{"id":20459,"date":"2026-03-23T14:57:31","date_gmt":"2026-03-23T14:57:31","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/deathfire-touch\/"},"modified":"2026-03-23T14:57:31","modified_gmt":"2026-03-23T14:57:31","slug":"deathfire-touch","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/deathfire-touch\/","title":{"rendered":"Deathfire Touch"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>What Was Deathfire Touch? \ud83d\udcdc<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Deathfire Touch was a <strong>Keystone mastery from the Ferocity tree<\/strong> \u2014 a Tier 6 choice (17 points required) designed for <strong>champions with prolonged fight patterns, DoT kits, or sustained ability spam<\/strong>. The concept was straightforward: every ability damage hit applied a bleeding DoT that continuously ticked down the enemy&#8217;s health for the duration of the effect. Unlike its primary competitor \u2014 <strong>Thunderlord&#8217;s Decree<\/strong> (which burst with three accumulated hits) \u2014 Deathfire Touch excelled in extended fights where the bleed could be applied repeatedly and continuously.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The damage per tick was intentionally low: <strong>1 (+3.125% AP)(+5.625% bonus AD) magic damage every 0.5 seconds<\/strong>. The real strength of Deathfire Touch was determined by two factors: <strong>fight duration<\/strong> and <strong>ability hit frequency<\/strong>. The longer the fight lasted and the more ability hits the champion landed, the more Deathfire Touch outperformed Thunderlord&#8217;s Decree in total damage output. The keystone was naturally weak in one-shot scenarios or burst fight patterns \u2014 where Thunderlord&#8217;s Decree finished its job long before Deathfire Touch could accumulate meaningful damage.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">From a balance perspective, Deathfire Touch was a <strong>niche pick<\/strong> \u2014 technically correct on a narrow group of champions, but in practice almost always substituted by Thunderlord&#8217;s Decree for its more consistent and straightforward trigger condition. The design intent was to separate <strong>burst assassin playstyle<\/strong> (Thunderlord&#8217;s) from <strong>sustained damage poke\/DoT playstyle<\/strong> (Deathfire Touch). The metagame result: Thunderlord&#8217;s Decree dominated as the default choice for the vast majority of champions, while Deathfire Touch remained a fringe pick for specific kits.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Parameters<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Name<\/td><td>Deathfire Touch<\/td><\/tr><tr><td>Type<\/td><td>Keystone mastery \u2014 Ferocity tree<\/td><\/tr><tr><td>Tier<\/td><td>6 (highest tier in Ferocity tree)<\/td><\/tr><tr><td>Rank<\/td><td>1 (single rank \u2014 cannot be upgraded)<\/td><\/tr><tr><td>Point Requirement<\/td><td>17 points in Ferocity tree<\/td><\/tr><tr><td>Effect trigger<\/td><td>On-spell effect \u2014 triggers on ability damage hit to enemy champion<\/td><\/tr><tr><td>Effect type<\/td><td>Bleed \u2014 magic damage DoT<\/td><\/tr><tr><td>Damage per tick<\/td><td>1 (+3.125% AP)(+5.625% bonus AD) magic damage every 0.5 seconds<\/td><\/tr><tr><td>Single target: duration<\/td><td>4 seconds<\/td><\/tr><tr><td>Single target: total damage<\/td><td>8 (+25% AP)(+45% bonus AD) magic damage<\/td><\/tr><tr><td>Area of effect: duration<\/td><td>2 seconds<\/td><\/tr><tr><td>Area of effect: total damage<\/td><td>4 (+12.5% AP)(+22.5% bonus AD) magic damage<\/td><\/tr><tr><td>Damage over time: duration<\/td><td>1 second base (+ DoT duration)<\/td><\/tr><tr><td>Damage over time: total dmg<\/td><td>2 (+6.25% AP)(+11.25% bonus AD) magic damage (base 1s)<\/td><\/tr><tr><td>Stacking<\/td><td>DOES NOT STACK \u2014 multiple instances refresh duration, damage does not accumulate<\/td><\/tr><tr><td>Self-trigger<\/td><td>Deathfire Touch damage does not trigger itself or other spell effects<\/td><\/tr><tr><td>DoT duration rule<\/td><td>DoT abilities: bleed lasts DoT duration + 1 second<\/td><\/tr><tr><td>Removed<\/td><td>Patch 7.22 \u2014 November 21, 2017 (Runes Reforged)<\/td><\/tr><tr><td>Replaced by<\/td><td>Runes Reforged system (Electrocute, Arcane Comet, Phase Rush, etc.)