RANGED ASSASSINS - E build is designed to offer double speed boosts and double slows. Catching a squishy will lead to an automatic kill. Your damage potential is not reduced at all, and you sport slightly more durability than Q build.
3
Anduin
HEALERS - Healers, unlike ranged assassins, often have some CC. Your kill potential is all close-ranged. If you get stunned, rooted, or merely slowed before you can connect with an enemy, you won't kill them yourself. By all means, they're easy killings if you can reach them. Coordinate with your tank and apply your buff to them.
4
No Threat
5
Sonya
BRUISERS - High speed, low drag! Your E build offers a respectable amount of durability, damage, slowing and speed. It won't overcome a bruiser long term but you have the tools to run circles around them whilst your team gets an easy pick.
6
No Threat
7
E.T.C.
TANKS - Sporting more slows can cripple a tank after an engagement for your team to take down. You can't do much other than a quick 1/3 HP you can slice off - your value lies in hitting multiple heroes with your AoEs.
RANGED ASSASSINS - By turning into an artillery cannon from a melee-bruiser, you can now fling high damage from a safe range to match ranged assassins. They're very squishy with few mobility tools - any well placed meteor is an extreme threat to them. Sulfuras Smash is your preferred ultimate in meteor build - crush anyone who flees.
2
Anduin
HEALERS - Likewise, healers stay far back out of danger. They tend to be a bit more aloof to their surroundings because of the focus they give to teammates. They're just as easy to kill as a ranged assassin, and if not a higher priority.
3
No Threat
4
No Threat
5
No Threat
6
No Threat
7
Sonya
BRUISERS - You no longer have the hardy and effective upfront damage to threaten a bruiser. Meteors hurt most on enemies that are routing - bruisers are the most fearless of them all. Still, they're easy to kill if you can get them with your teammates.
8
No Threat
9
E.T.C.
TANKS - The meteor build trades sustain damage for teamplay, setup, and ranged firepower. Poking a tank with your meteors is pointless, and your burst damage does little to take down their health.
TANKS - They are easy to reach and don't do much damage to threaten you. You can really shred them with your lvl 16 %burn damage. You must still respect a tank's CC, for Ragnaros is always vulnerable to being focus fired by a team after being jumped on.
3
Sonya
BRUISERS - Ragnaros gets a much earlier powerspike by completing his Q quest by level 4, significantly boosting his healing, damage, and waveclear. In the late game, watch out for stun combos and burst damage and you should be able to burn down many bruisers.
4
No Threat
5
No Threat
6
No Threat
7
No Threat
8
Anduin
HEALERS - You will rarely get in range of healers and supports without suffering consequences. Many of them carry ways to blind you, CC you, keep you distracted, etc. They are an infuriating obstacle to world domination. If you have an opportunity to catch them, purge immediately!
9
Jaina
RANGED ASSASSINS - All squishy heroes are easy to kill. But the Q build trades flexibility, mobility, and durability for more sustain damage. If you can never reach a ranged hero, all of your Q talents are useless! Ragnaros is very susceptible to being kited into an easy death. Rely on your team to take fire and to give you a chance to push in.
BRUISERS - Hybrid build will leave you lacking in terms of CC and durability, which is problematic when sizing up to a bruiser. Still, you have a superior laning phase and impressive sustain to match stronger offlaners.
4
No Threat
5
E.T.C.
TANKS - The lack of durability in this build makes a stray CC extremely dangerous. Regardless, you have an abundance of damage paired with %HP to deal with many tanks.
6
Jaina
RANGED ASSASSINS - Lacking the speed and sheer burst damage, you're not as oppressive against Ranged Assassins as in E build. You will kill them if they're in range, but it'll be much harder to reach them without your speed.
7
Anduin
HEALERS - Ditto reasoning for Ranged Assassins apply to the Healer role as well. Squishy, easy to kill targets, but there's a wall of CC they will barrage you with before you can touch them.
“Behold Ragnaros - the Firelord! He who was ancient when this world was young! Bow before him, mortals! Bow before your ending!”
— Majordomo Executus
Ragnaros is a raging, blazing, surging column of fire. Boasting the highest burst damage of any bruiser, Ragnaros is an excellent addition to any team that needs more firepower and macro. He has the speed and ferocity to exterminate absolutely anything he sees in an instant. This includes having the best wave clear in the game in many different aspects. Ragnaros is unique in keeping the team afloat in challenging matches due to the defensive capabilities of Lava Wave and Molten Core. This scores his team a reliable level 20 without requiring interaction with the enemy team. However, much like an uncontrollable inferno, Ragnaros will not only raze his enemies but he is equally likely to combust and extinguish himself in the process. But why should that stop you? Ragnaros is one of the coolest characters in all of fiction; and you too will come to embrace the flame. Unto Ragnarok!
Due to the meta, Ragnaros does not see much play in high MMR matches owing to his overreliance on pure damage and meager utility. A stronger tiered offlaner will have what Ragnaros lacks, and still possess dependable wave clear. The Lava Wave XP advantage is less pronounced against teams that optimally soak XP. Despite this, Meteor Ragnaros and Sulfuras Smash as a whole still features play to pay off wombo combo setup that many Heroes possess, be it through tiny CC or a ground breaking ultimate.
Games where Ragnaros is optimal involve a heavy presence of enemy frontliners, immobile enemy Heroes that force themselves to be stationary, and an allied team that can hold their own in the 4 man that scale positively into the late game. Ragnaros is primarily a reclusive offlaner, but can also see occasional play in complimenting the 4 man with his versatile builds in enabling the tank. Keep your mind open and feel free to experiment with his builds.
Anyways, it's a pleasure to invite you all to read my guide on Ragnaros. My name is TheFreind, and I am a Masters player and the #1 Ragnaros in the world.
To quote my introduction from my Jaina guide, as the exact same saying stays true:
Quoted:
In this guide, I will share with you every secret that I've learned and every truth I follow. However, always remember that what I've written serves only as a starting point to you getting more comfortable on {Ragnaros}. Along the way, you will develop your own opinions, methods, and discoveries on your path to mastering {Ragnaros}. All of which will coalesce into a playstyle unique only to you. I didn't discover all of this on my own - I built upon the legacy of prior {Ragnaros} guides and knowledge, just like how you might one day make something of your own.
I should also state that a professional does not necessarily make for a good teacher. The art of passing knowledge from one to another is a skill, not unlike any other. So please, kick me in the shins and give me feedback on any topic that is vague or confusing. Anyhow, the fun is in the play, not in the books, so waste no time in getting out there and kicking some ***!
Shout outs to player OTL if he is reading this! Love you much fam, I enjoyed talking Ragnaros theory with the #2 Ragnaros NA. Without further ado, let's begin.
120 CD |5.75 (Transform) Range +35 Range |Cast Time:2
Channel on an allied or destroyedFort orKeep to replace it with Ragnaros's ultimate form, temporarily gaining newAbilities, having 3996 Health that burns away over 18seconds.
Ragnaros returns to his normal form upon losing all Health in Molten Core. Ragnaros may exit Molten Core early by activating his Trait, putting it on cooldown.
Additional Notes on Molten Core
To clarify - Ragnaros may take over any destroyed Fort/Keep, ally or enemy, in addition to taking over standing Allied Forts and Keeps.
All of Ragnaros's abilities are mana-free in cost (including Heroic abilities), and (except for Molten Swing) have a whopping 35 range. A dashed circle with surround the Molten Core, indicating your sphere of influence.
Be careful not to be interrupted by CC. You'll put Molten Core on a 10 second CD if you do.
Small Ragnaros is put into a form of stasis. He will regenerate health from buffs and fountain, and will disjoint any projectiles when he's supersized.
Ragnaros is Unstoppable while in Molten Core.
Exit Molten Core early to put the ability on cooldown sooner, if you are done using it.
Molten Core Ragnaros is considered to be a Hero for all targeting-related purposes.
Q -- Empower Sulfuras
25 Mana |4 CD |3.5 Radius |Cast Time:INSTANT
Ragnaros's nextBasic Attack is instant, dealing 191Spell Damage in an area, andheals for 20% of the damage dealt. Healing doubled versus Heroes.
Additional Notes on Empower Sulfuras
Cheap, reliable, consistent damage. Use it 24/7.
The Auto attack reset mechanic is very important for Ragnaros's damage output. Always Q after you hit.
Radius is extended by targets' hitbox size.
Cooldown starts only when the Ability is triggered by attacking an enemy. Never run around with Q active!
Empower Sulfuras will miss completely and the Ability’s cooldown will be consumed if Ragnaros is Blinded or the intended target is Evading.
Activating during the windup of a Basic Attack will cause that attack to be the empowered attack (splashing and dealing Spell Damage) and the reset to happen immediately afterward, the second being a normal Basic Attack (dealing Physical Damage and not splashing). This is a micro-optimization to synchronize your attack speed with the cooldown without losing momentum.
Molten Core Q -- Molten Swing
6 CD |12 Range +180° Radius |Cast Time:1
Swing your hammer in a wide arc, dealing 161 damage andStunning enemies for 1 second.
Molten Swing is Ragnaros's only source of CC aside from Sulfuras Smash, and it is quite powerful! This is the incentive to summon Molten Core right in the face of your enemies.
Tell your team to hide under Molten Core so that you may protect them with Q. Ragnaros is Unstoppable in Molten Core form, allowing you to deny hard-engages like a Diablo or ETC Mosh with impunity.
Use the stun provided by Molten Swing to chain into your other abilities, including a Sulfuras Smash.
W -- Living Meteor
60 Mana |12 CD |8.5 Range +1.25 Radius |Cast Time:INSTANT
Summon a meteor at the target point that deals 68 damage, then rolls in the target direction dealing 272 damage per second for 1.75 seconds.
Additional Notes on Living Meteor
The Meteor rolls at a slightly faster speed than 100% Hero movement speed.
Living Meteor is best used against CC'd targets to ensure some damage. However, enemies that are in motion will take maximum damage. My favorite CC is a 25-40% Slow as the enemies are at the right speed to stay under it.
Wait to force an enemy to retreat. Then, drop the Meteor on their path for unlimited pain.
Utilize Slow Burn[4] to generate a slow, allowing you to combo your abilities on your own.
Molten Core W -- Meteor Shower
2.5 CD |35 Range +1.5 Radius |Cast Time:INSTANT
Summon 3 meteors at the target point that fall in the target direction. Each meteor deals 151 damage andSlows enemies by 25% for 2 seconds.
This ability inflicts a slow, giving you an accuracy boost to the rest of your Molten Core abilities.
You may also use the vision provided by Meteor Shower to find your enemies in the fog.
Strike enemies at one edge of their hitbox, allowing the second Meteor to strike the other side. This way, even an immobile target will suffer 2 out of 3 Meteors.
Meteor Shower is your primary anti-building ability in Molten Core. If you want to destroy a Fort, continue raining Meteors on it for the duration.
E -- Blast Wave
50 Mana |9 CD |8.5 Range +3.75 Radius |Cast Time:INSTANT
Ignite Ragnaros or an ally, granting 25%Movement Speed for 1.5 seconds before exploding, dealing 104 damage to nearby enemies.
Additional Notes on Blast Wave
A versatile ability. Use it to close the distance, or run away from fights.
Don't forget that you can cast it on your allies! This is especially effective in enabling your tank to initiate, or allow an ally to run from danger.
If you feel like a minion wave is dangerous to approach, do not use your E for damaging the minion wave. Use it to escape an incoming gank.
Molten Core E -- Explosive Rune
4 CD |35 Range +3.5 Radius |Cast Time:INSTANT
Create a rune that explodes after 1.5 seconds, dealing 285 damage to non-Structure enemies in a circular area.
Heavy hitting AoE. Blast any immobilized opponents with this.
Lead your opponents by 0.3 seconds. By the time they realize what's underneath them, they'll be in the direct center and won't be able to run out.
DO NOT HIT BUILDINGS WITH EXPLOSIVE RUNE. It does NOT damage structures! It's fine casting it under a gate though, as Heroes and minions funnel through them.
Explosive Rune (and Meteor Shower) does +25% damage to minions and mercenaries, making it excellent at eradicating a minion wave.
Heroic -- Sulfuras Smash
70 Mana |60 CD |16 Range +1.5/3.75 Radius |Cast Time:0.1875
Hurl Sulfuras at the target area, landing after 0.75 seconds, dealing 250 damage. Enemies in the center take594 damage instead and areStunned for 0.5 seconds.
Additional Notes on Sulfuras Smash
An essential ability for Ragnaros's impressive lethality. Find a Hero to kill when it's off cooldown.
Pairs amazingly well with Molten Core, as the ability is upgraded to 35 range!
Snipe low health stragglers with the insane 16/35 range of this ability. Most enemies will drop their guard and think they've gotten away, turning their camera away from their hero and to the fight. These guys will run in a straight line - just execute them already.
