Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Smolder Build Guide by Amberdragon

ADC [14.12] How to Train Your Smolder -- In Depth Guide

ADC [14.12] How to Train Your Smolder -- In Depth Guide

Updated on June 25, 2024
New Guide
Vote Vote
League of Legends Build Guide Author Amberdragon Build Guide By Amberdragon 816 Views 0 Comments
816 Views 0 Comments League of Legends Build Guide Author Amberdragon Smolder Build Guide By Amberdragon Updated on June 25, 2024
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: standard ad build

1 2 3
Precision
Fleet Footwork
Absorb Life
Legend: Bloodline
Cut Down

Inspiration
Cash Back
Biscuit Delivery
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3 4 5
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
HELLO!

I'm Amberdragon!
I'm a passionate ADC main and I play LoL for fun (shocking!). My favorite champion is Xayah (if you haven't guessed already) but I love playing with many others (and they are not restricted to bot lane)!

I really enjoy studying this game, learning its champions and experimenting with their builds in search of what I feel works best – So I'm somewhat of a casual player with a tryhard instinct.

Today I'll be showing you how to play Smolder, the Fiery Fledgling! Currently one of my top 3 picks for ADC.


DRAGON PRACTICE

Hitting champions with Abilities and killing enemies with Super Scorcher Breath grants a stack of Dragon Practice. Stacks increase the damage of Smolders basic Abilities.





SUPER SCORCHER BREATH

Smolder breathes fire on an enemy. As he gains more stacks, this ability becomes more powerful.


This ability is point and click single target. After 25 stacks it explodes in a small AoE around the target. At 125 stacks it creates a secondary explosion behind the target which spreads circularly in size, based on how many stacks you have (this explosion also stacks Dragon Practice like normal abilities). At 225 stacks it applies a burn effect and an execute threshold to champions.

To stack Dragon Practice faster, you’ll need to pay attention to how you farm with Super Scorcher Breath and try to kill as many minions with it on a single cast (this is more easily done on caster minions after 25 stacks). You’ll also want to poke enemy champions with it if they get in range, but if they don’t, you can still poke them with your W. At 125 stacks you can poke enemy champions through the minion wave.

Another important point of this ability is that it counts as an auto for certain on hit effects. Sadly, it doesn’t crit.





ACHOOO!

Smolder lets out an adorable flaming sneeze that explodes when hitting enemy champions and applies a slow.


This ability is great for poking enemy champions, activating First Strike and farming from extra safety. It also slows, which is good for chasing and kiting. However it uses a lot of mana, so avoid spamming it in the early game. It scales with AP.





FLAP, FLAP, FLAP

Smolder takes flight ignoring terrain and bombarding the lowest health enemy.


This ability is similar to Kaisa’s Supercharge, the difference being it ignores terrain. You generally want to hold on to it for your own safety. It can be interrupted by CC so be careful about timing when using it to dodge. Only use it for extra damage if you’re safe to do so.





MMOOOMMMM!

Smolder calls his mom to breath fire from above, healing Smolder, dealing extra damage and slowing enemies in the center of her fire.


This is both an offensive and defensive ability. Offensively it’s really powerful in teamfights and good at finishing off low HP targets out of your range, as well as setting up picks from afar with the slow (not to mention free assists!). Defensively, it heals you and the slow can help you kite away from danger. It scales with AP, so if you go a hybrid build your teamfighting will be nastier.








Smolder is a spellcasting type of ADC. You always want to be weaving auto attacks between your abilities like any other ADC, but most of your power budget goes mainly to Q and Passive.



PLAYSTYLE


Your Super Scorcher Breath is your bread and butter, and it evolves during the game as you gain stacks by last hitting with it or by hitting enemy champions with your abilities.

Smolder is heavily reliant on his Dragon Practice stacks to deal damage and scale. Your goal is to hit 225 stacks as soon as possible, since this unlocks Smolder's full potential as a late game carry.

This translates into more of a poking playstyle in the early to mid game. You may find yourself spending your time in lane farming with Q and poking the enemy bot lane whenever possible so you can have lane pressure and stack your passive.



HOW MANY STACKS?