<\/td><\/tr><tr><td>2026 Return<\/td><td>Confirmed returning as a rune in Season 2 of 2026 (details TBC)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Complete Mechanics Reference<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>On-Spell Effect \u2014 What Triggers It and What Doesn&#8217;t<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Deathfire Touch is an on-spell effect<\/strong> \u2014 it triggers <strong>exclusively on ability damage hits to an enemy champion<\/strong>. This is the critical constraint that defines the entire playstyle: only abilities (Q\/W\/E\/R) trigger the effect. Auto-attacks, on-hit effects (Trinity Force, Titanic Hydra procs), and on-hit damage from items <strong>did not trigger<\/strong> Deathfire Touch. Application was therefore tied directly to the champion&#8217;s ability kit.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Additionally, the bleed damage itself <strong>did not trigger further effects<\/strong> \u2014 Deathfire Touch ticks did not proc Spell Vamp, did not count toward Rylai&#8217;s Crystal Scepter slow application (which was bound to the original spell), and did not trigger other mastery effects. This prevented potentially broken interactions where DoT ticks would themselves generate further procs.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udcca Deathfire Touch \u2014 Damage Output by Ability Type:Formula per tick: <\/strong>1 (+3.125% AP)(+5.625% bonus AD) magic damage every 0.5 seconds.<strong>Single target ability (targeted Q\/E spell \u2014 4 seconds \/ 8 ticks):Total damage: <\/strong>8 + (8 \u00d7 3.125% AP) + (8 \u00d7 5.625% bonus AD)<strong>= 8 + 25% AP + 45% bonus AD<\/strong>Example at 400 AP, 100 bonus AD: 8 + (400 \u00d7 0.25) + (100 \u00d7 0.45) = 8 + 100 + 45 = <strong>153 total damage<\/strong>Example at 200 AP, 50 bonus AD: 8 + 50 + 22.5 = <strong>80.5 total damageAoE ability (ground AoE W\/E \u2014 2 seconds \/ 4 ticks):Total damage: <\/strong>4 + (4 \u00d7 3.125% AP) + (4 \u00d7 5.625% bonus AD)<strong>= 4 + 12.5% AP + 22.5% bonus AD<\/strong>Example at 400 AP, 100 bonus AD: 4 + 50 + 22.5 = <strong>76.5 total damage per target<\/strong> in AoEExample at 200 AP, 50 bonus AD: 4 + 25 + 11.25 = <strong>40.25 total damageDoT ability (Cassiopeia E, Malzahar pool \u2014 1 second base + DoT duration):Total damage (base 1s): <\/strong>2 + 6.25% AP + 11.25% bonus ADExample at 400 AP, 100 bonus AD: 2 + 25 + 11.25 = <strong>38.25 total damage<\/strong> for base 1s (+ additional second for each second of DoT duration)<strong>Key insight \u2014 why single target wins long fights:<\/strong>At 4s bleed duration and 8 ticks, single target Deathfire Touch damage is <strong>2\u00d7 higher than AoE<\/strong> for the same AP\/AD build. Champions who primarily land targeted single-target abilities (Cassiopeia Q, Brand Q, Mordekaiser E) get the full 4 seconds. AoE abilities (Brand W, Viktor E) deliver only 2 seconds \u2014 half the total damage.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Duration and Refresh Mechanic<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Multiple instances of Deathfire Touch <strong>do not accumulate damage ticks<\/strong> \u2014 applying a new instance refreshes the timer, but does not increase the number of concurrently ticking bleeds. Specifically: if Cassiopeia lands Q (single target \u2192 4s bleed) and then 2 seconds later lands Q again, the timer resets back to 4 seconds from the second hit \u2014 <strong>a second independent 4s bleed does not run in parallel<\/strong>. The practical result: repeated application on one enemy extended the total bleed output, but the cumulative damage per moment remained constant (1 tick per 0.5s).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Special rule for <strong>DoT abilities<\/strong>: if the ability itself applies damage over time (Malzahar&#8217;s Nether Grasp R, Cassiopeia&#8217;s Miasma W), the Deathfire Touch bleed lasts <strong>DoT duration + 1 second<\/strong>. This means the longer the original DoT dealt damage, the longer Deathfire Touch&#8217;s bleed continued. Malzahar R at full channel (2.5 seconds) \u2192 Deathfire Touch bleed = 2.5 + 1 = 3.5 seconds, approaching single target value. This mechanism gave DoT-heavy champions a natural bonus over champions with short DoT abilities.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Deathfire Touch vs Thunderlord&#8217;s Decree \u2014 Complete Comparison<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Thunderlord&#8217;s Decree was <strong>the primary rival of Deathfire Touch<\/strong> in the Ferocity Tier 6 Keystones. The choice between them defined entirely different gameplay patterns and champion priorities. Simply put: <strong>Thunderlord&#8217;s = burst, Deathfire Touch = sustained DPS<\/strong>. But the correct analysis is more precise \u2014 it depends on fight duration, AP\/AD values, and the nature of the champion kit.