Think about what CC your team has. A mini-stun? Root? Vacuum pull type ability? Whatever it is, look out for it from your team, and immediately drop the hammer on an enemy that is immobilized.
Guess what - Slow Burn[4] guarantees an easy hit on your crippled opponent.
Heroic -- Lava Wave
80 Mana |120 CD |Global Range |Cast Time:INSTANT
Release a wave of lava from Ragnaros's Core that travels down the targeted lane, dealing 240 damage per second to non-Structure enemies in its path and instantly killing enemyMinions. Damage increased by 100% versus Heroes.
Additional Notes on Lava Wave
Lava Wave is best used at certain timing intervals to kill the enemy minion wave right as it reaches the enemy Core. Please refer to my Lava Wave section for that spreadsheet.
Plan around your Lava Wave. Do something important like a Mercenary Camp or objective, and send it down the opposite side of the map to catch the XP you would have missed.
Lava Wave almost guarantees your team a level 20. Think about what late game powerups they get, and see if it's worth sacrificing Sulfuras Smash to ensure they reach their powerspikes.
Shifting Flame is the staple META Ragnaros build, and for good reason. It's an easy to use, swiss army knife that works well into every match. How so? Ragnaros acquires everything that he lacks through this build - CC from Slow Burn[4], killing power with Blistering Attacks[7], your choice of ultimate, speed and damage from Blast Echo[16], and solid durability from Tempered Flame[13]. You even get variety for your level 20s!
There's rarely a game that you'll look back on and wonder, "Wow. I would have done so much better had I not gone E build." For that reason, you should practice Ragnaros at his strongest with this build. Once you work out his kinks, then can you transition to his other builds.
Otherwise - this is the best build at encroaching onto squishy enemy Heroes since it has exceptional lockdown, burst damage, and speed. Try to get as close as you can to the enemy with your mount before you need to use your E on yourself. Run them over with a quick combo. Profit.
Reign of Fire transforms Ragnaros into an artillery mage. He obtains excellent poke and killing potential from afar, rounding out your team's damage projection or countering the enemy range. Due to Shifting Meteor's demanding 75 hits on Heroes, you MUST find time to participate in the 4 man squad in the early game, while balancing your duties as an offlaner. Use your W 24/7 to build stacks against the enemy team. This build is highly reliant on having a tank on your team. You can technically do without, but you'll find the CC they provide vital to hitting your intended targets with your W, E, and R. Coordinate with your tank and wait for their CC to connect before you unleash your howitzer barrage. Getting good with Meatball Ragnaros hinges on practicing your W. My tip is to use the redirection from your quest to help score A) Molten Power resets , and B) landing the Meteor Bomb.
Ragnaros loses all close range damage, so never step up closer to the enemy team unless it is absolutely safe. But you do have decent tools at protecting yourself if you get dove upon - utilize all auto attacks, self speed, slow from Slow Burn[4], and a backwards treading Meteor to screen your escape. Since this build puts all of his eggs in one ability basket, he needs the supplementary damage of Sulfuras Smash. Never pick Lava Wave.
Firewall
Level
1
4
7
10
13
16
20
Primary
Viable Alternatives
PvP
PvE
Durability
Reach
Endurance
✔✔
✔✔✔✔
✔✔✔
✔
✔✔✔✔
When to pick?
Heavy Enemy Frontline
Team wants a durable frontliner
%HP Damage
Supreme Macro
Stronger laning phase
Samuro.
Power Spikes:
Completing Quest | Giant Scorcher[16]
Firewall Ragnaros is all about his Empower Sulfuras and scoring multi-Hero Q hits. This is a build that only ever works into triple frontline or more. Pick up every talent related to it. Ragnaros wants to be in the grit of battle, challenging the enemy frontliners with his strong healing and %HP damage. Another incentive is that melee Heroes are likelier to clump than Ranged Heroes, permitting a Q CDR reset. Being on the frontline is a double edged sword however; you will take a lot of damage. But you are also the bulwark for your team, acting as a barricade for your backline to do their thing safely. Bulk up with armor, healing, and a stasis to ensure you don't die immediately.
Firewall does great in big 5v5 battles, but very poorly in smaller 2v2 or 1v1 skirmishes because missing a Hand of Ragnaros reset neuters you extremely hard. Make every effort to hold onto your Q until you can score a reset, or let it rip on a tank for that giant slayer damage. Bide your time for the big teamfights by soaking XP and taking control of the map. Sulfuras Hungers[1] gives you a big boost in Mercenary capture efficiency and wave clearing speed. Lava Wave plays into this playstyle perfectly; you could Sulfuras Smash, but the build does not synergize with that ultimate.
Rather than specializing in Q, W, or E builds, Ragnaros has access to a hybrid form that I call Infernal Tyrant. This build captures the highest damaging talents from each tier, giving you a remarkable leg up when fighting 1v1s. Your unbelievable sustain and damage from your Q quest[1] basically lets you overpower your lane opponent. Then, you pick up Slow Burn[4] and Blistering Attacks[7], which will further increase your burst damage and killing prowess dramatically. Ragnaros can bully around top-tier Bruisers with ease. Kill them. Double soak XP. Raze the forts they hide behind as you seize the advantage.
Intriguingly, you may choose to flex into Blast Echo[16] rather than Giant Scorcher[16] if you prefer the significant mobility advantage over the brute %HP damage of Giant's Scorcher. Blast Echo is phenomenal against nimbler opponents, and against those that tend to drag you off to the sidelines in short 1v1s.
All-in-all this hybrid build comes at a great opportunity cost. You deal incredible damage against everyone, but you're also insanely squishy. So watch your step! The build also tends to taper off in the late game as teamfights become more common than 1v1 skirmishes, leaving you wanting for more gas in the tank. Sulfuras Smash comes recommended due to Slow Burn[4], but more so that the hybrid build lacks the late game synergy of your other talent builds. Hence, Smash keeps you relevant by sheer virtue of killing power.
Ragnaros has pretty straight forward talents. You choose an ability to augment for the game at hand, then pick all the talents related to it. Usually speaking, E build is most viable in a variety of circumstances, so you tend to see that most often. Regardless, here's my yapping below:
See all talents in extra detail
Define my Talent Keywords
Unlocks New Capabilities - Talent transforms the Hero. It provides access to combos, synergies, or strategies unique to them.
Performance Booster - This talent further enhances the strengths and specialization of their Hero in the role they play.
Synergistic - This talent enables, or multiplies the effects of, other talents chosen alongside it.
Consistent Use - The bonuses of the talent are in consistent effect and is felt at every point in the match. The requirements are easily met.
Flexible - The talent is often included in many varied builds, with good success in all circumstances.
Value Talent - This talent fulfills its intended purpose on its own, freeing your future talent choices for something more desirable.
Very Effective - It is widely regarded that this talent's effects are extremely powerful. Even in matches that demand a different talent, its sheer gravity encourages it to be picked.
Productive Playstyle - This talent trains your skills that can be transferred to other heroes. It also encourages behavior that is overall beneficial to your Hero's tactics or to the team at large.
Short Cooldown - This activatable talent can be freely used in every skirmish.
Easy Quest - The quest is easy to complete for its benefits. Whether by a slight increase in focus, or by a trivial requirement that you already are doing.
Opportunity Cost - This talent is slotted in the same talent tier as other strong picks. The consequences of not picking its alternatives are often felt, whereby it's possible that you may perform better with the other talents.
Situationally Powerful - The talent's effects are niche, but highly powerful when the conditions are met.
Skill Expression - This talent requires mastery and practice to take full advantage of.
Suboptimal - The talent encourages a playstyle that is not suited well for the Hero, often chosen in response to a suboptimal game state. It may have done you better to play a different Hero to begin with.
Teamplay - The talent requires teamwork or communication to take full advantage of. So-so in solo matches; recommended in premade teams or players you can rely on.
Talent Dependent - This talent is highly dependent on the presence of another talent to further bolster it. Not picking both will lead to consequences.
Map Dependent - This talent's effects will vary significantly from map to map.
Team Dependent - This talent's effects is dependent on your team's Hero composition and focus. It either covers a common weakness, or relies upon your team achieving a certain condition outside of your control.
Opponent Dependent - This talent derives much of its effect based on the behavior of your enemy, which varies from player to player, and hero to hero. It is also dependent on what tools those enemy heroes have at their disposal.
Worthy Quest - The power of this talent is largely gated behind quest completion, whose requirements are not so trivial. Good reward.
Redundancy - The effects are easily overridden by other sources.
Uncompetitive - This talent is widely regarded as being an underperformer. Even if its effects are appropriate for the situation, you are better off picking a different talent.
One Trick Pony - This talent has only one purpose and incentivizes a rigid and predictable playstyle. It's only ever picked in one type of build.
Anti-Synergistic - This talent directly sabotages the ease of use or capabilities of another talent. Rather rare quality.
Niche - The specific conditions in which this talent's effects are beneficial are too narrow.
No Agency - Activating the talent's effects is outside of your control.
Easily Countered - The talent is liable to the enemy team countering its strategy or effects.
Inflexible Playstyle - This talent incentivizes a predictable playstyle. Although it's not always a negative quality, shrewd opponents can engage tactics or strategies that the talent cannot address.
Long Cooldown - You must be judicial on its usage, even when fighting over objective. Strong zoning and defensive tools, like Mighty Gust, can defuse the talent entirely.
Win-more - The talent demands an extreme advantage over the enemy to permit leeway for its benefit. Hard to use when from behind.
Humble beginnings, big aspirations. Level 1 is the moment you choose in which direction Ragnaros will grow into. Your future talents depend severely on the decision you make now.
Situational
Sulfuras Hungers
● Value Talent● Worthy Quest ● Suboptimal
❢ Quest: Every time Empower Sulfuras kills aMinion, its damage is increased by 1, up to 25. ❢ Reward: After killing 25 Minions, increase its damage by an additional 100.
Sulfuras Hungers is one of the strongest early game power spikes that any talent can provide. It transforms Ragnaros into a credible laning phase threat. The damage boost against Heroes is quite nice, but what's nicer is the increased lifesteal off the minion waves and streamlining your mana costs. You only need two Q's to kill an entire minion wave, which is a measly 50 mana.
Before that occurs, you must put in the legwork to stack the quest. Double soak and minimize how much you fight your opponent - if you lose health, it gets harder to ignore them and they'll attempt to thwart you more from soaking. My secret strategy on stacking Q is to as follows:
Q the middle minion ASAP.
Tap all three ranged minions once with your right clicks.
Add on a Blast Wave or Meteor that starts from the melee minions and rolls backward into the ranged minions.
Your second Q should kill the back half of the wave. Start peppering the melee minions into shape. Pay attention to what your ranged minions are hitting - those are the real damage dealers.
This should net you a minimum of 4 stacks.
As strong as Sulfuras Hungers is, it tends to scale poorly. The damage boost is flat and will be outpaced quickly by the % increase of Engulfing Flame or Shifting Meteor. Furthermore, it tends to hamstring Ragnaros's talents, and forces him into hybrid or Q build, which are in my opinion less valuable than his alternative talent builds.
Viable
Shifting Meteor
● Skill Expression ● Team/Opponent Dependent ● Unlocks New Capabilities
Each time an enemy is hit by the same Living Meteor, they take 6% increased damage from it.
❢ Quest: Hit 75 Heroes with Living Meteor. ❢ Reward: After hitting 75 Heroes with Living Meteor, itsduration is increased to 2.25 seconds, and it can bereactivated to change its direction once per use.
An essential component to the Meatball Ragnaros build. This talent is quite busted because it has a LOT going for it to make your W an actually viable ability to spec into. That +6% bonus damage per instance hit on an enemy can usually result into a total of ~+30% damage on a 480 damage ability if all the instances hit, which is significant against Heroes, bosses, and Forts.
More important though is the quest reward. An additional 0.5 duration is 2 more ticks of damage, which is +28% more damage (further multiplied by the +6%), AND you can redirect the Meteor. Everyone is going to side step this ability, but they're slower to sidestep the redirection. This is how you score kills on fleeing opponents, and deal double damage by rolling back into stationary enemies.
You must complete the quest ASAP. It is the strongest quest talent that Ragnaros possesses.
Recommended
Engulfing Flame
● Synergistic ● Talent Dependent
Increase Blast Wave damage by 75% and its radius by 15%.
A well rounded talent that bolsters the firepower of your Blast Wave. Makes it consistently more useful. Killing minion waves with it is easier since it gives you just that bit of damage to fully execute them and not leave them at 10 HP.
Not much more to say to it - this is an important stepping stone for your future E talents to play off of.
level 4 is dominated by the aura of Slow Burn, but it does offer a few small optimizations for different builds.
Not Recommended
Fire Ward
● Opportunity Cost ● Niche
When Living Meteor hits an enemy Hero, gain a charge ofSpell Armor, reducing damage from the next enemy ability by 50%. Stores up to 2 charges.
