt
      12. Taunt
      13. Sacrifice of Fire
      14. Taunt
      15. Stats (for the remaining Levels)
  • Fire Wall (Standard) [#SYA]
    • Mana Evaporation / Hellfire / Ultimate Defense
    • Ignes’ Skill Set focusing on improving his Splash Damage through Ultimate Defense, while keeping the supportive Skills stronger in the early-mid game.
    • Works well with an Evolved Robe of Red Flame, a Robe of Red Flame / Flaming Meteor, and Sacrifice of Fire.
    • Low MP problems, akin to Skull Scorch. Remedied by a Magical Diamond of Grand Nature, or Staff of Great Magician, depending on how you want to play.
    • Quickly increasing Hellfire / Mana Evaporation helps with crippling enemies for your allies. A single point into Ultimate Defense doesn’t help as much, but the basic Splash Damage bonus it gives helps with every battle. Not too much strain on the MP, either, at Skill Level 1.
      1. Hellfire
      2. Mana Evaporation
      3. Hellfire
      4. Mana Evaporation
      5. Ultimate Defense
      6. Sacrifice of Fire
      7. Mana Evaporation
      8. Mana Evaporation
      9. Hellfire
      10. Hellfire
      11. Ultimate Defense
      12. Ultimate Defense
      13. Sacrifice of Fire
      14. Ultimate Defense
      15. Stats (for the remaining Levels)
  • Fire Wall (Rush) [#SYB]
    • Mana Evaporation / Hellfire / Ultimate Defense
    • Ignes’ Skill Set focusing on improving his Splash Damage through Ultimate Defense, but minimizes his Support capability.
    • Works well with an Evolved Robe of Red Flame, a Robe of Red Flame / Flaming Meteor, and Sacrifice of Fire.
    • Low MP problems, akin to Skull Scorch. Remedied by a Magical Diamond of Grand Nature, or Staff of Great Magician, depending on how you want to play.
    • Increasing Hellfire / Mana Evaporation helps with crippling enemy Heroes for your team. Early points into Ultimate Defense will sap your MP heavily, but give you a great offensive edge when beside your opponents.
    • Note: This modification in the Skill Set is meant for people who want to try and maximize the power of Splash Damage as early as possible, and provide more thorough support later.
      1. Hellfire
      2. Mana Evaporation
      3. Mana Evaporation
      4. Ultimate Defense
      5. Ultimate Defense
      6. Sacrifice of Fire
      7. Ultimate Defense
      8. Ultimate Defense
      9. Mana Evaporation
      10. Mana Evaporation
      11. Hellfire
      12. Hellfire
      13. Sacrifice of Fire
      14. Hellfire
      15. Stats (for the remaining Levels)

Item Builds:
The numbers refer to the amount of Gold you have.
This excludes the use of Magic Protection Scrolls, Dispel Potions, and various other General Store items.
As with Skill Sets, you don’t have to follow this strictly, but it’s an okay build for those with little idea of how to build Ignes.
Lastly, note that on most of the Builds, I leave a slot open in your inventory. This is for General Store items. If you wish to fill it, or have a Box, then just add a Clairvoyant’s Telescope [Numpad 9], Evolved Robe of Red Flame [Storage], or Fan of Bloody Wind [Combine]. A good Despera item for Ignes is the Armor of Divine Protection, but only get it in the mid-late game where you’ve a lot of Gold to burn.
Note that turning a Flaming Meteor into a Robe of Red Flame is listed as Optional, in the event you bring out the Evolved form from Storage, or just don’t want the bonus Attack Speed immediately / are saving up for another item. Its main draw is the Splash Damage anyways, so upgrade at your own discretion.

  • Might of Fire / Skull Scorch / Fire Wall [#IM]
    • 800 – Crystal of Harmony [Numpad 8]
    • 250 – Necklace of Regeneration [Numpad 8]
    • 900 – Magical Diamond of Grand Nature [Combine]
    • 1500 – Magic Boots [Numpad 2]
    • 325 – Spell Breaking Boots [Combine]
    • 675 – Crystal of Enhanced Stamina [Numpad 8] OR 1400 – Stone of Truthful Vision [Numpad 9]
    • (If Detection was bought) 675 – Crystal of Enhanced Stamina [Numpad 8]
    • (Optional: You should only invest in this if you need help with Creeps) 2350 – Flaming Meteor [Numpad 6]
    • 1450 – Slayer’s Ax [Numpad 1]
    • 650 – Armor of Transcendent Hardness [Combine]
    • 1450 – Slayer’s Ax [Numpad 1]
    • 925 – Belt of Giants [Numpad 3]
    • 925 – Armor of Chief Gatekeeper of Hell [Combine]
    • (If Flaming Meteor was bought, sell it now)
    • (If Detection was bought) 825 – Seal of Life [Numpad 9]
    • (If Detection was bought) 860 – The Shield of True Vision [Combine]
    • (If not) 3200 – Harp of Muse [Numpad 6] OR 3200 – Ring of Speed [Numpad 6]
    • 3650 – Armor of Ghost [Numpad 4]
    • 3850 – Ghost Face Armor [Numpad 4] OR 4650 – Ether Tunic [Numpad 4]