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Thunderlord&#8217;s Decree<\/strong><\/td><td><strong>Deathfire Touch<\/strong><\/td><\/tr><tr><td>Parameter<\/td><td>Thunderlord&#8217;s Decree<\/td><td>Deathfire Touch<\/td><\/tr><tr><td>Trigger condition<\/td><td>3 hits (ability or auto) \u2192 explode<\/td><td>Every ability hit \u2192 applies bleed<\/td><\/tr><tr><td>Damage type<\/td><td>Instant burst on third hit<\/td><td>Sustained DoT ticks (0.5s interval)<\/td><\/tr><tr><td>Cooldown<\/td><td>15 second static CD<\/td><td>No CD \u2014 limited only by ability CD<\/td><\/tr><tr><td>Damage rate (sustained)<\/td><td>12 (+2% bonus AD)(+0.667% AP) per 15s = ~0.8 DPS<\/td><td>2 (+11.25% bonus AD)(+6.25% AP) per second continuously<\/td><\/tr><tr><td>Scaling advantage<\/td><td>Higher base on low AP\/AD builds<\/td><td>Higher DPS at 108+ bonus AD or 162+ AP<\/td><\/tr><tr><td>One-shot value<\/td><td>Excellent \u2014 instant burst<\/td><td>Minimal \u2014 one trigger = 1 tick<\/td><\/tr><tr><td>AoE fights<\/td><td>One proc per 15s per target<\/td><td>2s bleed on each AoE-hit target<\/td><\/tr><tr><td>Prolonged skirmish<\/td><td>Limited by 15s CD<\/td><td>Scales linearly with fight duration<\/td><\/tr><tr><td>Complexity<\/td><td>Low \u2014 passive counter<\/td><td>Medium \u2014 depends on ability pattern<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udcca One-Hit Threshold \u2014 When DT needs less AP\/AD to match Thunderlord&#8217;s:Scenario: mastery triggers only once (one ability hit, then fight ends).Thunderlord&#8217;s Decree level 18 damage: <\/strong>~30\u2013200 base (level scaling) + 25% bonus AD + 10% AP.<strong>Deathfire Touch one trigger (single target, 4s):<\/strong>8 + 25% AP + 45% bonus AD.<strong>Single\/DoT application threshold for DT &gt; TD:AP threshold: <\/strong>\u22651,146 AP \u2192 Deathfire Touch equals Thunderlord&#8217;s single trigger damage at level 18.<strong>Bonus AD threshold: <\/strong>\u22651,146 bonus AD \u2192 same scenario.\u2192 In real conditions (400\u2013500 AP build, 200 bonus AD build) Thunderlord&#8217;s Decree always won the single-trigger scenario.<strong>AoE threshold:AP threshold: <\/strong>\u22657,040 AP \u2192 DT AoE equals TD in a single AoE trigger.\u2192 Practically unreachable in a real game. AoE Deathfire Touch was always worse than Thunderlord&#8217;s on a single trigger.<strong>DPS Threshold (continuous use) \u2014 where Deathfire Touch &gt; Thunderlord&#8217;s:Thunderlord&#8217;s DPS ceiling: <\/strong>12 (+2% bonus AD)(+0.667% AP) per 15s = 0.8 + 0.133% bonus AD + 0.044% AP DPS.<strong>Deathfire Touch continuous DPS: <\/strong>2 (+11.25% bonus AD)(+6.25% AP) per second.<strong>Threshold \u2014 bonus AD: <\/strong>\u2265108 bonus AD \u2192 Deathfire Touch higher continuous DPS.<strong>Threshold \u2014 AP: <\/strong>\u2265162 AP \u2192 Deathfire Touch higher continuous DPS.\u2192 Achievable in real games well before mid-game (108 bonus AD = roughly Long Sword + Pickaxe stage). <strong>In any prolonged fight scenario with moderate AD\/AP, Deathfire Touch outperformed Thunderlord&#8217;s Decree in total DPS.<\/strong><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udcca Threshold Table \u2014 How Much AP\/Bonus AD for DT &gt; TD in Total Damage (level 18):Fight duration 5 seconds: <\/strong>\u2265800 AP or \u2265647 bonus AD<strong>Fight duration 6 seconds: <\/strong>\u2265611 AP or \u2265448 bonus AD<strong>Fight duration 7 seconds: <\/strong>\u2265492 AP or \u2265340 bonus AD<strong>Fight duration 8 seconds: <\/strong>\u2265410 AP or \u2265273 bonus ADPractical conclusion: a fight lasting <strong>7\u20138 seconds<\/strong> with a <strong>350\u2013500 AP build<\/strong> or <strong>300+ bonus AD build<\/strong> = Deathfire Touch outperforms Thunderlord&#8217;s Decree in total damage output. Shorter fight or lower scaling stats \u2192 Thunderlord&#8217;s Decree wins. This math explains why Deathfire Touch was strong on <strong>poke\/DPS mages with DoT kits<\/strong> (Cassiopeia, Brand, Malzahar) in prolonged fight scenarios \u2014 and why Thunderlord&#8217;s Decree dominated on assassins and burst mages that didn&#8217;t need 8 seconds to secure a kill.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83e\uddd9 Best Champions for Deathfire Touch<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Optimal \u2014 DoT and Sustained DPS Champions<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/cassiopeia-the-serpents-embrace\/\">Cassiopeia<\/a>: <\/strong>The quintessential Deathfire Touch champion. Noxious Blast (Q) is a single-target targeted ability \u2192 4s bleed. Miasma (W) is a DoT ability \u2192 bleed lasts W duration + 1s. Twin Fang (E) is single-target \u2192 refreshes the 4s bleed repeatedly. Cassiopeia in a prolonged fight (7+ seconds) with 400+ AP excelled \u2014 every E spam refreshed the 4s bleed, Miasma added an extended DoT window, and Q trigger fired the full single-target duration. Cassiopeia&#8217;s sustained DPS model was the ideal host for Deathfire Touch&#8217;s mechanic.