You only ever pick Fire Ward when you do W build. And when you do so, there needs to be 3 long range mages to justify its existence. If there is no chance of you or your teammates getting close enough to deploy Slow Burn, might as well y'know? It helps a good bit in the poke war. But your lethality and kill potential is very low without Slow Burn and it tends to be a losing proposition.
One cool note is that since Meteor continuously hits, you basically have a repeating 50 spell armor shield so long as you are chasing someone down with it. Also, having the spell armor around permanently until you get hit is pretty cool. But there's too many abilities in the game that'll peel it off for free.
Truth told I don't play Fire Ward enough to give you a good opinion on it. But I am not a fan. I feel worse when I have the talent selected, and I lose more games because of it.
Recommended
Slow Burn
● Flexible ● Performance Booster ● Consistent Use
Blast Waveslows enemies hit by 40% for 2 seconds.
Wonderful talent! Slow Burn is arguably top 3 most important talents for Ragnaros. It features play in 3 out of 4 builds, and is essential for setting up Sulfuras Smash. Ragnaros is just that much more dangerous with Slow Burn, and it scales phenomenally well into the late game.
Not Recommended
Catching Fire
● Redundancy ● Uncompetitive ● One Trick Pony
Cooldown: 30 ❢ Quest: Gathering a Regeneration Globe increases Ragnaros'Health Regeneration by 1.25 per second, up to 18.75. ❢ Reward: After gathering 15 Regeneration Globes, activate Catching Fire to gain25 Armor for 3 seconds, reducing damage taken by 25%.
I despise this talent so much. The requirement is not difficult for Ragnaros per se, but it is completely unnecessary considering the lackluster reward it provides. I think it'd still be trash tier if you had the armor right away without a quest requirement. No one cares about the health regeneration, either.
Catching Fire should only ever feature play in full Q build. Reason being is that you usually pick up Cauterize Wounds[13] and not Resilient Flame[13], ergo a source of armor on another talent tier is nice. Plus, when you have armor, you are likelier to stay in a fight longer, prolonging Q build resets. Lastly, armor synergizes extremely well with a higher influx of healing - which is what Q build does. But don't get your hopes up, +25% armor is quite common and won't save you from any death.
Building upon the route you chose, Level 7 offers your first taste of real damage since level 1. These talents are essential to your damage output for the rest of the game.
If Empower Sulfuras hits at least 2 enemy Heroes, refund10 Mana and itscooldown recharges 100% faster for 4 seconds.
Hand of Ragnaros is a highly tempting talent that, unfortunately, does not carry you as much as you'd like. Hitting two enemy Heroes with a single Q is quite a challenge and demands some trigger discipline. Stepping too far forward to score the reset can also lead to your untimely death. It also doesn't feel good to not have a level 7 talent half the match when you only hit singular enemy Heroes. This is why Hybrid build exists - Blistering Attacks is far more reliable.
Regardless, the potential is indeed very high if the conditions are right. That you hit multiple enemy Heroes and that they don't have enough burst damage to kill you back. Plus, it scales nicely with other Q talents.
Recommended
Molten Power
● Synergistic ● Consistent Use ● One Trick Pony
If Living Meteor hits enemy Heroes at least 5 times, reduce itscooldown by 7 seconds, and refund 30Mana.
The enabler of your W build, Molten Power is how you keep up with other ranged assassins. Meatball Ragnaros is not viable putting all of his damage on a 12 second cooldown ability, but what if it was a 5 second cooldown? Now we're getting somewhere! The frequency of shoving Meteor after Meteor is more important than focusing your damage singularly.
The cooldown reduction accelerates your Shifting Meteor quest, and once completed, let's you redirect the Meteor to score a few more hits to reach the 5 hit mark.
Recommended
Blistering Attacks
● Very Effective ● Consistent Use ● Performance Booster
Every10 seconds, Ragnaros's nextBasic Attack against a Hero deals60% bonus damage. Hitting enemies with Basic Abilities reduces thiscooldown by 1 second.
I normally dislike most talents that give raw damage on your right clicks. But Ragnaros is unique in three ways:
1) His right click is just big damage. +60% is no joke, and Ragnaros's gameplan involves a lot of upfront damage as quick as possible.
2) Blistering Attacks' cooldown can be reduced with your basic abilities against any enemy. All of Ragnaros's abilities are AoE, and can hit multiple enemies at once. Because of this, Ragnaros can activate 3 quick Blisterings in quick succession when in a target rich environment.
3) Living Meteor is AoE and repeats small damage ticks frequently. A Meteor trailing a lonesome enemy Hero can deal 7 ticks of damage, which is the best way of shaving the cooldown.
Hence, Blistering Attacks actually features a lot of play. Ragnaros's skittish play style incentivizes to strike your opponent quickly and then fall back to wait for abilities. Condensing more damage in fewer attacks helps this gameplan. Plus, it's very good into nimble assassins. Your right click can't miss and can cleave an overconfident Zeratul in half.
Ragnaros has two decent ultimates to choose from. Lava Wave focuses on macro play, providing your team an enormous benefit in map control and XP gathering. Sulfuras Smash on the other hand is what you choose for teamfighting and dueling, giving you excellent scaling into the late game so long as you have an ounce of set up.
Recommended
Sulfuras Smash
● Flexible ● Consistent Use● Skill Expression
Hurl Sulfuras at the target area, landing after 0.75 seconds, dealing 250 damage. Enemies in the center take594 damage instead and areStunned for 0.5 seconds.
Sulfuras, my beloved. Default pick to give Ragnaros great dueling power and a way to interrupt channels. I don't like to pick Sulfuras in matches where I don't have any CC to lockdown slippery enemies.
Viable
Lava Wave
● Unlocks New Capabilities ● Team/Map/Opponent Dependent ● Redundancy
Release a wave of lava from Ragnaros's Core that travels down the targeted lane, dealing 240 damage per second to non-Structure enemies in its path and instantly killing enemyMinions. Damage increased by 100% versus Heroes.
Lava Wave is a good pick up on large maps to put a lot of pressure on the enemy team, like Alterac Pass, Cursed Hollow, Garden of Terror, Warhead Junction, and Blackheart's Bay. Otherwise, consider the team composition at hand. If you need to win via superior macro, or to deny a macro advantage, Lava Wave is solid. Another dimension is to consider its XP gathering effect, which is very helpful if your team is stronger at level 20 than theirs.
Level 13 is similar to level 4 in that you its options are a little more flexible since you aren't baking your primary damage talents in these tiers just yet. These involve a choice between survivability - is it through long term sustain, immediate resistant armor to getting jumped on, or siphoning a shield off the misery of the enemy team?
Situational
Cauterize Wounds
● Talent Dependent ● Opportunity Cost
Empower Sulfurasheals for an additional 45% of damage dealt to Heroes over 2 seconds.
In Q build, Cauterize Wounds is the life force that keeps you going. Thanks to Sulfuras Hungers[1], that increase in damage means you deal 525 and not 400 damage with your Q. If you hit 2 Heroes at once, you get an immediate 420 healing + 472.5 health over 2 seconds (or higher with more Heroes). All on a 2 second cooldown thanks to Hand of Ragnaros.
Otherwise, in other builds, it's a weak level 13 in the event that there are no stuns for Resilient Flame.
SYNERGY:
Sulfuras Hungers increases the total damage dealt, increasing your healing twofold.
Hand of Ragnaros halves the cooldown of your Q, accelerating the total healing you receive.
Catching Fire provides you Armor to help you live through the full healing duration.
Viable
Tempered Flame
● Very Effective● Talent Dependent
When Blast Wave damages an enemy Hero, gain a Shield equal to 100% of the damage dealt for 3 seconds.
Providing short term shields for Ragnaros as he causes friction with the enemy team is a very strong benefit and gives him a surprising amount of durability. This talent is the weakest-in-tier when it comes to a power spike, so don't be too excited just yet. Wait for Blast Echo[16].
HOWEVER, Tempered Flame is worthless without Engulfing Flame's[1] bonus damage, and as such is only featured in E builds.
Viable
Resilient Flame
● Value Talent ● Situationally Powerful
When Ragnaros isStunned, he gains 40Armor for 3 seconds, reducing damage taken by 40%. This effect has a 15 secondcooldown.
A +40% armor effect when you are full health is essentially a 66% increase to your effective health bar, according to my math below. This is a monstrous durability burst, and is activated automatically where you might otherwise be surprised. Here's a list of all the abilities that will stun. Resilient Flame is obviously useless in matches without any stuns present, or if they are exceptionally rare.
It matters a great deal if you get the armor at 10 health, or at 3000 health. It's extremely important that the source of stuns on the enemy team are attributed to abilities that will start on you, rather than finishing you off. A Muradin stun is usually the first thing you get hit by before the wrath of the enemy team. Contrast this with Sulfuras Smash - technically yes, it has a stun. But it'll kill you at the tail end of the focus fire, not leading off the engagement.
Quoted:
( Health / actual damage taken per damage point ) = Effective damage the enemy must do to kill you.
( Effective Damage / Health ) = Total Ratio difference
At level 13, Ragnaros has 3322 Health. To kill a 0 armor Ragnaros, you need to deal 3322 damage. With Resilient Flame, he only takes 0.6 damage per damage point, therefore you actually need to do 5536 raw damage. 5536 Health is 66.66% more than 3322 Health.
Note: %HP damage ignores armor, negating the reduced damage point, making it super effective against high armored targets.
Level 16 is the final capstone of your damage, offering an excellent slew of power spikes. Ragnaros has some of the best in-tier talents for augmenting his damage. In almost all circumstances, what you chose for Level 1 will decide your level 16.
Viable
Giant Scorcher
● Situationally Powerful ● Team Dependent
Empower Sulfuras burns enemy Heroes for 9% of theirmaximum Health over 3 seconds. This additional damage does not heal Ragnaros.
One of the highest numbered giant slayer talents in the game, Giant Scorcher scores you an easy 9% HP shred on multiple targets for one hit. If there is a heavy enemy frontline that you recognize that your team is incapable of dispatching, this talent can put the scare into them. Giant Scorcher is unquestionably strong, but demands you plan your talents beforehand differently. Which might involve the loathed Q build, or perhaps a Hybrid build strategy.
SYNERGY:
Hand of Ragnaros greatly reduces the cooldown of your Q.
Recommended
Meteor Bomb
● Performance Booster● One Trick Pony
Living Meteor explodes at the end of its path, dealing 220 damage. Enemies at its center take 30% increased damage.
This is the talent that completes the W build. The damage is a rather substantial boost on an ideally low cooldown ability, especially when you score the explosion in the center of an enemy or Fort. Utilize Shifting Meteor to redirect the Meteor at the tail end of its duration so that the explosion hits your desired target.
The explosion occurs in a circle ahead of the Meteor; so it can catch some people with its edging, but miss enemies behind the bomb entirely. Keep this fact in mind as you Shift it.
NOTE: Meteor Bomb's[16] explosion does not contribute to Molten Power[7].
Recommended
Blast Echo
● Synergistic ● Very Effective
After Blast Wave explodes, another Blast Wave is created on Ragnaros.
A simple and remarkably flexible upgrade to your Blast Wave, Blast Echo is what makes Ragnaros terrifying in the late game. Doubling your speed, doubling your Engulfing Flame[1] damage, doubling your Slow Burns[4], doubling an instance to reduce Blistering Attacks[7] cooldown, doubling your Tempered Flame[13] shielding, all adds up to some ludicrous value. Ragnaros obtains a massive speed advantage, allowing him to truly cleave into the heart of an enemy team and cause as much carnage as possible.
The fact that it recasts on Ragnaros makes it very worthwhile to cast it on your teammate. Put in on a tank as they are trailblazing an engagement and follow up close behind. It's also equally good at disengaging your team.
SYNERGY:
All the E talents.
Ironically enough, Ragnaros must wait the whole match before he is permitted a true pick-your-poison talent tier. Every option save for Flames of Sulfuron is viable, though I tend to lean toward Submerge in most matches and Heroic Difficulty in those with good trait value.
Not Recommended
Flames of Sulfuron
● Teamplay ● Uncompetitive ● Opportunity Cost
Sulfuras SmashSlows enemies by 50% for 2.5 seconds, and theStun duration of enemies hit in the center is increased by 1 second.
I do not recommend this talent in the slightest. Although the raw numbers of the effects are quite attractive, it in effect does nothing meaningful. Sulfuras Smash does such obscene damage that it often outright kills your opponent in the crossfire. Or, it overkills a straggler who thought they got away.
Leading a fight with Flames of Sulfuron to apply the CC is quite risky and has a high chance of simply slowing the enemy team and nothing more. If you succeed at a Wombo-Combo and hit a bunch of enemy Heroes in the center, then the stun duration is amazing... but honestly, they're already cooked and you don't need this talent. Tying all of your level 20 value into your 60 second cooldown ultimate also feels bad on principle, and you'll feel the absence of your beloved Submerge or Heroic Difficulty.
Situational
Lava Surge
● Map/Opponent Dependent
Lava Wave gains an additional charge and itscooldown is reduced by 30 seconds.