Friends and Foes: [#GF]
Image Hekami:
Hekami’s early-mid game nuking with Purification Light and Magic Shock help in warding off bigger threats to Ignes, while being protected from the more close-ranged Heroes by Ignes. Hellfire gives Hekami enough time to plant a Purification Light and score a hit or two, while Mana Evaporation and Magic Shock work well to counter low MP and high MP Heroes respectively. Sacrifice of Fire allows Ignes to chase after weaker foes, who may be slowed by Purification Light. Hekami’s Sacrifice gives Ignes another chance at living, should he be too careless in his disruptions. Spell Steal also works well with Ignes; pressuring the foes to use a Scroll, taking it away with Spell Steal, and then using Hellfire and Taunt to pick off stray Heroes with Hekami’s help. Purification Light also allows Hekami to pressure the opponents lanes early-mid game, giving Ignes more freedom in the early-mid game – due to his lack of range, aside from Mana Evaporation – and enables him to take on a more protective role towards Hekami.

Image Raiksha:
Raiksha and Ignes are a formidable pairing; Ignes covers Raiksha’s fragility and adds Splash Damage, while Raiksha covers for Ignes’ lack of ranged stun and dedicated Hero killing. A good combination to do is to Taunt, and while the enemy has no control over their character (half a second or so), Raiksha can Knife Throw, allowing for them both to get in a few more attacks without fear of Magic Protection. Hellfire can be chained to prolong the stuns, and disrupt any nearby Aeonian Heroes trying to help out their unfortunate friend. Splash Damage, from Meteors / Robes from both Heroes or Raiksha’s Dancing Sword, adds to the pain of the combo, punishing Heroes with low HP. Raiksha’s Ultimate can be chained as a finisher of sorts, at the end of a prolonged battle, while Ignes removes the MP from anyone else nearby, or Taunting to disrupt any help. Mana Evaporation greatly cripples most Heroes that threaten Raiksha, and Hellfire for the others – while Knife Throw gives Ignes that crucial moment to catch up with a faster foe.
And hey, they’re even associates in the Scenario mode, too.

Image Nachasha:
Nachasha and Ignes work wonderfully to compliment each other, though a bit less so than Raiksha does. Nachasha’s strong point is her mid-late game DPS, as well as her trickery; Ignes can help Nachasha to survive until she’s strong enough to snipe off Heroes herself, giving her more time to attack through Hellfire’s stun. Mana Evaporation can remove troublesome Heroes from engaging her directly, and Taunt works well to disorient the enemies for a moment, giving Nachasha slight freedom from DPS Heroes. Fletcher Brothers becomes less threatening, as Hellfire and Taunt can interrupt and prevent him from casting his Ultimate, or just trying to chain his normal Skills together to hound Nachasha. Illusion Walk helps to head off or ambush retreating foes, while Ignes comes up from behind to wreck havoc with his Skills, potentially ruining a smaller push by the Aeonian side. If Ignes acts correctly, the enemy may begin to target him over Nachasha anyways, or simply retreat, giving the two an advantage due to their stronger hunting abilities.

Image Juajin:
Juajin benefits strongly from Ignes, due to her lack of variability in how she deals damage. With a Support Hero like Ignes, Juajin’s very strong DPS sees more use, getting in more attacks when the enemy is stunned. Having a Hero to chase down her weakened foes also benefits both Ignes and Juajin in removing opponents, while Mana Evaporation gives Juajin a fighting chance against Heroes like Keias or Bentilus due to their low MP. Juajin also does well with other Support Heroes, but Ignes is a great asset to her style of play. Alternating between slowdowns, and ruining the enemy escape plan with Taunt and Hellfire gives Juajin and Ignes the opportunity to inflict major damage on their prey. Ignes’ style of Support with Juajin is similar to supporting Nachasha, although what Juajin lacks in range, she makes up for in power.