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/brand-the-burning-vengeance\/\">Brand<\/a>: <\/strong>Blaze (passive) applied fire stacks. Sear (Q) is targeted single-target \u2192 4s DT bleed. Pillar of Flame (W) is AoE \u2192 2s DT bleed on each target hit. Conflagration (E) is single-target \u2192 4s bleed. Brand was a natural Deathfire Touch candidate for his fire DoT playstyle \u2014 a multi-hit ability pattern in teamfights applied DT bleed to multiple targets (each W hit separately cursed a target in AoE), compensating for the 2s AoE duration by spreading the curse across many hits in the fight.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/malzahar-the-prophet-of-the-void\/\">Malzahar<\/a>: <\/strong>Malefic Visions (E) is a DoT ability \u2192 DT bleed = Malefic duration + 1 second. Nether Grasp (R) is a DoT channel \u2192 DT bleed = R channel duration + 1 second. Malzahar was one of the biggest beneficiaries of the DoT duration rule \u2014 Malefic Visions lasts 4 seconds and spreads, with every new target hit by the spread triggering a new DT bleed. R channel with DT = 2.5s channel + 1s = 3.5s bleed per tick. Malzahar with Deathfire Touch was a true sustained damage champion in mid-game.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/swain-the-noxian-grand-general\/\">Swain<\/a>: <\/strong>Nevermove (E) is a targeted ability \u2192 4s DT bleed. Torment (W in the old version) was a DoT \u2192 extended DT duration. Ravenous Flock (R in the old version) channeled an AoE drain \u2014 every drain tick was ability damage \u2192 DT ticks compounding. Swain was a DoT master and Deathfire Touch synergized naturally with his sustained damage design. Every prolonged teamfight with Swain at the center = continuous DT application on multiple targets through R drain.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/teemo-the-swift-scout\/\">Teemo<\/a> (AP): <\/strong>Noxious Trap (R) applied mushroom DoT poison on every step. Every mushroom hit was ability damage \u2192 DT bleed = poison duration + 1 second. AP Teemo with Deathfire Touch in a jungle\/split-push scenario applied DT bleeds on every champion who walked through the mushroom field. Q Blinding Dart (single-target ability) and R mushrooms (ability damage) both triggered Deathfire Touch. Teemo was a niche but consistent DT carrier in prolonged poison environments.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/mordekaiser-the-iron-revenant\/\">Mordekaiser<\/a> (AP): <\/strong>Mace of Spades (Q) single-target ability damage \u2192 4s DT bleed. Siphon of Destruction (E) AoE \u2192 2s DT bleed on each target. Children of the Grave (R) DoT ability \u2192 DT = R duration + 1s. Mordekaiser&#8217;s AP build (historical) excelled in close-range sustained fights \u2014 typically 6\u201310 second engagements where DT single-target bleed refreshed through Q\/E spam and R added an extended DoT window for maximum damage.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/vladimir-the-crimson-reaper\/\">Vladimir<\/a>: <\/strong>Transfusion (Q) is a single-target ability \u2192 4s DT bleed on every Q. Tides of Blood (E) is AoE \u2192 2s DT bleed. Hemoplague (R) ability damage \u2192 DT bleed. Vladimir&#8217;s sustained fight identity (Q sustain + E AoE poke) naturally applied DT continuously throughout the fight. At 400+ AP build (typical Vladimir build), DT exceeded the threshold for higher sustained DPS than Thunderlord&#8217;s Decree in 7+ second fights, which are standard for Vladimir&#8217;s close-range engagement pattern.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/ryze-the-rune-mage\/\">Ryze<\/a>: <\/strong>Q Overload (short CD, single target) excelled at refreshing the DT bleed. Ryze with 400+ AP and a prolonged fight (7+ seconds) outperformed TD in damage \u2014 but Ryze typically picked Thunderlord&#8217;s for its simpler burst window.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/singed-the-mad-chemist\/\">Singed<\/a>: <\/strong>Poison Trail (Q) is an on\/off AoE DoT \u2192 every champion hit by Poison Trail = DT bleed (AoE 2s). Fling (E) single target \u2192 4s bleed. Singed&#8217;s split-push and kite pattern applied DT repeatedly, but his playstyle was more about zoning than sustained fight damage.