Unlike Flames of Sulfuron, Lava Surge is actually a good upgrade. This roughly triples the number of Lava Waves that you can spam out in the end game. Great for high quantities of Merc Camps, and excellent for dealing with cockroach backdoor Heroes like Samuro, Sylvanas, Azmodan, Illidan, etc. Make sure that you eradicate the minion wave before it reaches the Keep!
Doubling down on your macro and not having a level 20 for your teamfighting does nerf you big time. Be cautious whether this is worth the trade off, as Lava Wave's XP gathering bonus is irrelevant at this stage of game.
Viable
Heroic Difficulty
● Unlocks New Capabilities ● Value Talent
Molten Core has 25% increasedHealth andDamage, and itscooldown is reduced by 50 seconds.
One of my favorite talents in all of HotS. Heroic Difficulty gives you a substantial boost in defending your base, controlling objective areas, fighting near forts, and finishing the game off at the enemy core. Halving its cooldown makes it available every teamfight, every objective, every death.
The damage boost is extremely relevant, and I can't stress enough how important it is that it also amplifies your Sulfuras Smash damage. A point blank full combo rotation of Molten Core abilities with Heroic Difficulty does 3000 damage, enough to eradicate many squishy heroes.
There's one additional hidden benefit - since the duration of Molten Core is dependent on its health, you are in fact raising the duration by +25% as well. That's 18 seconds to 22.5, enough for one additional amplified ability rotation.
I don't pick Heroic Difficulty in some games because of two reasons: I didn't choose Sulfuras Smash, and I haven't used Molten Core once due to fight dynamics and map constraints.
Recommended
Submerge
● Unlocks New Capabilities ● Flexible ● Skill Expression
Ragnaros submerges below, enteringStasis andhealing for 600 Health over 3 seconds.
It's an ice block. What more can you ask for? Infinite possibilities at the tip of your fingers. Deny an ultimate, deny a crucial component of a combo, save your life, buy time for your team to do stuff. The healing is also neat.
I always feel a little awkward unlocking it at level 20 of all times, but I never regret my choice as it single handedly wins the game on its own. You can pull some hyper-aggro game winning maneuvers because you have an ice block ready and the enemy team are not yet accustomed to this new trick of yours. This is especially important as Ragnaros wants to dive deep into the heart of the team but is often punished for doing so. It features play in all builds, except for W build since you're usually perfectly safe playing in the back.
SYNERGY:
Cauterize Wounds and Tempered Flame shields will still benefit you when submerged under.
Ragnaros has several combos, all of which will accomplish the same goal of annihilating your enemy. It's up to you whether or not you want to deploy less damage in a flash, or maximum damage under a slow burn.
Bread and Butter
Damage
Duration
Commitment
Risk
Low
None
None
None
Immediately
>>>>
Simple combo. You will be using this sequence on everything throughout the match.
Oh, waiter! More appetizers!
Damage
Duration
Commitment
Risk
Moderate
1.5 seconds
Low
Low
Self Cast
Immediately
Detonates
>>>>
>>>>
>>>>
>>>>
>>>>
....
Self-cast Blast Wave with Alt E. Then, approach your target and hit them with right click into a Q Basic Attack reset. The timing of Blast Wave detonating must occur after you right click to reduce the cooldown of Blistering Attacks[7]. Keep right clicking after if you feel the trade is advantageous.
A plate of Meatballs
Damage
Duration
Commitment
Risk
High
3 seconds
Moderate
Low
Self Cast
Hold down W over enemy.
Detonates
Release W key
Immediately
Right Click the opponent
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
....
This is a deluxe combo you use when attempting a kill on an enemy Hero, utilizing Slow Burn[4] to supplement your Meteor for some high damage. The addition of Meteor is important as it acts as a "repeater" to continuously add small ticks of spell damage to refresh Blistering Attacks. This new tactic "primes" the aiming of your Meteor before you actually use it. In fact, you will execute the same combo I showed you before, but you will weave in a W between the key presses. To do so:
1) Right click your opponent. Let the game bring Ragnaros to your enemy to hit them automatically.
2) On approach, self-cast E. This does not interrupt your attack command.
3) Hover your mouse over your enemy. Hold down W, wishing the Meteor to roll through the enemy.
4) By now, Ragnaros should be swinging his Blistering Attack.
5) Blast Wave detonates, applying Slow Burn[4].
6) Release your W key. It's an instant cast, and should not interrupt your commands.
7) Immediately press Q after W release to reset your right click. If you're fast enough, it's seamless.
8) You probably have another Blistering Attack ready. Hit again!
9) Decide: Chase, or retreat?
Practice this combo! The more you do it, the faster you are at it. Because in the next step, you...
Sprinkle in the Sulfuras Spice
Damage
Duration
Commitment
Risk
LETHAL
3 seconds
High
Moderate
Right Click the opponent
Self Cast
Hold down W over enemy.
Detonates
Release W key
Immediately
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
Just like how you build upon the previous combos, you simply add the Sulfuras Smash right before you cancel the animation by pressing Q. The timing of Sulfuras is important due to the presence of Slow Burn, as that talent dramatically increases the reliability of landing your ultimate.
Marinate and Slow Burn
Damage
Duration
Commitment
Risk
4 seconds
High
High
Right Click the opponent
Detonates
Cast before slow expires
>>>>
>
>
>
>
>
>
>
>
...
I'm going to assume you know how the combo goes so let me condense the information down and focus on what's new. This time, you're casting Sulfuras Smash at the tail end of the combo, about 0.75 seconds before the Slow Burn expires. This maximizes the amount right clicks you can deliver, stretching the full CC duration between the slow and the mini-stun you are allotted. Plus, you still get an accuracy boost since you're utilizing the slow!
This combo occurs most often against bruisers and especially Azmodan. These Heroes do not have mobility tools and are subject to your CC, but they have a sheer amount of health that makes it challenging to kill in one blow. Remind them why you're an omega-chad Ragnaros player and picked Sulfuras.
Gulp it down
Damage
Duration
Commitment
Risk
Extreme
0.5 seconds
High
Very High
Approach from fog
Self Cast
Cast
Hold down W over enemy.
Detonates
Lands
Release W key
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
Now, an advanced concept of Ragnaros is the elasticity, or the duration of a Sulfuras Smash combo. The faster you drop your full combo, the less time your opponent has to react. The audacity in conjunction with the speed is what allows you to kill survivable Heroes. Such confidence can outpace Genji's protection, Falstad's dash, Jaina's iceblock, etc. etc.
But remember - you trade speed for total damage, as well as a higher risk that it fails altogether. You must judge the healthbar of your target accordingly to the tools they have to survive.
This Lava Cake is delicious!
Damage
Duration
Commitment
Risk
Extreme
2 + 1.5 seconds
High
Low
Survive the Channel
Cast
Connects
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
An important combo to always keep in mind is that Molten Core will setup your own Sulfuras Smash + other abilities. This combo is very reliable for 2 reasons: A) it's very likely you'll catch the enemy healer in your wide stun, which denies any counterplay from your intended target; and B) it just does obscene, unfailable damage. If you have Molten Core ready, and a fight is taking place under a Fort, you should always try to pull this combo off!
Upgrade the damage to LETHAL with Heroic Difficulty.
Where's the Chef?
Damage
Duration
Commitment
Risk
High
1 second
High
High
Cast
Queued
Queued
Queued
Cast Finishes
>>>>
>>>>
>>>>
>>>>
>>>>
An unorthodox combo, this is reliant on a weird rule that Molten Core has. When you cast abilities while swinging Molten Swing, you queue up other casts immediately after. And since all of Ragnaros's abilities in Molten Core are instant, you can spring the whole payload instantly. You have to be fast to press all your buttons before the Q ends! This can be done in melee range, but I strongly recommend it on a Hero that is stationary and channeling an objective, like that on Cursed Hollow, Towers of Doom, Alterac Pass, etc. It's lightning fast and can catch most mid-health people off guard.
You may also separate the targeting to allow your abilities to strike one area and another faraway area at an instant. This is most effective in the initial barrage of Molten Core as sometimes the enemy doesn't yet notice that Ragnaros went Molten Core until they start seeing the Meteors fall.
Be sure to cast Sulfuras Smash at the end of the combo. It has a small cast time that will delay the ability that comes after, and we don't want that.
Upgrade the damage to EXTREME with Heroic Difficulty.
Believe me, when I started playing Ragnaros - I sucked at him. I was trying so hard to make him work to frustrating avail. No CC, no killing power, I'm dying all the time - how does anyone play Ragnaros well?! I think in hindsight I was playing Q build... But after looking up some advice, I came to some key breakthroughs that vastly improved my gameplay. After figuring these out, I had a lot more impact in games and thus I could properly start my learning process of mastering Ragnaros. These are my most essential revelations:
1) Ragnaros has extremely strong auto attacks. Do not skip a single hit!
2) Slow Burn[4] is actually an insane talent; so is Blistering Attacks[7].
3) Lava Wave is cool, but you must learn Sulfuras Smash.
4) Molten Core's Q can combo into a guaranteed Sulfuras Smash and other abilities.
5) Ragnaros has mostly instant cast abilities and otherwise snappy quick cast time.
Obviously, there are a lot more smaller tips. But these 5 points completely changed the game for me and so you must learn them first. Let me break them down bit by bit before we get to the smaller tips.
● Auto-Attacking
Officially, Ragnaros has the 3rd strongest Basic Attack (187 at level 1) in the game, paired on a swift animation. Not only that, but Ragnaros has access to his Q right-click reset and Blistering Attacks[7]. If Ragnaros enters melee range of a Hero, he can immediately cleave off 40% of a Hero's health in the snap of a finger. You need to hit them with these hard hitting attacks. Also, due to Ragnaros's slower than average attackspeed, you'll find it very debilitating if you miss damage by hitting a secondary target or miss from evasion, blinds, etc. Stay on target and stay mindful of blocks.
Remember - Ragnaros is a burst damage hero. You'll deal all your damage at once and afterwards have trouble squeezing out more after that. Use that to your advantage! Don't let them hit you back with their attack speed. Deal your damage and back off just slightly and wait for your cooldowns (Q is 4 seconds CD, Blistering depends on if you're near a lot of enemies). Do not fight fair. Hit your opponent and orbit them ever so slightly out of melee range so that you can abuse your fast animation and minimize the slow attack speed you carry.
● Slow Burn and Blistering Attacks
Ragnaros has no CC, and as such he lacks a certain amount of lethality to secure kills on your opponents. Enter Slow Burn. After pouncing in range with E's movement speed, you apply an extremely debilitating 40% slow for 2 seconds. This talent permits a 3.5 second speed advantage over your enemy, which is enough time for you to lay down all of your damage and kill a target. Remember point 1? Keep right clicking and moving in-between each strike. You will outmaneuver an enemy and get ahead of them as you're dealing damage!
More importantly though - Slow Burn dramatically increases the likelihood that your W and Sulfuras Smash can damage an enemy. As soon as you slow the enemy, drop the Meteor on top of their heads and have it roll through them. If they don't step aside (which is hard when slowed!), they'll suffer ALL the damage. On a similar note, you can apply the same method to landing easy Sulfuras Smash bullseyes. Slow Burn is not only strong for execution purposes - it increases your total damage by introducing more hits from your other abilities or in buying time for a second round of abilities.
Blistering Attacks[7] is a crucial power spike for Ragnaros. It is the most important talent that boosts your 1v1 damage output, especially in the middle of minion waves. It fits in perfectly with our gameplan - make quick trades and back off for cooldowns, or pounce for a kill. Remember to fight in the minion wave (or multiple enemy Heroes), as each entity you damage with abilities will shave a second off the CD from Blistering Attacks. Doing this successfully can lead up to three quick Blistering Attacks in a single fight.
● Sulfuras Smash
Sure, Ragnaros hits hard, but you can't really threaten anyone from full health by yourself. To kill a squishy Assassin requires Blistering Attacks[7]. To kill a Bruiser, your primary opponent that you will make contact most often with, will require a full minute of back-and-forth sustain and poke damage until one side eventually breaks first. Sulfuras Smash skips the appetizer and goes straight for the jugular. As soon as Slow Burn[4] connects, you can land a very easy Sulfuras Smash. Only a mobility spell will spare your enemy from annihilation. 9 times out of 10 this combo will score a solo kill against your opponent, and then you leverage their absence into an abundance of XP in favor of your team.
Let's not gloss over the fact that Sulfuras Smash is an infinitely more useful tool when teamfighting compared to Lava Wave. You can pick off stragglers, capitalize on CC, blow up high priority targets, and bolster the lethality of Molten Core dramatically. Ragnaros changes very little without Lava Wave. Ragnaros has trouble functioning without Sulfuras Smash. This is why I favor that ultimate 85% of the time.