Other Friends: Takiru, Yoichi, Chadol, ARC

Image Dukan:
Dukan will prove to be a pain through his pressure in the early-mid game, and constant danger of Spirit Erosion. His pressure through DoT’s may not be the most effective against you, but will prove to be troublesome. Alternatively, if the Dukan’s going for a Crit / DPS build, there’s less risk of DoT, but more of losing larger portions of your HP. Quite tricky to deal with, however, he is quite fragile, so Mana Evaporation or Hellfire will take off a good portion of his HP for a good duration of the game. Chasing down a weak Dukan with Sacrifice of Fire will also allow you to almost match his Movement Speed, and if not, a Ring of Speed will surely allow you to do so. More of a nuisance to deal with, but Spirit Erosion almost always spells death for you, due to your large maximum HP (made even larger with Hardness of the Elemental King). Having Raiksha or Gandilva along to slowdown or stun Dukan from a distance allows you to catch up and deal some tremendous damage and longer stuns, only furthering the beat-down of Dukan.

Image Laina:
Laina is a more dangerous Aeonian Hero to Ignes, as she comes packing with a multi-functional healing Skill, Sleep, MP removal, and much more. Slip will put Ignes into a sleep that lasts for a few seconds, effectively disabling him from helping nearby allies or tanking any damage. The sleep can be dispelled by team-mates, so be sure to let them know that (if they don’t already) so as to maximize Ignes’ support and strengths. Laina also has the ability to remove quite a bit of MP from an area, due to Fanatic Song. It can soften you and your team-mates up, due to its AoE, and removes a good portion of Ignes’ MP – which lowers your potential on the battlefield. It’s also good pressure in the early-mid game, although due to purchases made in the mid-late game, Fanatic Song loses its edge against Ignes. Laina also has other formidable Skills, such as Temptation which places a Creep under her control, or Illusion, which screws over any nearby DPS allies with reduced Accuracy. Laina herself, however, has low Defense and mediocre HP, making her very easy to stun and kill in short amounts of time. Due to Healing Song using INT as a factor, she’s not as likely to have as high maximum HP compared to other INT Heroes, as she’ll be sacrificing healing power.
Laina is definitely a problem character for Ignes, so be sure to have a Magic Protection Scroll ready to protect against either Sleep or MP removal. If you can catch her without any Creeps, then she’ll most likely go down fast. Bring a good DPS Hero if necessary, to ensure the kill.

Image Drake:
I apologize for using Drake in nearly every guide thus far.
Drake is another problem character on Aeonia. He comes packing with ranged stuns, close-ranged holds (which also drains Igne’s already low MP), and can equip his Hand Cannon to finish weakened Heroes. Due to the similarities between Hand Cannon and his Ultimate, Cannon Blast, mind-games can occur to fake out an unattentive opponent. Drake most commonly runs the ‘Stun, Hold, Cannon’ set, and is most often to annoy and pressure you. Ignes’ low MP makes you an ideal target for Crab Grapple, and both it and Anchor Swing can stop you from aiding the team in an offensive push, or defensive hold. With this Skill Set, Drake poses a sizable threat to Ignes, as his Item Build will revolve around buffing his HP and MP. As such, Ignes can do little by himself except abuse Splash Damage against Drake’s Grapple. The Anchor can be blocked with a Magic Protection, as can Hand Cannon and Cannon Blast, but if you’re caught in the entire Skill combo of his, it can spell disaster for you.
Note that Taunt cannot break a Crab Grapple with an ally – only Hellfire can.
Drake can also choose to run a more DPS oriented set, with Adrenaline Boost and Revenge of Pirates, but it’s nowhere near as dangerous to you as his other Skill Set. Revenge of Pirates doesn’t reflect your Splash Damage, and Adrenaline Boost can be dispelled – and that leaves him with only one other Skill to use.

Bringing along someone with a momentary stun – like Chadol, Raiksha, or Kazure – or someone with a transformation / removal Skill (see Yohong’s Dimensional Hideout and Gandilva’s Mandrake Metamorphosis) can give you more freedom when dealing with Drake. It gives Drake another target to choose, but the Grapple can be broken with a stun from either remaining Hero. Ignes’ Splash Damage will also create much pain for Drake if he chooses to stay anywhere near him without a Magic Protection Scroll active, while the other Heroes are more suited towards DPS.