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Not Recommended<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Burst assassins (Zed, Talon, Katarina): <\/strong>Kill window 2\u20133 seconds \u2192 DT doesn&#8217;t have time to accumulate meaningful damage. Thunderlord&#8217;s Decree instant burst on the third hit was always the correct choice.<\/li>\n\n\n\n<li><strong>Auto-attack based champions (ADC, AA fighters): <\/strong>DT triggers on-spell effect only, not on-hit. AD carries with minimal ability spam couldn&#8217;t consistently apply the DT bleed \u2014 Thunderlord&#8217;s Decree triggered through AA stacks.<\/li>\n\n\n\n<li><strong>Burst mages with short kill windows (Annie, Veigar, LeBlanc): <\/strong>One W+Q+R combo in 1.5 seconds \u2192 DT single-trigger damage was a fraction of Thunderlord&#8217;s burst. No sustained fight = no DT advantage.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udf33 Ferocity Tree \u2014 Context in the Mastery System<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Deathfire Touch existed within the <strong>Ferocity mastery tree<\/strong> \u2014 one of three trees (Ferocity, Cunning, Resolve) in the pre-Runes Reforged mastery system (Seasons 5\u20137). The Ferocity tree was oriented toward <strong>offensive AP and AD damage<\/strong> with a focus on ability power, cooldown reduction, and penetration. Tier 6 Keystones in the Ferocity tree included:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Keystone<\/strong><\/td><td><strong>Description<\/strong><\/td><\/tr><tr><td>Thunderlord&#8217;s Decree<\/td><td>3-hit proc \u2192 instant magic burst damage. Default choice for assassins, burst mages, and most AD\/AP carries. The dominant keystone thanks to its simple trigger condition (AA + ability) and instant burst application.<\/td><\/tr><tr><td>Deathfire Touch<\/td><td>On-ability-hit bleed DoT. Required 17 points in Ferocity. Niche pick for DoT mages and sustained fighters. Outperformed TD in DPS in prolonged fights with moderate AP\/AD during continuous ability use.<\/td><\/tr><tr><td>Windspeaker&#8217;s Blessing<\/td><td>Heal &amp; shield power keystone. Tier 6 Cunning tree alternative for enchanters and support champions \u2014 increased healing and shielding output. Belonged to the Cunning tree, not Ferocity.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udd11 Historical Context \u2014 Why Was Deathfire Touch Removed?Patch 7.22 (Pre-Season 8, November 21, 2017):<\/strong>Riot Games completely removed the old mastery system and replaced it with <strong>Runes Reforged<\/strong> \u2014 a consolidated system combining runes and masteries into a single interface with redesigned Keystones (Electrocute, Phase Rush, Conqueror, Arcane Comet, etc.).<strong>Why Deathfire Touch didn&#8217;t survive the transition:<\/strong>1. <strong>Complexity vs. payoff disparity<\/strong>: Deathfire Touch required understanding fight duration thresholds, ability type categorization (ST vs AoE vs DoT), and continuous ability use \u2014 compared to Thunderlord&#8217;s Decree&#8217;s 3-hit passive, it was too complex for the majority of players.2. <strong>Extremely low pick rate<\/strong>: In practice, Thunderlord&#8217;s Decree dominated at 90%+ of Ferocity picks. DT was exclusively taken on a handful of champions (Cassiopeia, Malzahar) where the math worked out.3. <strong>Runes Reforged design goal<\/strong>: The new system wanted Keystones with clearer identities \u2014 Arcane Comet (poke\/harass), Electrocute (burst), Phase Rush (mobility), Conqueror (sustained fight). Deathfire Touch&#8217;s sustained DoT niche was naturally distributed between Conqueror (adaptive force stacking) and Phase Rush (kite sustained damage).<strong>2026 Return \u2014 Season 2 Leak:<\/strong>As of March 22, 2026, leaks confirm that <strong>both Deathfire Touch and Stormraider&#8217;s Surge are returning as runes in Season 2 of 2026<\/strong>. No official stat details have been confirmed by Riot yet \u2014 the return may involve updated values to fit the current game state (higher base AP\/AD totals, changed champion kits since 2017, different meta structure). If the original design philosophy is preserved, Deathfire Touch will again target the prolonged fight\/DoT mage archetype.<strong>Closest modern equivalents (current Runes Reforged):Conqueror<\/strong> (sustained fight adaptive scaling + healing) and <strong>Arcane Comet<\/strong> (on-ability-hit poke damage) together cover the functions Deathfire Touch handled. Neither replicates the exact on-ability-hit bleed mechanic with duration variation by ability type.<strong>Note on Deathfire Grasp:<\/strong>Deathfire Touch shares a thematic name with <strong>Deathfire Grasp<\/strong> \u2014 a removed active AP item (removed patch 5.22) that applied % max HP magic damage via an active use. These are two separate entities \u2014 Deathfire Touch is a mastery, Deathfire Grasp is an item. Both were removed in different patches for different reasons.