● Molten Core
Ragnaros can better utilize Molten Core when he has access to Sulfuras Smash. When an enemy chooses to meander a little too close to you, you can cast the wide Q stun and combo it into his other abilities. That's an Explosive Rune, likely two meteors, but most importantly - Sulfuras Smash. The stun duration from Q lines up perfectly with the delay, guaranteeing a huge chunk of damage.
This is essential to know. Molten Core can honestly be ignored in most circumstances. But the threat of Sulfuras Smash makes you a tangible threat to the enemy team. Furthermore, simply supersizing will also upgrade the range of Sulfuras Smash to a whopping 35, matching his other M.C. abilities. Keep an eye open if there are any forts near a fight so that you can take over and provide fire support.
● Weaving Abilities
Apparently, Ragnaros doesn't really ever need to stop what he's doing in order to cast his abilities. His Q, his W, his E, and his Lava Wave have instant cast times. Only Sulfuras Smash, and truth told Q as well, have a small channel time you must complete before they connect.
When striking someone with your right click, at any point you can press Q during the windup to convert your attack into a side-winding AoE hit of your Q. Your auto attack isn't even expended! You have it ready right after too which is neat. Though, I only recommend this trick when not fighting Heroes, such as clearing mercenary camps/minions. The physical component of your first attack will apply Blistering Attacks, and that must come first as to reduce its cooldown as much as possible.
Unless you're playing Q build with Hand of Ragnaros and Giant Scorcher! Then yes, this is a very potent tip because you prioritize Q first and foremost.
Casting Meteor is instant. It just interrupts your movement command - it does not stop your right clicking or casting animations. A very professional combo will have the Meteor fly in in the middle of your rightclick->Q combo. Just keep clicking to keep Ragnaros on the move.
Lastly, you must get in the habit of Alt-E'ing yourself. This self casts the Blast Wave for yourself so that you can keep your mouse cursor on target to rightclick->Q combo without a hitch. Your left hand is helping you kill, your right hand is helping to kill. Don't mix wires.
Molten Core follows the same trend. Bar the obvious wind up for Molten Swing and simply entering Molten Core, your Meteors and Explosive Rune are instant. And I dare say - anecdotally - Sulfuras Smash feels instant when in Molten Core form. Or maybe it's because Ragnaros is unstoppable during the form so you never see it cancel from CC or premature death?
Other small tips
Ragnaros's physical basic attack should always lead every combo due to the prevalence of Blistering Attacks. You want to spend it to deal damage, and have your subsequent abilities reduce its cooldown. It's a good habit to build, even if you didn't spec into that talent in a match.
You better not forget to press Q after your right click!
Your Q won't always hit all the mercenaries in a camp. Drag them together by running to the edge of their range, forcing them to chase you, and then you return so that your Q can hit all targets at once.
Strike the Fort's gate with your Q to have the ability splash damage to both turrets.
When assaulting a Fort, keep right clicking the Fort but have all of your abilities splash onto the minions. Eliminating those minions will make your own last longer, which makes you deal more total damage to the Fort.
Hand of Ragnaros[7] provides +100% CDR refresh for your Q for 4 seconds. This means you get a second and third Empower Sulfuras. Use your second Q however you'd like, and the third hit to strike 2+ Heroes to keep the chain going.
Do not forget that when your W lands, it hits its landing location three times before rolling out. Prioritize landing it on someone's head when they are stunned or slowed.
Living Meteor can strike an enemy 5 times for Molten Power IF you drop it on their head, AND on the edge of their hitbox, rolling through the entirety of their hitbox diameter. This is important to maximize damage to Forts, as well.
The exact same principle above can be used with Meteor Shower.
Meteor is most effective in a chase so that an enemy runs alongside it. Bait enemies into chasing you and have it screen your escape, or scare an enemy into fleeing so that they take more damage.
Give your Blast Wave to a dying ally to help them speed away. But be sure not to cast it on someone who is rooted or stunned, as they can't run now can they?
Get as close as you can with your mount before you self-cast Blast Wave to close the distance between you and your enemy. When you take damage, you dismount. Therefore, use the mount as much as possible before E.
Try to stretch Slow Burn's[4] slow for as long as possible before you send down Sulfuras Smash for a mini-stun and bullseye. Maximizing CC is a crucial tactic in securing kills.
Sulfuras Smash is one of the best channeled-ability interrupters in the game. It is quick and has de-facto unlimited range to stop a channel. Blowing it might suck, but your team dying sucks more!
A confident and cool tip for Sulfuras Smash is to launch it max range at a fleeing enemy and then forgetting about them. It's one last effort at an attempt to kill them. If you believe in yourself to commit the 60 second ultimate, then you believe in your heart that you will hit. Afterwards, whether they live or not is outside your hands. Why should you care from that second onwards? Focus your attention back to your character and see what else needs doing.
Many players will use their mobility tools predictably when threatened. Usually in a straight line backwards toward their base, going as far as the ability allows. Cut them off; or in a flashy display of dominance, call the Kobe shot and fire the Sulfuras Smash ahead of them. Example: Knowing the range of Avenging Wrath, I purposefully ran away to incentivize a Yrel to use it to go as far as possible, only to turn around immediately by aiming a Sulfuras at her would-be-landing location. Exact range takes experience, but timing is the hard part. Yrel's was easy to see coming due to visually watching her channel the ability.
Lava Wave should be cast at certain seconds on a map. Refer to my spreadsheet. Otherwise, cast at X:22 and X:52 minute mark.
Since Lava Wave is exactly 2 minutes long in cooldown, casting it immediately off cooldown will kill the same spawning minions as what it once did 4 minion waves ago.
Be cognizant of where you enter Molten Core from. When it ends, you will reappear in the same location you did the channel in.
Drinking from the fountain before entering Molten Core will let its healing run the full effect before you size down.
Ragnaros is unstoppable during Molten Core form. Encourage your team to fight near a Fort so that you can benefit from your Molten Swing, which is excellent at countering an engage.
All tanks synergize with Ragnaros in special ways, but he has a strong preference. Tanks frequently possess the best mobility tools in the game. However, there are others that trade speed for more durability and CC. Ragnaros strongly prefers the latter: a bigger body to absorb more resources away from you, and additional lockdown so that Ragnaros can deliver his damage in full. Not only that - he makes up for their slow initiation with a Blast Wave speedup! There are also a few tanks that can guarantee a Sulfuras Smash multi-hit, or simply immobilize a target for a reliable kill.
Secure. Contain. Protect.
If you had a choice of healer, you want to draft heroes that provide a surplus of CC. These supports fit into the "blow up a target ASAP" gameplan, which is an extremely natural fit for Ragnaros. Lightning fast engages where you pick an unfair fight in your favor is what you want. Next on the list is providing Ragnaros with a decent amount of shock protection. He's quite vulnerable to being bursted down, so any form of cleansing/pulling/armor/burst healing is appreciated.
Damage Insurance
Although Ragnaros possesses an immense amount of damage, he should not be the team's only damage source. His reach is limited and requires him to step up into danger. This is where you want a reliable damage dealer, preferably from a distance, so that your team doesn't get beaten at range. Ragnaros is excellent at sniping low health opponents or clipping enemies severely. Your other preference - you guessed it - is more CC. A variety of mages provide excellent basic ability CC that you can capitalize off of.
Violent Giftwrapping
Most certainly NOT a requirement for Ragnaros, but definitely a fun one. Pick Heroes with any type of clumping/vacuum type ultimates to force them together and destroy them with Molten Core and Sulfuras Smash. Even in cases where your ultimates are not available, you'll have tools to bundle everyone up and hit them with your AoE abilities for maximum pain. Wombo combos are neat since no matter how far behind you are, if you land one good chain of abilities, you can comeback into the game, so keep your spirits up!
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Extra Special Synergies
Why Chromie?
This little twerp is Ragnaros's single best friend in the game. Ragnaros handles the macro side of the board, and Chromie is more than happy to dominate in your 4 man composition. Whereas she handles the ranged front, Ragnaros can act as a close-range bodyguard against assassins that dare her harm. Molten Core and Chromie shenanigans also make for an excellent defensive entrenchment. Vision from her level 1 talent gives you eyes in Molten Core form and intel on safe areas to soak XP. Chromie's traps allow Ragnaros to start a fight from melee range, and can set up a Sulfuras Smash bullseye. Both choices of Chromie ultimates are amazing in conjunction with Sulfuras Smash - do you want the -50% Spell Armor shredding, or a time loop to guarantee a direct hit? Lastly, Ragnaros can assist Chromie in artillery battles by speccing into Meteor and playing off of her CC. You synergize to the moon and back with Chromie.
Why Tyrande?
Although there may be better healers meant for your team, I find Tyrande to be highly useful to a Ragnaros. Hunter's Mark -15% Armor Shred is extremely dangerous when combined with Ragnaros's impressive raw damage. Her excellent vision control of the map can minimize Ragnaros's tendency at getting ganked, and provides you ample eyes on hitting faraway targets with Sulfuras Smash and Molten Core abilities. Her stun can either setup or prolong a Sulfuras Smash: you should play off a tank's CC first and foremost, or setup for the Tyrande with Slow Burn and stagger the CC for maximum effect. Lastly, she provides good healing and can cleanse you of many debilitating forms of CC.
Why Johanna?
All of the "Juggernaut" type of tanks are wonderful for Ragnaros. Asking me to pick my favorite is an uncomfortable question. However, I think Johanna edges out to be #1 for him. Reason being is that Condemn is literally a Grav-bomb on a 8 second cooldown - and you can propel her initiation with your E! The relative ease of Sulfuras Smashing into multiple enemy heroes is a spine chilling sight. Furthermore, Ragnaros capitalizes very hard on a panicking team who were just dragged together by a Johanna. He charges in and splashes an ungodly amount of AoE damage on everyone that got pulled in together. Later in the match, you'll find it very helpful that Johanna can peel off enemy focus fire in a variety of ways, chiefly by blinding enemies that are trying to kill you. Then you get a 25% HP strong shield from her 20. Then she drags away your problems. Then puts down a crippling slow. Johanna's existence lubricates your game in so many dimensions.
Counters
Chen.
Burst damage nullification. Shielding. Keg pick offs. Evasion. Spell amplification debilitation. Only form of hard CC to stop the drinking is tied to your heroic cooldown(s). Impossible to run away from. Chen is your nightmare; under no circumstance should you play Ragnaros in draft without banning him.
Higher in the food chain
Ragnaros does not have the CC, health, or reliable sustain that truly top tier offlaners possess. Ragnaros is dependent on getting in close to the wave to clear it out. If the enemy is superior in stats then he'll be punished severely whenever he tries. These heroes also have great waveclear and can match Ragnaros's clear speed (bar Lava Wave), making it difficult for him to find an advantage. Later on in teamfights, their utility and CC can keep Ragnaros under control. Not to mention the carnage they can put down on his team.
Bullied in the yard
Although not a strict counter and can be mitigated with proper play, let's just face the facts that Ragnaros is quite squishy. Especially when the CC comes quickly, unexpectedly and in non-stun forms. His best form of escape is a 1.5s duration 25% speedup. That's it. If he's been tossed knee-deep into the enemy team, he's basically dead. Enemy heroes with "catching" abilities can fish out easy Ragnaros kills, so you have to be very careful with your gameplay around these heroes.
Heavy Armor
Bolstering the strongest burst of any bruiser, Ragnaros can just as easily be completely thwarted by a well-timed protection or strong armor buff. Ragnaros will struggle significantly against healthy targets when all of his abilities on cooldown with his meager sustain damage. Q build is a good solution, but often times the match isn't juicy enough for it to gain enough value.
Rung on a Kite
When Ragnaros is in range of his target, he is happy. When he is disrupted or shoved back, he gets very angry very quickly. It's especially painful because if Ragnaros fails to engage on a target, he might turn around to run away while he is still under a movement speed slow. It's just an embarrassing death. Meteor is a good alternative, but one ability has a hard time competing against the full ability kit of a specialized poke hero.
Molten Core is a cornerstone of Ragnaros. It defines a lot of things about him and is a pretty fun ability. However! Many people use it incorrectly. Here are my pointers to make the most of them:
1. Activate Molten Core before the besiegers reach the Fort
The best way to stop a siege is to kill all the minions/mercs/objective units in a lane long before they reach the fort. All of your basic abilities in Molten Core form deal +25% damage to all minions and monsters, making this a rather trivial fact. Molten Core has an ungodly amount of range - use it as soon as possible so you can preserve your outer layer of towers and gates.
If you use Molten Core as a "shield" against damage for the fort, it will dissipate extremely quickly. Sure, you saved some health on it -- maybe that's all you want. But if you didn't kill off all the attacking entities, the fort may still suffer a large amount of damage or destruction in spite of your efforts. Using Molten Core earlier to kill off the threat is better than tanking the hits!
2. Utilize your CC in Molten Core
Your Molten Core damage is pretty damn good. However, landing all those skillshots is not an easy task, especially against experienced opponents. There are two things to know: your Rain of Fire applies a 25% slow. After landing one hit to apply slow, target Explosive rune right at their feet. They cannot run out of it. The slow also makes landing Sulfuras Smash a little bit easier.
