

The kit
- P
Hiss of the Quench
Each basic attack adds 12 Heat and each ability that hits adds 20 (max 100, seen by both teams). It cools 10 per second after 3s out of combat. Whenever Heat leaves the bar (cooling, a white-hot Strike While Hot or Quench) the steam shields you for 3s: 1.2 per Heat lost over the last 2s, capped at 12% of your max health, refreshed with each loss. At 100 Heat your next Strike While Hot Brands.
- Q
Strike While Hot
Slam the anvil 3m ahead into a 2.25m circle: 70/110/150/190/230 (+0.6 AD) physical damage and a 35% slow for 1.5s. At 100 Heat it spends it all, stuns for 0.75s and Brands everyone hit for 5s: the next hit from your side on a Branded enemy deals +5% of their max health as magic damage.
- W
Work the Iron
For 3s you hammer in rhythm: +40% attack speed, attacks add double Heat, and you take 15% less damage.
- E
Anvil Drop
Leap to a point within 6m and slam down: enemies within 2.25m are knocked up for 0.75s and take 60/95/130/165/200 (+0.5 AD) physical damage (+20 Heat per champion hit).
- R
Quench
Plunge the hammer into the ground: a scalding steam cloud bursts 5m round you for 4s, spending all Heat. Enemies inside take 30/45/60 magic damage per second (+1% per Heat spent) and are slowed 25%. Enemies outside cannot see in: it hides your team like brush. You gain 30/40/50 armour and magic resist for the duration.