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes When Choosing Deathfire Touch<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Taking DT on assassins with a burst kill window under 4 seconds: <\/strong>Zed, Talon, and Katarina typically secure kills within 2\u20133 seconds. In this window, Deathfire Touch accumulates only 4\u20136 ticks (2\u20133 seconds \u00d7 2 ticks\/s), totaling at a realistic 300 AP \/ 200 bonus AD build: 8 + 37.5 + 22.5 = 68 damage. Thunderlord&#8217;s Decree at the same trigger applied immediate burst far exceeding that. For assassins, choosing DT was mechanically incorrect.<\/li>\n\n\n\n<li><strong>Assuming multiple applications stack damage: <\/strong>The most common misunderstanding. Repeated ability application does not apply a second independent DT bleed \u2014 it only refreshes the timer of the existing one. Cassiopeia landing five E hits does not cause 5\u00d7 DT damage concurrently; it maintains one continuous bleed refreshed to full duration with each new E hit.<\/li>\n\n\n\n<li><strong>Picking DT on AoE champions expecting maximum damage: <\/strong>AoE application of Deathfire Touch lasts only 2 seconds \u2014 half the single-target duration. Champions like Viktor (E Death Ray is an AoE ability) receive reduced DT duration vs. targeted single-target abilities. Only champions with a mix of single-target + AoE (Brand, Swain) used DT effectively \u2014 single-target abilities for the full 4s duration, AoE abilities as bonus cursing on extra targets.<\/li>\n\n\n\n<li><strong>Ignoring fight duration thresholds when comparing keystones: <\/strong>The DT\/TD choice was not arbitrary \u2014 it depended on the specific champion&#8217;s expected fight duration. Picking DT on Vladimir was correct for his 8\u201310 second fight pattern; picking DT on Annie was wrong for her 1\u20132 second burst combo. Players who didn&#8217;t know their champion&#8217;s typical engagement length made suboptimal keystone choices.<\/li>\n\n\n\n<li><strong>Confusing Deathfire Touch (mastery) with Deathfire Grasp (item): <\/strong>Both entities share a thematic name. Deathfire Grasp was an active item removed in patch 5.22 applying % max HP damage via active. Deathfire Touch is a Ferocity Keystone mastery removed in patch 7.22. Different mechanics, different release dates, different removal patches. Mixing them up in historical documentation or discussion is a common mistake.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2705 Best Practices for Deathfire Touch<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Choose it on champions with low-CD single-target abilities for maximum bleed refresh: <\/strong>Cassiopeia E (low CD with Twin Fang empowerment), Ryze Q (low CD ability), and Brand Q are ideal \u2014 low cooldown single-target abilities applied the DT bleed repeatedly, with each hit refreshing the 4-second timer. The higher the ability fire rate, the higher the actual DT uptime across the entire fight.<\/li>\n\n\n\n<li><strong>Coordinate with a DoT kit for the DoT duration bonus: <\/strong>Malzahar and Cassiopeia had a natural bonus from the DoT duration rule (DT lasts DoT duration + 1s). Building around extended DoT windows (Malzahar Malefic Visions spreading, Cassiopeia Miasma persistent zone) maximized DT efficiency beyond the standard 4-second single-target cap.<\/li>\n\n\n\n<li><strong>Build AP\/AD to reach the continuous DPS threshold (162 AP or 108 bonus AD): <\/strong>Below these values, Thunderlord&#8217;s Decree outperformed Deathfire Touch even in prolonged fights on a DPS basis. Reaching 162+ AP (typically the first AP item = ~60\u201390 AP + base + stats) was achievable in mid-game, where DT started to surpass TD in sustained fights. Until this threshold, TD was better even for sustained DPS champions.<\/li>\n\n\n\n<li><strong>Remember that DT refresh does not increase existing tick damage: <\/strong>In prolonged fight optimization, the correct strategy is continuous ability spam to maintain bleeds \u2014 not waiting for a cooldown to land a &#8216;stronger&#8217; application. Every refresh is identical in damage per tick; longer effective uptime (refresh before expiration) = more total ticks = more damage. Cassiopeia E spam every 0.3\u20131s \u2192 DT maintained as a near-permanent bleed in an extended fight.