Why must mid lane ALWAYS take ignite?

ShyRaven·8/19/2014, 7:54:58 AM·1 votes·3,561 views

Hi. I'm a support main (Morgana main to be exact). I'm just wondering...or..I can't figure out why everybody says ignite in mid is a MUST. I don't really understand ignite.. It doesn't do % damage so doesn't it fall off in later game anyways?

Please explain to this support main why ignite is a "required" summoner for mid laners.

16 Comments

Sunfield8/19/2014, 8:08:59 AM3 votes

Its not a must by any means. Barrier or heal are really good against assasins

Also if you decide to take tp, whatever floats your boat

12tales8/19/2014, 8:42:33 AM3 votes

It isn't. TP, Barrier, Exhaust and Ghost are all excellent choices on various champions. Maybe heal, too.

Mid laners have the easiest time running ignite, however, so it generally falls on them to take the summoner whenever the enemy has stuff like Mundo. Also, it's more common for mid laners to have solo kill pressure, which ignite supplements.

IAmNeverViable8/19/2014, 8:44:23 AM1 votes

I played tf and you must take exhaust/heal/ghost + flash. Really people take ignite because people prefer kill potential in lane or ganking others lanes. You can play passive like ryze with teleport + flash or kass with barrier + flash until late game

Cloud Potato8/19/2014, 9:36:21 AM1 votes

Taking Ignite on everyone except the Support and Jungle was a part of the meta for a long time due to how well it secured kills. Nowadays its usually restricted to the Support for the Grievous Wounds part of it but the solo queue meta is slow to change.

Knight SoIaire 8/19/2014, 11:24:22 AM1 votes

falls off late game ? 410 true dmg falls off late game ? its like 1 lvl fully stacked darius ult not to mention that it removes the possibility of regaining that hp or reducing the damage you take

when it comes to opness ignite is second right after flash

Hyrum Graff8/19/2014, 12:00:03 PM1 votes

Ignite is a common summoner on mids because it's usually the mid's job to make the sure the enemies get dead, and ignite is good at that.

  • It is a flat value, but it doesn't fall off because it scales reasonably well with level and it's true damage. This means that it does considerable damage even to tanks/bruisers who have stacked armor/mr by lategame.
  • It applies greivous wounds. Sorry, mundo!

That being said, if you're a lategame carry who's more worried about getting dove than securing that one kill, barrier or heal are both fine choices. Or teleport, if you're a weak laner who's just looking to make it into the midgame in one piece.

SIlentShadow19918/19/2014, 12:36:58 PM1 votes

You take ignite for the 1v1 duel kill secure. I actually went morgana mid vrs an akali (and she had ignite) and took exhaust though and it worked out very well. Barrier / heal are also great if your worried about being out all-in'd and can counter the ignite damage w/ your barrier and survive thier all in to dish some back and get out. TP is also very useful if you are able to be map aware and make good choices. In my last game as morg i almost went TP but decided I would rather have the safety of exhuasting akali if she tried to jump on me than to help with making plays a little more.

2000boxes8/19/2014, 3:13:29 PM1 votes

Because I find that zed and yasuo need that extra damage But when I play twisted fate or kassadin i take flash teleport

67chrome8/19/2014, 5:47:57 PM1 votes

Ignite scales with levels and does true damage, so it doesn't fall off that hard late game. It's 50% reduced healing is also pretty handy against at least 1 guy late game. Fighters and tanks in general have solid sustain, marksman have life steal, supports can occasionally heal allies, and summoner heal is a thing. Also, true damage.

Ignite adds an extra ability to your burst rotation, which is pretty useful if you were trying to ~60%-->0% your opponent in the first place. Going off of a fairly low ~2.2 AP ratio for an entire QWER combo on a standard mage - Ingite offers the rough equivalent of 32-186 AP from levels 1 to 18. You don't get interactions with things like Lich Bane and Rabadon's, but it is True Damage - which becomes more relevant the latter a game drags on, as magic resistance gets progressively higher.


That said - mid lane doesn't always go for Ignite, it's just handy to have more burst when you were going to burst in the first place.

A lot of pro players are going with Teleport instead.

MrSc0tty8/20/2014, 4:07:23 PM1 votes

It isn't?

I take heal on the donger and teleport on Twisted fate so I can gank not and instantly come back without missing a CS.

That really ticks people off.

ïîï8/20/2014, 4:16:24 PM1 votes

I prefer exhaust because it comes in handy for ganks and more in the late game.