The “ideal” number of stacks would be around 10 per minute, so at 12 minutes you should have about 120 stacks and so on. This will be easier to achieve in games where you are farming and skirmishing a lot, and harder in games where you are behind. These numbers are just references though, if you can get close to that you’ll be great but if you struggle it’s okay too – It gets better with practice and awareness.

As a champion that wants to harass others from afar, enemies getting too close are a problem. To disengage you’ll have to rely on Flap, Flap, Flap or the slows from Achooo! and MMOOOMMMM!. You have to chose between using them offensively or defensively at certain times.



TEAMFIGHTIG


Smolder thrives in teamfights since nearly all of his abilities have some sort of AoE. His execute at 225 stacks is decisive in late game skirmishes, since it can finish off the enemy carry from relative safety.

So when it comes to teamfights, you generally want to be standing back and spitting abilities at the enemy even before the fight starts. You should watch your step to avoid getting engaged on or assassinated, but you can step in to finish off low HP targets.


+ Poking
Smolder does not have great burst potential in the early game, so he generally prefers to avoid committing to engage on full HP enemies and instead tends to chip away at their HP before going all in. His kit also enables him to play the neutral game quite well.


+ Lane Control
He has decent range and wave clear, you can use these to have better wave control and thus play it safer by either building a big wave to help you in a scuffle or by thinning the enemy wave to avoid dives and such. You definitely want to avoid having enemies on top of you and going 1v2.



- Flexible
Thanks to his ability scalings and kit, Smolder has flexible item choices. While his core usually remains the same, late game items may sway into bruiser, crit ADC or mage territory depending on the game. His runes are also highly adaptable.


- Burn that Beef
Despite having a decent amount of mixed damage built into his kit, Smolder is not great at taking down tanks quickly. As the game progresses into late game his burst potential and kill threat increases, but other ADCs are more effective at dealing with frontliners. Smolder generally needs extended fights to burn through high armor champions. Some builds help circumvent this weakness, but are palliative.


- Bittersweet Passive
Dragon Practice makes it so he has infinite scaling and becomes a late game beast, however, it also means that if you don’t proactively look for ways to stack it you’ll not be able to reach your full potential. Having an execute ability in a key Baron fight can be the difference between victory and defeat.
Thanks his more passive/neutral playstyle and strong late game, he generally fares better with champions that can either poke or who have strong disengage, such as enchanters ( Nami, Yuumi) and some mages. Supports with good engage and utility, such as Rakan, Thresh and Braum also work well. But more aggressive supports like Pyke and Leona may find it frustrating to play with Smolder because of his lack of early game damage, but they can still help him snowball lane if you can manage to chip away enemy health while your support looks for an opening.

While getting engaged on is bad for Smolder, if you play to your range and E cooldown most hook and engage supports can't easily get to him due to his range and poke. Thus I find some particularly nasty bot lanes, such as Draven/ Leona, to be manageable as long as you are watching your step and avoiding direct confrontation. If you can manage your wave and position properly, as well as take favorable trades, you can keep them from snowballing lane off kills.



SOME SYNERGIES



GOOD
WHY WE LOVE HER

GOOD
WHY WE LOVE HER

GOOD
WHY WE LOVE HIM



SAD
WHY?

SAD
WHY?

SAD
WHY?





SOME MATCHUPS



GOOD
WHY WE’RE GOOD

GOOD
WHY WE’RE GOOD

GOOD
WHY WE’RE GOOD



SAD
WHY?

SAD
WHY?

SAD
WHY?




Fleet Footwork
Fleet Footwork helps with sustain and poke in lane. You can walk up to poke an enemy champion (or farm), with your rune off cooldown, and when it procs on your Q you gain movement speed to fall back and repeat the pattern later. This synergy with Smolder's playstyle makes it a great rune for him overall. The Precision tree synergizes with the usual ADC itemization and playstyle.


First Strike
Another rune that synergizes well with Smolder and offers a lot of utility from the Inspiration tree.
First Strike is great for Smolder because it is quite easy to proc with W or Q poke at all stages of the game. The extra damage and gold are very much welcome. In teamfights, ulting the entire enemy team while the rune is off cooldown is very rewarding.