<\/li>\n\n\n\n<li><strong>For historical analysis \u2014 always compare DT performance with fight duration context: <\/strong>In historical documentation or metagame discussion, it&#8217;s critical to always state the fight duration context. &#8216;DT was better than TD&#8217; is only true for fights lasting 7+ seconds with 300+ AP or 250+ bonus AD. Without this context the statement is misleading \u2014 TD was the default better choice for the vast majority of in-game scenarios.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfac Final Summary<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Deathfire Touch was <strong>a technically correct but practically niche Ferocity Keystone mastery<\/strong> \u2014 designed for champions with a prolonged fight pattern, a DoT kit, or sustained single-target ability spam. The math was clear: in fights lasting <strong>7 or more seconds<\/strong> with <strong>350+ AP or 300+ bonus AD<\/strong>, Deathfire Touch outperformed Thunderlord&#8217;s Decree in total damage output. The problem was that these conditions only arose for a specific group of champions (Cassiopeia, Malzahar, Brand, Vladimir) \u2014 while Thunderlord&#8217;s Decree worked consistently for 90%+ of the remaining champion pool.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The design lesson from Deathfire Touch is enduring: <strong>sustained DPS mechanics need a natural anchor in the champion kit<\/strong>. Cassiopeia with her triple E refresh, Malzahar with Malefic spreading, Brand with his AoE multi-hit teamfight pattern \u2014 these champions had kits that generated DT value organically. Champions without sustained ability fire rate (burst assassins, auto-attack carries, AoE-only mages) could not benefit from the DT mechanic because their fight patterns never set up the conditions for a 7+ second fight with continuous ability hits.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">With the <strong>confirmed Season 2 2026 return<\/strong> of Deathfire Touch as a rune, the core design question will be whether Riot preserves the original on-ability-hit bleed mechanic and duration-by-ability-type distinction, or modernizes the design to fit the current metagame&#8217;s higher damage baseline and changed champion kits. The DoT mage archetype (Cassiopeia, Malzahar, Swain) remains largely intact in 2026 \u2014 making the original synergy profiles still relevant as a reference point for evaluating the rework&#8217;s implementation.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Key Historical &amp; Forward-Looking Facts:1. <\/strong>Deathfire Touch was a Tier 6 Ferocity Keystone mastery (17 point requirement, Rank 1) \u2014 <strong>not a summoner spell, not an item, not a rune<\/strong>; exclusively a mastery in the pre-Runes Reforged system (Season 5\u20137)<strong>2. <\/strong>Outperformed Thunderlord&#8217;s Decree in total damage only at: fight duration \u22657 seconds + \u2265492 AP or \u2265340 bonus AD; at lower values or shorter fights TD was always better<strong>3. <\/strong>Optimal champions: Cassiopeia, Malzahar, Brand, Swain, Vladimir \u2014 DoT-heavy or low-CD single-target ability spam kits; <strong>not recommended for assassins, ADC, or burst mages with short kill windows4. <\/strong>Removed patch 7.22 (November 21, 2017) along with the entire old mastery system; <strong>confirmed returning as a rune in Season 2 of 2026<\/strong> (official Riot details pending); closest modern equivalent is Conqueror (sustained fight adaptive scaling) or Arcane Comet (on-ability-hit poke damage)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Related Articles<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/stormraiders-surge\/\">Stormraider&#8217;s Surge \u2014 Complete Mastery Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/thunderlords-decree\/\">Thunderlord&#8217;s Decree \u2014 Historical Mastery Guide<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/deathfire-grasp\/\">Deathfire Grasp \u2014 Historical Item Guide<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/runes-reforged-keystones\/\">Runes Reforged \u2014 Keystones Overview<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/electrocute\/\">Electrocute \u2014 Rune Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/conqueror\/\">Conqueror \u2014 Rune Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/arcane-comet\/\">Arcane Comet \u2014 Rune Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/cassiopeia\/\">Cassiopeia Champion Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/malzahar\/\">Malzahar Champion Guide 2026<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/lol-rune-history\/\">League of Legends Rune System History<\/a><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Is Deathfire Touch still in League of Legends?