It is just me or Scorch is a beyond abysmal rune?

YumaS2Astral··3 votes·3,439 views

This rune does a bit of extra early game damage. 20 extra damage at level 1 isn't too bad, and can actually be good if you plan to cheese them early.

The problem? This rune falls off very hard and early. It only scales to 60 damage, and even then it only does that at level 18. This rune has no AP/AD scaling at all and unlike other runes, it isn't adaptive; it always does magic damage. It also has a cooldown.

I feel like Scorch is only worth using at all if I am picking some sort of super early game oriented champion that would benefit from this rune, and then I snowball and end the game at 15 or 20 minutes. Otherwise I am just handicapping myself. Gathering Storm and Waterwalking are just better options. Gathering Storm is useless early but it scales insanely well. As for Waterwalking, this rune doesn't scale that well late game, but it is still much more useful than Scorch can be. Everytime I use Scorch I wish I had those other two runes instead.

The problem is that buffing Scorch will just make it return to what it was before the nerfs; a rune that is always worth using over the other two because it just gives so much early game power. Riot could avoid that problem by adding an AD/AP scaling to Scorch. Doing this, however, will mean that Scorch will no longer be an early game rune, as it is intended to be.

What to do with Scorch, then?

8 Comments

Warlord Rhinark1 votes

Remember the Resolve tree?

And how you always took Conditioning on the 2nd tier because Iron Skin and Mirror Shell both sucked dick?

Yeah.

Gathering Storm is in that situation now.

The Sorcery tree ITSELF is in that situation now.

It desperately needs a rework, just like Resolve got.

JJI7441 votes

Hm, your not wrong that is scales terribly. Basically the idea if for early lane pressure, and not much* beyond that. 20 extra damage per ability(Aside from overlaps) is still impactful early-game for champs with repeatable poke.

Note: It has some niche uses later, mainly preventing passives that are delayed by DoT damage. Malphite for example.

Mysticman891 votes

As support, I usually have a really hard time justifying taking GS or WW over scorch, as much as I'd really like to have GS on everyone always for the late game fantasy.

The extra scorch damage is pretty effective in winning early trades/lane, and then the adc (who probably took GS) can snowball into late, and then in late game my own damage doesn't matter as much. Waterwalking might be more appealing for some supports keen to roam, but for supports eager to win their own lane scorch seems to be the best.

edit: Also, meta these days does feature a lot of late game scaling champs, rather than people who wnat to bully hard early and snowball. If early game bullies do shift back to meta where winning early, snowballing, and ending quickly is meta, scorch may have more appeal for that early game pressure.

YumaS2Astral1 votes

{quoted}

As support, I usually have a really hard time justifying taking GS or WW over scorch, as much as I'd really like to have GS on everyone always for the late game fantasy.

The extra scorch damage is pretty effective in winning early trades/lane, and then the adc (who probably took GS) can snowball into late, and then in late game my own damage doesn't matter as much. Waterwalking might be more appealing for some supports keen to roam, but for supports eager to win their own lane scorch seems to be the best.

edit: Also, meta these days does feature a lot of late game scaling champs, rather than people who wnat to bully hard early and snowball. If early game bullies do shift back to meta where winning early, snowballing, and ending quickly is meta, scorch may have more appeal for that early game pressure.

Sometimes as a support, I pick Gathering Storm because it gives more AP, which means stronger heals/shields/buffs late game. Because supports can't afford to invest into something like a Rabadon, so this rune helps scale better.

Waterwalking is also pretty useful if you plan to roam, and in this scuttle meta, it can actually be the strongest choice for many of them.

Hochelaga1 votes

don't have any problem with the dmg. The only thing they can do is to reduce its cooldown at later level

Dead flag blues1 votes

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DW Diana1 votes

[{quoted}](name=Dead flag blues,realm=EUW,application-id=3ErqAdtq,discussion-id=xRYq6fAl,comment-id=0004,timestamp=2018-05-18T16:35:48.683+0000)

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Wouldn't that be nice. Sadly it's like Deathfire touches unwanted step-brother. He just sits in the attic while DFT goes off to collage and everyone's like "Where's DFT?" because scorch was such a disappointment. Poor bugger never had a chance. He was made to be shit lol.

Professor Ward1 votes

My problem with it is that youre basically going to regen the damage dealt by the time scorch is up again. Scorch deals 1 damage per second of downtime at level one.

Only 4 champs in the game have less than 5 hp per 5 seconds at level 1Soraka Gnar Warwick Mordekaiser , so basically every champ is out/ very nearly out regen'ing this rune at every level even if you hit it instantly off of cooldown. Many champs regen for double the damage scorch can deal in the same time with base regen alone. And almost all that dont have innate healing of some sort.

Only truly effective if added into a burst that is going to claim a kill, or get the enemy severely low. The rune is almost non-existent to a sustained poke strategy in actual terms of damage dealt. All it can do is negate their hp5 stat, and thats bleh honestly.

10k damage, with a 10,000 second cooldown, could work, as it will always be "kill effective"

Where as 20 damage, with a 20 second cooldown, is never enough to hit any damage breakpoints. IE: Won trades, enemies crippled, Kills secured.

And this is all assuming that you are landing it at the instant it come off of cooldown. Every second in between makes the rune lose further value.

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