Arcane Comet
Arcane Comet is not very popular but can work if you are playing around your poke and mage itemization. Access to the full Sorcery tree allows you to amplify your poke and late game carry.






INSPIRATION


Jack of All Trades
Smolder can work well with a lot of items and doesn't really need to stack a lot of a single stat. His usual ER+Shojin+boots combo already offers 5 stacks of JoAT, but if you flex your build a little bit you can get all 10 stacks at 3 items+boots. Or you can go a little more on the usual build and get the 10 stacks more towards the late game. Either way, the damage it gives you and the fact you can use this rune makes it worth your attention in the Inspiration tree.


Biscuit Delivery
Smolder uses a lot of mana, so Biscuits are great to help your mana sustain until you get more items.


Magical Footwear
Standard rune for a lot of champions due to its gold efficiency. You don’t really need to get boots super early unless you have to dodge a lot of skill shots in lane or if you are spending a lot of time near the enemy turret (in this case, boots are good to help you run from ganks).


Cash back
Another rune that will help your economy. ADCs usually need a lot of items (and expensive ones at that), which makes this rune a good choice in the long run. If you don’t particularly need assistance in the laning phase consider this rune.



EXAMPLE





PRECISION

Absorb Life
This rune is great for HP sustain throughout laning phase, especially if you pair it up with other things such Fleet Footwork, Legend: Bloodline and Doran's Blade. I suggest you pair it with Biscuit Delivery or Manaflow Band so that you get some mana sustain until you finish your Essence Reaver. I don’t recommend it if you don’t plan on getting any sort of mana item or rune for your mana sustain though.


Presence of Mind
Smolder uses a lot of mana so this rune is great for him overall. However, it is not always necessary depending on your build. If you plan on getting Essence Reaver consider getting Absorb Life instead of this one.


Legend: Bloodline
Compared to the alternatives, bloodline is the best choice you have. Smolder doesn’t need the attack speed from Legend: Alacrity and he already builds ability haste, which makes Legend: Haste less efficient.


Cut Down
Smolder likes to poke so Cut Down suits him best. He doesn’t usually need help to finish off low HP targets since his damage is more sustained and he prefers to chip at their health before going in, which makes Coup de Grace less ideal.


EXAMPLE






SORCERY

Absolute Focus
This uses the same principle as Cut Down: Smolder likes to poke and this amplifies your harass potential. He can usually stay at a safe distance which means he can use this rune well.


Gathering Storm
Smolder is a late game champion, this rune only amplifies your damage for when you reach that point.


Scorch
A bit more niche for those seeking a poke-focused playstyle. Great for harassing certain enemies, such as Nilah.


Manaflow Band
Another niche rune. This is worth taking if you don’t plan on getting mana sustain anywhere else in your build, but it is not ideal considering there are better options in the sorcery tree.


EXAMPLE



CRIT
The usual standard build for Smolder

GOOD AGAINST: Your average, balanced team comp
PLAYSTYLE: Standard
FLEXIBILITY: Average
BEST KEYSTONE: Fleet Footwork, but First Strike works fine.

This is the usual build for Smolder. You don’t have to think too much about it: first two items enable your abilities and give you mana sustain, your third item increases your Q range for better neutral game, your last items are situational. Your boot choices are very flexible. As for other crit items in general… You don’t really have a lot of options. Some people take Navori Flickerblade but I don’t find it particularly good for Smolder, Infinity Edge isn’t worth it since your abilities don’t crit, on-hit and attack speed items aren’t worth it.

What you can do to shake this up a little is to take, for example, Trinity Force as a third item for the sheen passive, or mix in some AP. But then this wouldn’t really be a “crit” build.







BURN, TANKS!
An interesting twist for particularly tanky comps

GOOD AGAINST: Armor-stacking, tanky team comps
PLAYSTYLE: Patiently chip away at their health and be annoying
FLEXIBILITY: Limited
BBEST KEYSTONE: First Strike

This build is especially catered towards burning through champions that stack armor. Smolder doesn’t do great against tanky champions, especially if he’s not the only AD champion and your enemies have beefy teamcomps that will build a lot of armor.

