Burn, Monster!
Fire Bomb now Cripples enemies and deals 50% more damage.
Fire Bomb
Salamander Hide
Reduce self damage taken from Fire Bomb by 20-100%
Fire Bomb
5
Incensed
Gain 8-40% movement speed for 4s when activating Fire Bomb.
Fire Bomb
1
Volatile
Reduce the cooldown of Fire Bomb by 1-5s.
Fire Bomb
4
Primal Might
Getting an elimination reduces all active cooldowns by 10-50%
Armor
3
In The Fray
Activating Nade Launcher grants 4-20% damage reduction for 3s.
Nade Launcher
2
Guide
Basically, I play this as sort of an aggro, flank, damage champion. Activating fire bomb in large groups adds pressure and with Burn, Monster on it'll cripple enemies and add that 50% extra damage.
Also good for getting snipers like Kinessa and Strix to back off or even take them out. I usually Fire Bomb, Hunters Mark, then Nade to take out most medium health champions, if you miss with the Nade it's no big deal because you'll still have you rifle to finish the job.
With Salamander Hide V you can CQC with the fire bomb and not be affected by it adding more pressure to enemies caught in it while you unload clips and your Nade Launcher, getting that small damage reduction from In The Fray II, plus the 8% movement speed boost from Incensed to help with evasion, that one was more of a filler card but it's not a bad bonus to have in tight situations
I get a fare amount of eliminations which reduces my cooldowns by 30% due to Primal Might III so your Fire Bomb cools quickly for the attack. It's fairly useful when flanking enemies, or even helping hold the objective using this strategy. I've averaged around 80,000 to 120,000 damage a game, some are better than other but that's just me.
I usually pair this deck with Chronos, Kill to Heal, Deft Hands and Haven. In that order then upgrade at your own discretion.
Hope this helps.
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