Another extremely important component is the Molten Swing that stuns in a massive arc. That short stun is all you need to land every other ability you can cast! Most importantly, the stun duration is just perfect to guarantee a Sulfuras Smash hit. Chain all of this together, and your combo looks like Q > R > E > W.
One note: You can hit an enemy with Rain of Fire multiple times by starting the rain at the edge of a Hero's hitbox. This is easier to hit on an immobilized target.
Also, one last note: When swinging your huge Q, casting your other abilities will automatically queue them. The very second the Q channel is over, your next abilities will be cast. And since most of them have 0 cast time, they come out immediately. You can hit two different heroes simultaneously, or drop your full combo ASAP.
3. To Core, or not to Core
Molten Core requires some nuance before you use it in a fight. Sometimes removing yourself from a fight and influencing it from afar will not produce the same results as playing the fight straight. I will definitely choose to Molten Core under these circumstances:
I have Heroic Difficulty unlocked.
I just want to stall the objective and buy time (Cursed Hollow, Garden of Terror, Towers of doom).
I am low on health and cannot contribute to the fight in-person, especially as I am drinking from the fountain.
I used up all of my abilities and they're on cooldown.
I'm out of mana, but still want to help.
The fight is taking place close range of Molten Swing.
Sulfuras Smash is available.
If none of that is true, then the Molten Core is likely to be a poor use. Consider if it's better to have a body on the frontline to shield your backline.
4. Maintain vision of your target!
Just like real artillery, it turns out that you need a constant influx of enemy coordinates to maintain accurate fire. Otherwise, you're pounding dirt. That can be a problem when you waste a Molten Core with no kill in tow.
All of your Molten Core abilities will provide vision on where they land. If you want 100% accurate fire, it's best to use Molten Core when both teams commit to a fight. A tiny insect that's trying to run is hard to get vision of unless you guess where they are.
Otherwise, the next best step is to space out your abilities so that you can see where the enemy is running off to before sending in the next ability. If you fire everything right away, you'll immediately lose sight of your enemy. Allied Heroes such as Tyrande, Chromie, and Lunara can provide vision on your opponents, which is a boon.
5. Not utilizing Molten Core enough
Yes, Molten Core has a 2 minute cooldown. Yes, it's a defensive tool and you might need it for a rainy day. But that does not mean you should play the whole match without utilizing it. If the opportunity presents itself as a worthwhile Molten Core usage (even if it means simply decimating a mercenary camp wave), you should not hesitate to size up. It's a good ability, but it's not game-winningly good.
Of course, this is assuming you won't need Molten Core for the outcome of the upcoming objective. You can usually foresee most events that will occur in the next minute. If you feel disadvantaged and will likely lose objective, hold onto it for that instead.
6. Try to blast as many minions as possible!
I see no other Ragnaros prioritize minions as much as I do in Molten Core form. If someone activates Molten Core in range of enemy Heroes, they will try to use all 100% abilities on enemy Heroes. This is usually what you need to do, but I don't find it worthwhile.
Truthfully, Molten Core has low kill potential. You need the battle to include your allies for it to matter in securing a kill. Otherwise, popping down meteors here and there is not going to kill an unthreatened Hero. If you do not have Sulfuras Smash, or it's on cooldown; or you don't have Heroic Difficulty; and there are no 10% HP enemy Heroes around; then you are unlikely to kill an enemy Hero in Molten Core.
Instead, as soon as you determine that the Molten Core is no longer useful combat-wise, try casting your last abilities on minions. They all do +25% damage, and two abilities will kill an entire minion wave for free at a low cooldown. In fact, Molten Core has so much range on some maps that I try to strike the minions in another lane! Every time you do this, you generate XP from the Molten Core, and apply pressure on multiple lanes at once. It's very useful.
This tactic is EXTREMELY important when you Molten Core in the enemy base. All the enemy minion waves will spawn in at once near the Core, allowing you to take them out before they reach their respective lanes. You also clear a path for your catapults to advance onto the enemy Core.
7. Score a free Mercenary Camp capture
Similar to my point about blasting as many minions as possible, I like to use Molten Core to start pummeling a nearby mercenary camp when there's nothing else to strike. This idea requires a teammate to start the camp (otherwise it just leashes); you will deal significant DPS versus the camp, scoring a quick capture.
This is an especially effective strategy when using Molten Core to counter enemy mercenaries pushing, before turning your eyes onto your own Mercenaries at a better timing interval.
Molten Core Battlegrounds
Consistently Great
Depends on Variables
Hard to Use
Ragnaros is a weird hero in a sense that he simultaneously hates and loves maps based on three different criteria. How does Ragnaros perform on map, given mercenaries and geography? Where are the forts situated, so that Molten Core can affect the enemy team? How big of a map is it for Lava Wave? For now, this segment focuses exclusively on Molten Core compatibility. We will examine the factors at play that add or detract Molten Core value; isolated otherwise from Ragnaros's performance on the map.
● The geography on many maps will greatly influence where fights take place. Mercenaries, bosses, hallways and corridors, open lanes, and most importantly the objective. The objective always lure players in to contest them, so any Forts that are close enough to the objective and relevant points of interest will make Molten Core substantially more influential.
● Some maps have variable objective locations, such as Garden of Terror seeds and Towers of Doom. Depending on their location relative to what Fort is destroyed (or under your control), you may or may not be able to take advantage of Molten Core. Ragnaros is uniquely troubled by bad RNG and untimely circumstance - if his match is going poorly, then all enemy forts likely still stand. If the objective spawns on their side, you cannot turn the tables on them with an aggressive Molten Core. Should you lose objective, you compound the loss, etc. etc. It is important for Ragnaros to demolish enemy Forts in a timely manner to mitigate this weakness.
● Some maps have frustrating limitations to your range. The 35 range of Molten Core is a crucial number since it limits the centering of your Sulfuras Smash. Meanwhile, Meteor Shower can crawl past the edge to about ~40 range. This rounding error costs you a great deal - on some maps, you have the power to kill an enemy near an objective with Sulfuras Smash. On others, all you can do is barely tickle them with a Meteor, at most interrupting a channel. This factoid influences a map's rating for Molten Core significantly.
● Extra credit is given to maps when there are plentiful amounts of mercenary camps. Both to clear the enemy's out from assaulting your fort, and to provide a layer of security should they try to invade your side for your mercenaries. Contesting mercenary camps in a king-of-the-hill style are frequent flashpoints that serve as an excellent basis to go Molten Core over.
● Lastly, Molten Core does stronger AoE damage than focused singular damage in PvE scenarios. Objectives that feature swarming monsters rather than a humongous boss are preferable.
Consistently Great
Garden of Terror is a mid/large size map with extremely favorable seeds adjacent to a minimum of two forts at a time. This gives you options on where to Molten Core from, and gives you complete access to the entire region. All seed locations feature tight chokepoints on where enemies must funnel through, lending themselves to massive AoE damage. Molten Core is also stupendous at stalling out captures for a prolonged duration. High mercenary count gives Molten Core good value in-between curse nights. Lastly, Molten Core is excellent at dispatching the Garden Terrors - not because of the Garden Terror per se, but more so eradicating the minion wave that stands behind it as it disables your structures.
All objectives and bosses are directly adjacent to Molten Core. The mid lane Fort is the most important structure on the map - so long as it stands, the defending team is very likely to win the objective. Keep it safe with Molten Cores. Molten Core is able to stall out the objective with impunity. Molten Core is also able to affect the battling Gnoll Merc Camp that skirmish eachother in midlane, giving yours the advantage as it puts pressure on the opposing mid Fort/Keep. Molten Core is also phenomenal during objective: when attacking, Molten Core decimates the defending minions and structures. When defending, the cavalry while strong, is stronger when aided by 4 minion waves at its side. Killing the minions defuses the push. Bonus points: Mid Keep is able to affect all three lanes equally in defense.
Zerg wave, more like Zerg buffet. Molten Core is the best tool in the game at dispatching the entirety of the wave. Focus your fire on eliminating the Banelings first, Hydralisks next to prevent the damage to your walls; and Guardians (big flyers) after to prevent them from summoning reinforcement pods. Aim the Meteor shower backwards toward you, so that the Zerg are hit by three meteors in a row. The Lava Wave only deals ~300 damage to everything, so it's better to soak the unattended lane from where your team is. The map is small and narrow, and every fight will be situated somewhere near a Fort. Destroying both enemy Forts will open those up for you to convert when you see fit.
Though Ragnaros has no special synergy on Dragon Shire, the midlane Forts have extreme influence. That Fort can reach the bruisers, the jungle, siege camp, the summoning statue if you need to stall, defend bot lane and its Fort, can defend top lane Keep's gate, and can reach the opposing Keep if aggressively summoned. If a fight breaks out over the shrines, a bot lane Molten Core can fully affect the shrine. Ragnaros can rotate quickly from top down to the mid Fort to assist in a skirmish via Molten Core.
Short and narrow, much like Braxis Holdout, Tomb of the Spider Queen's lanes are close enough that a Molten Core mid will reach bot lane (and vice versa), and slightly touch top's. This makes defending against the Objective's spiders trivial as you can reach two lanes with one Molten Core. Do a ping-pong strategy: Annihilate an entire wave and leave the spider queen to your turrets, then turn your attention to the other lane, then go back to the initial wave to kill the Queen, then back, then maybe splash a little extra to top if you Cored mid. Also, you can stall the turn-in with Meteor Shower.
Depends on Variables
Occasionally, a tribute may spawn on your side of the map, permitting for a high value Molten Core. Aside from that, Cursed Hollow suffers significantly over the fact that the map is simply too large to reach multiple spots at once. Bot and top Fort are adjacent to their bosses, Mid is adjacent to the bruiser, and that's about it. 90% of battles occur within the jungle, not near the Fort, which leaves out Molten Swing from being used. One saving grace is that taking over Mid keep will allow you to defend all three Keeps simultaneously from the Curse, completely nullifying the fact that your structures are inactive.
Infernal Shrines is a splendid map all things considered, but it falls just short of excellence. Defending your bruiser camp and team-coded siege camp are easy enough, but it's unable to reach anything found in the middle. It can barely scrape into the Shrine's arena, which has pros and cons. Pros being that Molten Core can snatch away some ~20 skulls effortlessly, securing the objective even if you "lost" it. Cons include that if Ragnaros backs up to Molten Core, he is unable to affect the enemy team, and your team may altogether be forced away from the objective, forcing you back into sniping stray skulls. The Punisher is a scary objective and you can't do nothing to in Core form, aside from peltering it and buying a little time for your ranged DPS to bring it down. However, once the map opens up wide in the late game, battles can occur at any place (especially near destroyed Forts) and your Molten Cores will earn back their relevance.
Sky Temple is a weird map since the best incentive to use Molten Core... is to kill mercenaries. Ideally, you and the enemy team capture the Bruiser at 2:30, right before objective. Then, you Molten Core to double-time killing the enemy Bruisers so that yours can pressure the gate as you slide into the top Temple with full mana and health at hand. A similar principle applies to bot lane's siege giants when it occurs.
Aside from that, Molten Core has moderate reach into the Temples. It doesn't fully envelop it, but you can assist your team by damaging whoever is contesting the point. Weirdly enough, bot Fort is more valuable than mid because it reaches the boss better AND it has substantial coverage over bot Temple and the surrounding area.
Did the Altar spawn on your side of the map? Great, Molten Core is strong when defending it. But 60% of the time it's a freebie capture while the enemy secures theirs. Otherwise, you have mediocre reach into the middle altars. Ragnaros's value on Towers of Doom comes exclusively from his stalling prowess. So as you ping the enemy for 18 seconds, your team can revive and come back for a vengeful round 2.
Volskaya does offer solid Molten Core gaming. If you're activating it to battle Heroes, you are likely to score value. Mid Fort is great at defending your half of the map, and each Fort offers very good coverage over their respective objective points. It's not complete coverage, as you cannot push an enemy off from a tiny corner who is gaining progress on it. But it's still phenomenal at aiding your team's assault into a fortified objective. There's a lot things weird about the map. There is only one pushing-style mercenary camp (which you can easily dispatch unaided); the rest are capturables. Striking down the attacking mercenaries is a sure way to score M.C. value and discourage besiegers. Without mercenaries, it's kind of awkward deploying a Molten Core on the defense when the enemy team can just back off and attack another lane. I digress. Also, watch out for the Triglav Protector. It doesn't care for your puny Molten Core form.
Warhead Junction is not awful, but it's not great either. Map is stupidly big. Whatever Molten Core you deploy is exclusive to the lane in question. Mercenaries are sparce. It's very hard to plan ahead for a good Molten Core use. Heroic Difficulty makes it easier to let it rip late game.