In these games, Smolder is not the best ADC to pick at all – but sometimes you have no idea what’s to come. So it is basically meant as a last resort for games where you know you won’t deal damage if you go your normal build.

Since you build AP, your ult and W will be stronger, meaning you should be stronger in teamfights and extended skirmishes.



STARTER ITEMS

DORAN’S RING
Smolder does really well with Doran’s Ring because he uses a lot of mana in lane, even if you take a mana sustain rune you can go mana-hungry just from spamming Q to farm.

DORAN’S BLADE
Nice option overall especially if you want to stack some HP sustain in lane. It also gives a stat you don’t usually get until late game (life steal), which helps with early stacking of Jack of all Trades.




FIRST ITEM PURCHASES


B. F. SWORD
It’s your ideal first item. If you can’t afford it, take Caulfield's Warhammer instead and maybe Refillable Potion.


ESSENCE REAVER
Most popular first item thanks to its passive giving you some much-needed mana sustain. It also gives a decent amount of AD and AH, stats that you need as well.



BOOTS
You don’t need to rush boots every game. Do it when you need more mobility in lane, such as when you are against a hook champion like Blitzcrank, poke champions like Lux or when you feel vulnerable to ganks.


IONIAN BOOTS OF LUCIDITY
Good choice overall, especially if you are a bit lacking in ability haste. But despite being the most popular choice, it isn’t mandatory for every game.

BOOTS OF SWIFTNESS
Good for games where you need extra mobility for whatever reason. It’s especially useful if the enemy team comp has a lot of slowing abilities.

PLATED STEELCAPS
Niche choice for when you are against teams with AD assassins or more than one AD carry. Good item to stack Jack of all Trades since it has armor, which you don’t usually build.

MERCURY’S TREADS
Niche item for when you are against teams with a lot of CC. Excellent item to stack Jack of all Trades since it has 2 unique stats you don’t normally get (magic resist and tenacity).




CORE ITEMS


ESSENCE REAVER

BOOTS

SPEAR OF SHOJIN
This core build focuses on enhancing the power of your abilities and giving you some mana sustain for the rest of the game. It doesn’t usually flex away from that, but some people may substitute Essence Reaver or Spear of Shojin for…



TRINITY FORCE
Trinity Force also works nicely for Smolder thanks to the Sheen passive. It also provides some extra mobility and beef. I don’t think it’s worth building later into the game, but it can be a good substitute for one of your core items.


RAPID FIRECANNON
Rapid Firecannon is not “core”, it’s not mandatory, but it’s really good for almost any game you can manage to fit it in because its energized range increase works to increase your Super Scorcher Breath too. Plus it gives you extra % movement speed, which is always nice for an ADC.




LATE GAME SURVIVABILITY


BLOODTHIRSTER
Provides a lot of AD, sustain and a shield, really good item overall.


IMMORTAL SHIELDBOW
Only good if you are getting hopelessly one-shot by the enemy team. Not good otherwise.


GUARDIAN ANGEL
Great item if you are the carry and if you dying at a key moment could be game-losing. If you are dying a lot already, you will likely not put it to good use since the cooldown is very long.




AP FLEXING


LIANDRY’S ANGUISH

BLACKFIRE TORCH
If you want to flex into just 1 AP item, then go Liandry's Torment. Blackfire Torch for niche situations. You can go one or both depending on what you need… like maybe you want some hybrid damage for teamfighting, or tank busting, or to stack Jack of all Trades. You should still stick to your core items first though.




TANK BUSTING


LORD DOMINIK'S REGARDS
For normal games Lord Dominik's Regards will be enough to deal with the average enemy frontliner. Even if you build some AP it’s worth getting this since most of your damage is still AD.


There are many summoner spells options available, and all have their due place. The above are placed in order (from left column to right column) of viability/popularity, with Flash always taking one of your slots.

Flash is key to dodging abilities, getting out of tough situations and it can also be used with some of your abilities, most notably Achooo! and Super Scorcher Breath to get some extra range. You can also Flash + Flap, Flap, Flap to reach and deal damage to an enemy that's running away from you.