Image Gai:
Gai is not as annoying as some of the other Heroes mentioned above, but still proves to be dangerous. His high HP and damage output, coupled with Splash Damage from the normal attack (think Juajin’s High Mountain Stance) in his Ultimate, will prove to break up a team during a push. Gai also comes with either a mid-range stun, or a buff Skill which gives his allies more durability in battle (at the cost of his own HP). Gai’s low MP can be abused by Mana Evaporation, though, even if he lacks many Skills, as it prevents him from entering his Ultimate in the middle of a battle, or using his stun too often. I consider Gai to be more threatening than Keias, however, due to Gai’s insane DPS and building destruction. His Passives also help lend to his longevity on the battlefield, and life-steal only furthers that. Gai is difficult to approach in his Ultimate, due to his increased range and Splash Damage – among other bonuses- but isn’t too intimidating out of it. The lack of range gives Ignes an advantage through Skills, and the Splash Damage from him will ward off a longer battle. If Gai does seem to survive through the fight, then either one of you is stalling for time for allies to come and aid you. Ignes should have an upper-hand in the fight, and can help to direct Gai’s aggro from more fragile allies to yourself. You’ll also be able to out-run Gai with Sacrifice of Fire active, granting a riskier chase for Gai, or a more successful hunt for yourself.
If the Gai is running Triple Passives (which is rare), then your Mana Evaporation will have less use, but still be able to reduce the possibility of him entering into Giant Growth. Gai also lacks any stuns in that Skill Set, so he’s less likely to be useful to his team when in a pincer attack.

Other Foes: Baratsh, Adelia, Skatilo, Teolia

Possible Targets: Keias, Bentilus, Maguiel, MOON

Conclusion: [#GR]
Ignes is a great Hero to have a balance between sturdiness and Support, and his main draw comes from removing MP and chaos. Hellfire is his basic AoE stun, which is great to have in every game, and is the basis of Ignes’ supportive role in the game. Ignes can’t carry very well, naturally, so his damage comes from his Splash Damage (if you so choose) and the support of his allies. Although Ignes lacks range, one can build him towards fast Movement Speed in an attempt to counteract this and to give him the mobility to help out allies that are further away. Ignes works well in any team that has DPS Heroes or nukers, as he can reinforce his team-mates easily. Playing Ignes has good flow, as well, due to his Skills having reasonable cooldown, but his damage coming from other sources. Ignes is great fun if you’re looking for a durable, support-type Hero – burning the enemies’ MP away, and give your team an advantage over the others.

User-Submitted Suggestions: [#GU]

  • Takiru, Chadol, ARC, Yoichi are all good team-mates.
  • Ignes should never be by himself, as he is a tank / Support, and not a Carry / DPS.


  • Ignes’ builds should only really focus on maximizing HP.
  • Maximizing Mana Evaporation ASAP is crucial to crippling Heroes.

Glossary: [#GL]
Scout – Relaying information to your team and yourself by viewing parts of the battlefield, or information about the opponents. Helps to set up ambushes, escapes, or pincer attacks.
Pincer – When you flank an enemy, catching and trapping them between two or more sides of an offensive push by your team. Helps in dividing the attention away from a particular individual, and lessening the amount of damage suffered on all sides.
Aggro: – A term used when referring to obtaining the attention of the enemy, in terms of damage and priority. Taunt is used to temporarily give yourself ‘aggro’ to distract and disrupt the opponents. Note that Taunt’s aggro does not last forever, unless the enemy truly does want Ignes dead – as such, be careful of opponents switching back to their original targets.
Harass – Generally concerns using a long-range Skill or item that inflicts either DoT or high Magic Damage early-mid game to deter the enemy from moving. Alternatively, it can simply be to force the enemy to stay on their side of the map, for fear of encountering the harassment. Wrath of God, Arrow of Pain, Summon Mandrake, and Purification Light are all examples of pressure or harassment.
Buff – A term used when referring to a distribution of bonuses to nearby allies or yourself.
Micro – An abbreviation of ‘micromanagement’, which is the process of controlling your Hero to maximize efficiency. This can be done through kiting the enemy – attacking them from out of their range, and running when they come close.
DPS – Damage per Second. Refers to the average amount of damage that a Hero can deal within a second with normal attacks.
DoT – Damage over Time. Poisons, Bleeding, Burning, etc.
Nuke – Large radius, high-damage inflicting Skills. Fletcher Brothers and Hekami specialize in this.
Nukers – Those who use Nukes. See above.
APM – Actions per Minute. An average of your ability to perform lots of tasks under a minute. Useful when attempting to fumble around with the General Store in the midst of a Battle, for Magic Protection Scrolls, Dispel Potions, or Deceleration Potions.
AoE – Area of Effect.
Early-mid game: The beginning of the game, to its middle. Levels are estimated to be from 1 to 16. Heroes associated with this phase are generally nukers or have a high Magic Damage output.
Mid-late game: The period of the game where everyone is a high level, and has a nearly completed inventory, if not complete. Levels range from 17 to 25. Heroes associated with this phase are often those who have two or three Passive Skills, or are dedicated DPS characters that are forced to line early-mid game.

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