Molten Core can stall out nuke captures in the middle. Nukes that are positioned on your side of the map are all but assured. Intriguingly you may skirmish over a dropped nuke in the middle of lane, so Molten Core is very effective at claiming it. Defending against an assault versus players who carry nukes is favorable for a Sulfuras Smash Ragnaros. If someone stands still to channel, you can blast them with a combo if your team is ready to pounce. Just note that you likely will not kill the target outright due to the enemy healer's presence.
Otherwise, the Slimeboss's arena is an extremely dangerous pit... for anyone but yourself! Molten Core has great reach into the pit, and can punish anyone hard who is trapped in the slow zones the Boss outputs. Invading, or defending your attempt to claim the boss, is a great idea.
Hard to Use
Battlefield of Eternity is horrendous for your Molten Core prospects. Everything hinges on the "race phase." You need to be fast and you need to deal lots of singular target damage, AND the location will change shortly after. Molten Core cannot help in that regard. Only occasionally does the friendly Immortal fly to a defense oriented spot, but scrambling back to the fort to size up takes a lot of time. It doesn't help that defending your Immortal is typically a losing strategy. Doing so with one less body on the ground is even more questionable.
Molten Core isn't a silver bullet when defending, either. You need a lot of help taking down the Immortal. The one good aspect is that Molten Core will eradicate the supporting minions and catapults, and scare the enemy Heroes from fully committing their damage to the buildings.
Blackheart's Bay is all about continuously farming, moving, and gathering. Teams will chaotically scatter across the map in this way and that, following the path of most value. This is the only objective in the game that Molten Core can never reach. You can imagine how worthless Molten Core is.
Unironically, you use Molten Core as a farming tool to capture mercenaries. See that doubloon camp over there? E > W > W and it dies. Someone else can pick the coins. See the bruiser/siege camp behind you? Send someone down there and help blast it with MC. Enemy mercenary camp approaching? Kill it too while you're supersized. It's utter insanity.
Cool fact is that Molten Core can toughen up a Fort against the objective's cannonballs. If the health among all the fortifications are in good shape, Molten Core can ensure that it doesn't go down in one turn in. You can maintain the fort's existence for another 5 minutes if the enemy team doesn't turn in any time soon, which makes a big difference. This is the only time I would advise using Molten Core as a damage absorbing shield. One last thing - If the enemy team is desperate enough to attempt a boss, Molten Coring the top lane Fort is a perfect response. It has complete coverage and will punish an enemy team in the vicinity.
Hanamura Temple has only two lanes, and all the Keeps and Forts are nowhere special. On the attack, you will never use Molten Core. On the defense, you must wait until the enemy pushes up to point B or C before it can do something. Going out of your way to use Molten Core will score you no better result than being in battle, except for soaking up the shots from the objective. Only thing noteworthy is that Core is excellent at defending or invading the Samurai boss camps.
Pray be, the Spreadsheet!
BEHOLD!
What the hell is this? You ask. Uhhhhhhhhhhhhh beats me, brother. I like watching number go up.
Seriously, this is a spreadsheet I have compiled to calculate the exact damage a full Molten Core combo can do (with Heroic Difficulty enabled). Note that Meteor Shower will instance 2 ticks of damage (hitbox to hitbox tip), since it's not reliable, nor possible, to hit a stationary target with the 3rd meteor.
Either way, the important number to know is... If you Molten Core in the face of the enemy team, with Heroic Difficulty, you can annihilate a 3000 health target (or lower) with a full combo.
Lava Wave is the galaxy's most convenient XP gathering tool. To maximize its effect, you want to have a lane to send it down in mind about 30 seconds before you actually cast it. There's no point using it on the lane you're already in - you're killing the minions yourself, aren't you? Therefore, you want to think ahead on how you would like to spend your free time - maybe you roam to a different lane, or start a mercenary camp, or are joining the team in battle. Now you get to cast the Lava Wave on a lane for maximum effect.
When do we send the Wave?
Please refer to the excellent Lava Wave timings on IcyVeins.com. I have compiled the timings into an easy-to-refer spreadsheet.
So, how do you read this sheet? You want to cast your Lava Wave in the chosen lane AT/AFTER that second on the game clock. What minute you send it down is irrelevant; you only care about the seconds. For example, on Alterac Pass you want to send a Lava Wave toplane and it's 8 minutes into the game. You should cast it at 8:14 seconds. What about midlane? Cast it at 8:18 seconds instead.
But why? To kill the spawning minions! You see, Lava Wave travels from your Core, all the way down the lane, to the enemy Core. Obviously it will obliterate all the minions in the middle of the map. What you should also know is that every 30 seconds the minion waves spawn at the Core. If you time it just right, you can melt the wave just as it spawns. Do it too early, and the Lava Wave will time out just before and does nothing. This optimization means you kill one more wave each time you cast it. That's incredibly important.
You're earning +33%/+50% more XP every cast.
Your minions slam into the enemy fort without resistance, leading to more fort damage.
And when they do, they crash into the fort as quickly as possible and will likely deny the enemy team their XP if they don't respond right away.
This is one of the few abilities in the game that bring the minion wave back to "true equilibrium," which is in the middle of the map with no bias. This state is in favor of whoever gets more catapults from destroyed forts in that lane.
Lastly, simple map control. Incinerating all of the minions and having yours pushed up drastically reduces the movement of the enemy team in that region of the map. Or, if they do anyway, you'll know it and they'll be dismounted.
Don't stress all too much about the timings. All that should matter is that you cast it after the minion wave would spawn. If it's late, no biggie. But you cannot be early. If remembering the timings is too much, just send down a Lava Wave on any lane on any map at the 20 and 50 second mark of a minute.
Where do we send the Lava Wave?
● 1) Flatten a huge minion wave
The highest priority is always to a faraway lane from all teammates, with a large amount of enemy minions. Especially if a splitpusher is crawling up that lane. This maximizes XP, the global presence, and saves your fort.
● 2) Defend your far-away Fort
A fort is about to be besieged by a huge enemy force and you're not there. Picture mercenaries, multiple Heroes, a large enough minion wave, etc. Molten Core is a lot more certain in stopping the push, but Ragnaros will not always be close enough to enter Molten Core at the lane in question. He can be off doing a myriad of things elsewhere. That's when sending down the wave to slow down the siege while you apply pressure elsewhere on the map is a good idea.
Still, try to Molten Core in the besieged lane, and then send a Lava Wave down any lane that they chose to vacate to support in the push. This way Molten Core is used to defend fully, and Lava Wave counter-pressures the enemy team.
● 3) Delegate the Lava Wave to soak for you
Go do a Mercenary Camp. Since you, the Ragnaros player, know when the Wave will come off cooldown, you can plan around this. So you can stop laning and go do Mercenary camps and let the Wave do the pushing before you join up with your team elsewhere. This forces an enemy Hero to answer the splitpushing minions and Mercenaries, and you can hopefully assist your team in destroying a fort on another lane with your numbers advantage.
● 4) Insta-cast, then hold
Lava Wave will usually result in Ragnaros's team having the XP lead. In the early game, for the first two or so Lava Waves, feel free to cast it off-cooldown to jumpstart an XP advantage. This way your team can hit XP timings sooner to win upcoming teamfights, fort captures, or objectives. After your first or 2nd Wave, reserve it for when you need to address a big minion wave in an unoccupied lane.
● 5) Don't self-Lava Wave
You should never Lava Wave into the lane you're already in. Ragnaros's mere presence is like a Lava Wave. He just incinerates full sized waves very easily with his baseline kit. Unless.....
● 6) Enemy Hero Lava Wave
Lava Wave to kill Heroes! This is very impractical as no one with a pair of eyes or ears should get hit by a GIGANTIC WAVE OF LAVA that's barreling down on them. But if a huge late game teamfight is going on, they might not notice because they're too focused on the fight. Suddenly, the Wave might catch them right in the middle and could result in a kill.
A) An enemy team assaulting your Keep or Core will have significantly less time to react to a Lava Wave than anywhere else. The Wave spawns at the core, surging quickly, and is much likelier to harm enemy Heroes in defensive situations.
B) Entering Molten Core is a good idea when a Lava Wave is coming down the lane. You can use your Molten Swing's stun to keep enemy Heroes in place as they get hit by the Lava Wave. Toasty!
C) Utilize displacements such as Falstad Gust, Garrosh toss, or other such abilities to force an enemy into the Lava.
● 7) Braxis Holdout Zerg Wave
I implore you, please do not Lava Wave the Zerg wave on Braxis Holdout. It does hardly anything. Using Molten Core to kill the Banelings and Guardians is a significantly better use of your abilities. Use the Lava Wave alongside your Zerg Wave in order to clear a path and force enemy Heroes out of the way, while gathering XP. The one exception is the oncoming Zerg Wave is big enough to destroy your Core - then all hands on deck!
Lava Wave Tier List
Rating
Map
S
A
B
C
D
F
Although Molten Core prefers smaller, tighter maps with more to reach, Lava Wave is the inverse. The best maps for it are large, three laned, with the objective being dependent on minions, macro-oriented win-con, and a dash of dependency on map control. The map makes up your decision 70% of the time. The other 30% are dependent on the Hero composition line up - you want to be stronger than your opponents late game, you need to counter a split push focused hero, or you need to put pressure on a teamfight only comp.
Right away you can imagine that Alterac Pass and Garden of Terror are the best maps for Lava Wave. They'll consistently score you value as you tend to be busy elsewhere on the map, or involved in lots of Molten Cores closer to the fight.
Cursed Hollow, Warhead junction, and Blackheart's Bay are simply large. Dealing with a lane back at home is very inconvenient; your enemies will think the same way when you keep forcing yours up theirs with Lava Waves.
Sky Temple is technically big too, but the map is special in that direct building damage contributes to the win-condition via Temples. Every Lava Wave you cast will hypothetically deal damage to their Keeps via minion waves, bringing you closer to isolating the Core. Map control and vision is also crucial here. Having a minion wave shoved all the way into their base makes it very difficult for them to advance past and sprint for the Temples.
Dragon Shire, Volskaya Foundry, and Infernal Shrines are average maps. Lava Wave doesn't dominate the match nearly as hard, but it scores you good map control so you can secure the objective and win that way.
Braxis Holdout is a small map with only two lanes. It's very easy to address a pushed up lane. Lava Wave isn't valuable against the Zerg Wave, and generally speaking your own Zerg Wave will annihilate the minions in front of it. Tomb of the Spider Queen is more so B than C, but it's a small map and you don't really need Lava Wave. Losing out on the gems of a wave is problematic and you may skirmish more often than you'd like, lowering the value of Lava Wave.
Hanamura Temple is about as bad of an example for Lava Wave as you may ask for. It would be F, it weren't for the fact that Lava Wave is a great way to catch XP when behind. Once the enemy team gets ahead on Hanamura, it's very difficult to claw back any amount of XP due to how dangerous the lanes are relative to the jungle you have no vision over. I'd still prefer Sulfuras Smash, but Lava Wave is... ok if you're 3 levels down. Don't pick Ragnaros on Hanamura though.
Battlefield of Eternity and Towers of Doom have the same mindset. It's all about the teamfights over the objectives. What happens at base is completely irrelevant. Therefore, Lava Wave is a no-go and Sulfuras Smash is a complete neccesity.
Old Changes
There was a time that Lava Wave would gather XP exactly like how a Hero or an Abathur symbiote would. So Lava Wave could not only kill all the minions - it will pick up whatever was on the ground as it arrived. This is no longer the case as it is removed from the game in a "Bug fix" patch (Nov 16th, 2023). On principle, it does what it says with no weird unmentioned interactions. In reality, this is a hidden nerf.
Before, for all of HotS history, minion waves would spawn one second later every 4 minutes. So in a 20 minute game, minions would spawn at :05 and :35 respectively. This complicates the Lava Wave timing dramatically. Fortunately, this is fixed. Minion wave will always spawn at :00 and the :30 second mark, due to a recent patch note (Sep 30th, 2025).
Winning the laning phase is a crucial step to having a strong mid-game.
Join your team for the opening teamfight. Kill the first minion wave and immediately rotate to the offlane afterwards (preferably the lane nearer the Bruiser Merc Camp). Do not be greedy for Hero kills, remember that Ragnaros is better at killing non-Heroes. Subscribe to this mantra. If given a choice between PvP and PvE, you should always choose PvE unless there's something important going on.
Anyways, you get to lane, what now? As Ragnaros, you can kill a whole minion wave at level 1 with all of your abilities. No other Hero can do this as early as him. You should blast the whole minion wave, shoving yours into your opponents fort non-stop. With all that spare time that you have, it is recommended to rotate to the mid lane to soak XP from there as well. I do not advise picking fights at level 1 - Ragnaros is at his weakest at this point of time.
Level 4 is when you want to get a lot more aggressive and interested in killing your opponent. Use Slow Burn[4] to slow your enemy and get in a Meteor and as many basic attacks before it wears off. You should come out on top in the trade. If someone is woefully out of position away from his gate you might even be able to score a kill with a perfect combo, even if they're at full health.