Barrier, Heal and Exhaust are all great for self peel and thus are the most popular – Smolder is a squishy ADC so he usually takes what will work best at keeping himself alive. And what these 3 have in common is that they are generally focused on damage mitigation – Barrier and Heal give you “extra HP” and Exhaust directly targets the enemy's DPS. Heal is good for 2v2 fights in the early game but gets countered by Ignite, while Barrier is a more selfish choice. All three of them can be used to bait enemies into taking what they think will be a good trade and this can turn the tides of a bot lane scuffle.

Cleanse is ideal when the enemy has (relatively) low cooldown on hard CC abilities. Champions such as Ashe, Varus, Leona and Morgana are some of the most common candidates to make you consider taking Cleanse instead of another summoner spell. It is usually a “quick fix” to remedy getting hit by a possibly deadly ability, but it can also be used to cleanse the effects of Exhaust and Ignite.

Ghost was very prominent on ADCs for a while but it is currently outshined by the other options. I would only take it over the others in certain games where the enemy has a high chance of running me down and where that extra mobility will be key for my survival.

Teleport is a summoner spell for when you are focusing on macro play. It is most commonly seen in higher elos and Solo lane Smolders.



STANDARD


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
Q
E
E
R
E
E
W
W
R
W
W


Your standard maxing order is usually Q → W because it's more worth it than E. Even at max level, Flap, Flap, Flap has a long cooldown and the damage doesn't increase substantially. Achooo! may not deal a lot of damage in the grand scheme of things (unless you build some AP) but the lower cooldown makes it so it will still do more damage than E and it offers a decent amount of utility thanks to its slow.

When combined with MMOOOMMMM! and augmented Super Scorcher Breath this ability only enhances Smolder's teamfighting, while his E is still mostly used to escape threats every now and then.

If you are going for a more poke-oriented playstyle in laning phase you can put 3 points into Achooo! before maxing Super Scorcher Breath.





NICHE


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
Q
E
E
R
E
E
W
W
R
W
W


This is a more niche skill order that focuses on increasing your mobility. In terms of winrate it is inferior to the usual W maxing second but it still has its uses (mainly in situations where you REALLY need your E on a lower cooldown or more single target DPS).




Which side is right? Both of them, actually. Well, sometimes they are too good and sometimes they are too awful in the meta, but that's not my point here.

The point is that depending on your elo ADC will either be a good or bad experience. It's like playing Master Yi in low elo x high elo: good in low elo, bad in low elo (generally). But with the ADC role it's the opposite.

The ADC role requires a degree of skill that goes a little beyond just knowing your champion. It's about knowing how to play in a team, good positioning, farming… all the basic boring stuff to League of Legends that the majority of the playerbase finds less exciting than going on a murder rampage to your way to victory.

Low elo ADC can feel like hell to play because your team doesn't know how to play around you and you don't know how to play around yourself. High elo ADC can feel overpowered because whoever plays to empower their bot diff has a high chance of winning the game.

Being good at your champion can only take you so far. What can you try to work on to improve at the ADC role?




GENERAL TIPS


Get yourself familiarized with your champion’s limits and respect them (if you want to stay alive)
There’s no shame in admitting you’re tilted and performing poorly. Respect your limits and take a break.
Start listing what has the potential to kill you (or counter you) in champion select and figure out what you can do about it
Beware of and practice better positioning, both in lane and during teamfights
Be mindful of your wards. Seeing any threats coming your way is one of the most effective ways of surviving them
Ba careful with greed. An extra wave or kill can cost your lead.
Try to have matching recalls with your support and keep a good recall tempo. You don’t want to be late to an important objective or to your wave
Try to adapt your champion choice to your team and support choices. If you pick an ADC that doesn't synergize with your team, it will make it harder for everyone to work together.


HOW DO I KNOW WHAT CHAMPION TO PICK?


If you're new to the game, you shouldn't think about it too much because you need to know other champions and understand their playstyles more or less.

If you've already played the game for a while, you'll likely have an idea of how team compositions work. Some teams, due to their champion choices, are better at teamfighting. Some are great for area control, some have a lot of sustain, some have great poke, some have high DPS, some are good at making picks and so on.