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: Not in its original form \u2014 Deathfire Touch was removed in patch 7.22 (November 21, 2017) along with the entire old mastery system. However, as of March 2026 leaks confirm it is returning as a rune in Season 2 of 2026 alongside Stormraider&#8217;s Surge. Official stat details from Riot are still pending. This guide covers the original mechanics for historical context and will be updated once official 2026 implementation details are available.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Was Deathfire Touch a summoner spell?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: No. Deathfire Touch was a Tier 6 Ferocity Keystone mastery \u2014 part of the old pre-Runes Reforged mastery system. Summoner spells are an entirely separate entity (Ignite, Flash, Smite, etc.) with their own slot mechanic. Deathfire Touch was selected in the champion select mastery panel, not in a summoner spell slot. The confusion is understandable since both are &#8216;non-item gameplay modifiers,&#8217; but from a design perspective they are completely different systems.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Why was Deathfire Touch removed instead of adjusted?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: Patch 7.22 removed the entire old mastery system as a whole \u2014 it was not a selective removal of Deathfire Touch, but a complete system reset. Runes Reforged brought redesigned Keystones (Electrocute, Arcane Comet, Phase Rush, Conqueror) covering more archetype identities with clearer visual and mechanical readability. Deathfire Touch&#8217;s sustained DoT bleed mechanic did not return in its exact form \u2014 the closest equivalent is Conqueror for prolonged fight scaling, but without the direct on-ability-hit bleed trigger.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Which modern keystones best replace Deathfire Touch for champions that used it?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: By champion type: Cassiopeia and Vladimir \u2192 Conqueror (adaptive force stacking in prolonged fights, healing, sustained damage). Brand and Malzahar \u2192 Arcane Comet (poke damage from ability hits) or Electrocute (burst on 3-hit trigger). Swain \u2192 Conqueror (close-range sustained fight amplification). Teemo \u2192 Arcane Comet (on-ability-hit damage bonus from Noxious Blast \/ mushrooms). No current keystone replicates the exact DoT-by-type-category (single target 4s, AoE 2s, DoT +1s) distinction design of Deathfire Touch.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: What is the difference between Deathfire Touch and Deathfire Grasp?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: Two separate entities with a thematically similar name. Deathfire Grasp was an active AP item (removed patch 5.22) applying magic damage equal to a percentage of the target&#8217;s max HP via active use. Deathfire Touch is a Ferocity Keystone mastery (removed patch 7.22) applying a sustained bleed DoT on every ability hit. Different categories, different mechanics, different removal dates, different champion profiles. Both were removed in different contexts \u2014 Deathfire Grasp for design issues with one-shot potential, Deathfire Touch as part of the complete mastery system replacement.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: How fast did Deathfire Touch stack on Cassiopeia?<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A: Cassiopeia&#8217;s Twin Fang (E) has one of the shortest ability cooldown windows in the entire game \u2014 with Noxious Blast (Q) poison stacking and the Twin Fang reset mechanic, E resets to a near-zero cooldown. In a prolonged fight, Cassiopeia refreshed the Deathfire Touch bleed every 0.3\u20130.5 seconds \u2014 essentially a permanent bleed with minimal gaps. The combination of Q Noxious Blast (single target \u2192 4s DT) + E Twin Fang spam (reset + refresh) + W Miasma (DoT \u2192 extended DT) created the ideal DT sustained damage environment. At a 400+ AP build and a 7+ second fight, Cassiopeia with Deathfire Touch outperformed an equivalent Thunderlord&#8217;s Decree build in total damage by 15\u201325%.<br><\/p>\n","protected":false},"featured_media":20442,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-20459","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-league-of-legends-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Deathfire Touch - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/deathfire-touch\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Deathfire Touch - MagicStark\" \/>\n<meta property=\"og:description\" content=\"What Was Deathfire Touch? 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