If your team has hard engage you should consider a champion that can benefit or add to that. If your team is more of a hit and run playstyle, you should avoid champions that want to hard commit to fights. If the enemy team has a particularly strong engage you and your team should consider counterpicks to that playstyle.

Knowing when to pick this or that comes from experience, observation, trial and error! You should try to hit a balance between having synergy with your team and making up for its weaknesses. For example, if your team has a lot of early game champions you should consider a late game champion in case the game goes on for too long.

Smolder is a great teamfighter who prefers a poke or hit and run playstyle. He's also a late game champion. You can pick Smolder with champions that have a similar playstyle or to cover for your team's weaknesses.




WHY AM I SO WEAK?


ADCs as a whole don’t have cheap itemization, but they are very reliant on items. Plus, most are weak in the early game, which means getting kills and snowballing (and not falling behind) is harder when compared to a mid or top laner that scales fine with a few levels and their core item.

You may also gain and lose your leads by mispositioning, making bad decisions and dying avoidable deaths. The little things start to add up until you feel you're weaker than you should be.

So how do you fix that? Basically all of this translates into: farm well and stay alive until you’re stronger. To find success in this role you need to keep high income, that means practicing those last hits and knowing when to give up things to maintain your life and lead.

That's doesn't mean you should never take risks or get 10 minions per minute every game. What it means is that you need to keep your basics sharp and practice making good decisions.


EXTRA TIPS:


Be mindful of your abilities. Using them at the wrong moments can make you lose cs
Practice last hitting under turret. Melee minions usually need 1 auto after 2 tower shots, and ranged minions need 2 autos and 1 tower shot at lower levels.
Use abilities to farm minions that are dangerous to get close to
Avoid being in range to get harassed 1 v 2
Remember to farm waves and jungle in the mid to late game, even if you are ahead.
Choose your fights wisely. Ask yourself how much gold and xp you might lose if you rotate to a random skirmish.






The state of the minion wave dictates if you should fight or retreat during the entire laning phase.

In the early game minions deal a lot of damage so getting aggro can make you hard lose a trade. On top of that, they also dictate who is going to get levels 2 and 3 first – in the bot lane, if you are level 1 you usually have only 2 abilities (1 yours, 1 from your support), but if you are level 2 you have 4 abilities and that can quickly turn into a kill.



Because of that it’s very important to know how to manage your wave properly. Here are the basics you need to know.


FAST PUSHING = constantly attacking the wave, making minions die faster. This is good when you want to get level 2 and 3 first, when you need to recall really quickly, when you need to get lane priority to rotate and when you have a huge minion wave.

SLOW PUSHING = last hitting minions, allowing the wave to grow slowly and stack. This is especially good when you can zone the enemy away from your wave, the minion advantage gives you an edge in fights and by letting this huge wave crash into the enemy turret you can more easily poke, get plates or set up a dive. When you create a slow push and crash it the enemy ADC will be pressured into trying to farm.

FREEZING = keeping the wave in the same place. You can use this defensively, by freezing near your turret and making it riskier for the enemy to engage on you, and you can use it aggressively to deny enemy farm. Freezing at the wrong place and at the wrong times can make you vulnerable to ganks and engages, as well as make you lose gold and xp.

To make a freeze in the middle of the lane you need to have the same amount of minions on both sides, with similar HP. To freeze near your turret you need the enemy to have around +2 caster minions. To freeze near enemy turret (generally a bad idea) you need your wave to have more casters.



EXTRA TIPS:


If enemy is going to get level 2 before you, it’s wise to retreat. Especially if they have an engage support.
Avoid fighting enemies in a huge enemy minion wave. If your wave is bigger, you can look to fight.
You need big waves to pull off good dives, in most cases.
Dying but losing a few minions is better than dying and losing 2 whole waves
Be careful to not pull a bad freeze on yourself. If you want to recall, try to get your wave to fully crash under enemy turret, otherwise it can freeze or slow push.
Download the Porofessor App for Windows
League of Legends Build Guide Author Amberdragon
Amberdragon Smolder Guide
Vote Vote
[14.12] How to Train Your Smolder -- In Depth Guide

League of Legends Champions:

Teamfight Tactics Guide