Trading patterns with Ragnaros should look a lot like this:
Poking with Q. Hit a minion near your opponent instead to splash the full damage and bonus healing on them. It's cheap, frequent, and can add up quickly at no risk to you.
Pumping in right clicks every opportunity they walk up to you. Clicking minions is fine, but if an enemy Hero is in AA range then you should always give them a love tap to force them away from you. Your attacks hit very hard on a low attack speed, so some Heroes might outtrade you by looking for openings between your attacks.
Try to fight in the middle of a minion wave as much as possible (to the extent that you deny your opponent from fighting in your wave, such as Sonya and Malthael). You get more Q healing and Blistering Attack cooldown refreshing, plus you kill the minion wave.
Utilize your talents, let nothing go to waste. Any talent that you pick up will augment an ability, so use that particular ability more often.
Do not overcommit in trades. You go in, you use your abilities, get some cheeky right clicks in, and then you back off to heal with Q. If you slice off 30% of the opponent's health for your 15%, that's a win. If your opponent does not have sustain and you take off an equal amount of health, that's also a win. Just don't lose too much health - Ragnaros does not have on-command healing like S tier Bruisers do. He needs to be able to reach the minions to leech health off of them. Should you drop too low, you might get bursted down next time you walk up, or zoned out of lane entirely.
I am recommending that you take short, meaningful, unfair trades as Ragnaros to slowly build up a small advantage. Because when an opponent is at 50% health, Ragnaros can easily kill them with access to Slow Burn[4] and more importantly Blistering Attacks[7]. As soon as you hit level 7, turn all of the safety overrides off. You're on kill-mode. Hit your opponent with right clicks whenever possible, and then chain some abilities onto the minion wave to keep repeating the Blistering Attacks. This will overpower every Hero in the game by far, and can kill people from full health. You're extremely dangerous.
Should you choose Sulfuras Smash at level 10, you get yet another weapon to your arsenal to obliterate your opponent. Kill them on cooldown. If not, feel free to join your team for objective with access to a Smash.
Art of the Double Soak
The most optimal method of gathering as much XP as possible.
Your first line of thinking comes from, "how do I gain more XP than the opposing offlaner?" Both of you are on an island, and operate independently of what goes on on the other side of the map. Getting more XP is how you positively contribute to the whole team. Therefore, you must greed for as much XP as you can. Ragnaros has the unique power of flattening a whole minion wave in one second. No questions asked, it just is. You'll even be twiddling your thumbs waiting for your mount to come off cooldown.
So when you kill one minion wave, rotate to the nearest lane to kill that one too and gather all of its XP. Repeat, repeat, repeat. You'll be doing this a lot - especially on Ragnaros of all heroes, as he does it better for a number of reasons. This strategy is called Double Soaking.
A) Ragnaros does not need to fight Heroes (risky for him) and instead fights as many minions as possible (effortless, always rewarded with reliable XP).
B) If your opponent gets in the way, just kill the wave regardless. All of Ragnaros's abilities will splash onto your enemy, dealing a good chunk of damage. This may not be a great idea versus certain heroes so be judicial.
C) Ragnaros's superior clear speed will let him reach the next lane faster than his opponent, which lets him clear that wave sooner, and then bounce back to lane, etc. etc. until your opponent starts to lose XP from minions dying too quickly.
Once you enter this flow, Ragnaros is really happy. If you get bullied into staying in one lane or threatened to be killed should you rotate to a lane, then you're behind.
Either way, double soaking is your ticket to a fast Sulfuras Hungers[1], level 4, and level 7. Once you reach these levels you have more firepower and unlock decisions on how to interact with your opponent. There's four lines of thought:
Kill (your opponent)
If your opponent is squishy, without mobility tools, or is Ragnaros favored, you can just Kill your opponent when you see them make a mistake. You'll be rewarded with a kill bounty + decommission your opponent from gathering XP for 20 seconds. It also usually leads to you taking down a Fort's gate, which leaves it open for siege later on.
This is the riskiest of strategies as it may not work against all heroes. Could backfire and get you killed, or ganked. It usually costs you significant health and mana as well. Often times, most bruisers are stronger than you until you reach your mid-game levels, so the Kill strategy is often employed last and sparingly.
Deny (them of XP)
When you're faster than your opponent and clear out your current wave, you can enter the jungle and intercept your opponent half-way. You already gathered your share of XP, so you are not missing out. But your opponent did not! They still need to reach your lane before it crashes into the gate and gather the decaying XP. Since full XP globes last for 6 seconds before timing out, any delay you put to your opponent is a serious blow. Dismounting them with Meteor, wasting their time with a little fight, or even simply standing in the hallway could force them to go around a longer path. This is how you Deny them of the XP they would rightfully earn.
Another strategy is to freeze your minion lane (by not damaging it whatsoever) and only attacking your opponent when they get near. If you zone out your opponent, you prevent them from stepping up to gather XP, Denying it if they don't pick it up in 6 seconds. Furthermore, whoever has lane control gets priority in securing both regeneration globes, which is crucial in winning the sustain war.
Also, do not be sad if you attempt a kill on an opponent but do not execute them. Slicing off 80% of someone's health is very likely to force them to recall home. You decommission them for 15 seconds, which loses them one wave of XP + you have a headstart on a 2nd wave when you are Double Soaking. Executing a strong trade in your favor, or bringing someone to near death, is almost like a kill in value.
Suffocate (with too many minions)
Some enemy offlaners have pathetic clear speed. Think Imperius, Thrall, and Fenix. Double soaking ad-nauseum will force them to deal with countless minion waves that they cannot quickly kill, bogging them down from double soaking. This Suffocates their time and causes a lot of damage to their gates.
On principal, Ragnaros excels over every other Hero in the game at sheer clear speed and efficiency (with the exception of maybe Xul). So you can theoretically employ this strategy against anyone. Superior bruisers like Yrel, Dehaka, and Hogger will simply outmuscle you by health, damage, and CC. But they don't kill minion waves as quickly as you, do they now? You'll be first to the wave to kill it, and first to meet them in the jungle to Deny them of XP.
When you are Suffocating your opponent with plenty of minions, you earn spare time that you can spend to capture a relevant Mercenary Camp before the objective spawns and you join your team. Not only did your opponent lose out on XP by not being as fast as you, but now they must stay in their lane to address an upcoming Mercenary, or leave it unattended to help out in the 5v5.
Remember. Ragnaros is a below-average bruiser. So spend every ounce of effort in gathering more XP so that hopefully, your other 4 Heroes on your team + Ragnaros + Experience lead can beat out the enemy team's 4 Heroes + Stronger Bruiser. Even better if you occupy the time of a superior bruiser with your unrelenting pressure on their lanes and buildings. You need to leverage your unique abilities to scrape out advantages in your favor.
Rotate to your team (and win a 5v4)
Every time that you rotate to a new lane, think about whether or not you want to join your team before you go back to the other lane. And you usually do this to secure something tangible, like invading the enemy mercenary camp at a temporary 5v4 man advantage, or to surprise the enemy team trying to invade YOUR mercenary camp at 4v4 into a nasty cleanup. Or to help out at objective.
On most maps, this decision arises after you rotate from toplane to midlane, and the majority of both teams are saturated in the bot lane. Speed is the name of the game here. If you kill the enemy midlane's minions before your opposing offlaner arrives, they are forced to stay in lane and soak the minions before they break off and chase after you into the 5v4 scenario. That could bog them down 8 seconds.
Alternatively, they stay mounted and rush past the wave to make up the distance to you and join ASAP. But even in this scenario you still got to the fight sooner than them, and you got your XP and he did not.
This is the advantage that global heroes like Dehaka and Falstad have over their opponents, but Ragnaros can often do this as well because his clear speed is just so fast, AND he has Lava Wave to clean up an unattended lane.
Other Macro Priorities
Your job as an offlaner is to make the map state favorable. Sometimes other things get in the way.
The cool part about Ragnaros is he gets to break the rule a bit by acting as a reverse-global hero. You are at the fight, and can influence the lanes utilizing Lava Wave. You can intentionally go out of your way to help your team, answer enemy mercenaries, or capture your own mercenaries and have Lava Wave take care of some XP soaking.
As a bruiser, especially as one so gifted as Ragnaros, you must ensure your team never has to worry about "fixing lanes" or "doing responsibilities". Your team has only three responsibilities: 1) Winning the 4 man lane, 2) capturing objectives, and 3) help out with capturing inconvenient Mercenary camps relative to your position. Everything else is up to you. Such examples can include:
Enemy minion wave crashing into your gate? Ragnaros should be soaking that.
Big minion wave out and about? That's for Ragnaros to flatten.
Enemy mercenaries crawling up a lane? Let a Molten Core rip and extinguish it at no cost to you.
Someone is gathering XP in your absence in the offlane? Politely thank him in chat for the XP and tell him to go somewhere else; you'll take over from here.
Whole team is soaking all lanes? Go capture a mercenary camp.
You should never be tempted to join your team for any modest reason. You are busy! You got lanes to soak and mercenaries to capture. You really don't have time to skirmish and fumble around for 50/50 coinflip fights. You should only come in for a decisive and clear objective; like fighting over Boss, ganking an out of position Hero (which will lead into a future objective, not just a momentary kill), securing an objective, or defending a fort from a huge siege attempt with Molten Core. Those examples have clear outcomes and parameters: you put in a certain amount of effort, and are rewarded by denying the enemy team or securing something for your team. Any amount of "vagueness" in the equation must be minimized for your action to be justifiable. If you have a gut feeling that you're not sure how the outcome is going to go when doing something, take a step back and do something more reliable. Because often times the slow and steady will accumulate more advantages and wins over the long run.
Speaking of which, after winning the objective, I find it preferable that Ragnaros and other short-ranged bruisers should step aside into a side lane, gather XP, and put pressure on the enemy fort. While the rest of your team supports the objective marching down a sidelane, you can comfortably wedge a bigger lead for your team by gathering the XP. Your team has the advantage and space to commit to a 4v4 or 4v5 fight. And the objective forces the enemy team in place to deal with it, giving your team the option to NOT commit to that fight if they don't like the variables.
Reason being is simple. You don't have long range to interact with the enemy team. You kind of twiddle your thumbs, standing still infront of the enemy team. That's not a productive use of time. However - the bruiser can absolutely lay waste to a minion wave and crush an unattended Fort. Plus, you're gathering XP which will sling shot into a having a talent lead in the future for the next objective.
Winning the Long Game
Winning the war takes a very different approach from winning a battle.
Honestly, HotS is immensely complicated. It's very difficult to give advice on what decision you must make at any given time. Combat advice is easy - you do something, you get immediate feedback. You make a mistake, you die right away. You outplay your opponent, you kill him in return. But macro decisions are far more nebulous because the consequences are not immediate. "Should I take out this minion wave and then join the teamfight, or go rush to it right away?"
Sometimes the right call is to lose objective but splitpush and secure a fort. Sometimes you lose two heroes in a teamfight for one Hero back, but you got the rest of the lanes pushed to the enemy base so they can't push and end. Sometimes winning objective but losing your fort in a sidelane to mercenaries is ultimately a loss. Sometimes the opposing offlaner joins the enemy team and wins a 4v5 teamfight over objective, but you got a fort and a lot of XP. But guess what? Your team's morale is in the trash and that is more valuable than any material gain.
Ultimately, I understand the game this way - the objective is to destroy as many buildings as possible before you can reliably assault the Core. Objectives are the most sure-fire way to brute force down a Fort - this is true for almost all maps. Punishers, Immortals, Cavalry, Spider Queens, Garden Terrors, Raven Curse, Sky Temple, Blackheart - you fight over an objective, you are rewarded with taking out buildings.
The usual outcome of winning an objective is destroying One Fort. If you win the objective AND kill the whole enemy team, you will destroy multiple forts. However, if the enemy team forfeits an objective and decide to defend with full strength and resources, then you may destroy Zero Forts. You might deal good structure damage, which is still a win, but it's not a preferred outcome. The harder one team fights over the objective, the less they have to support with or defend against the objective. The best case scenario is to have all hands on deck, ready to defend, and ready to sacrifice one fort if it means the rest still stand. You may concede the objective, but do not concede your lives as that compounds into a harder spiral. Losing the objective is whatever, falling behind from the XP is unacceptable.
Ragnaros is unique in such a regard that Molten Core acts as a strong damage control against objectives. You decimate the minion wave automatically, you put pressure on the enemy Heroes, you are damaging the objective all the while, you prevent enemy Heroes from advancing too quickly due to Molten Swing stun, and you soak up damage that would've gone to your fort with supersized Ragnaros. Maybe a Lava Wave is going down a side lane, gathering XP in a 5v5 scenario. Even if you lose objective, Ragnaros is one of the best heroes at nullifying that kind of loss. So falling back on your heels, playing "Damage Control" on Ragnaros is a very solid move.
Play to your strengths, minimize your weaknesses, complete your milestones.
Q / Hybrid Build
Highest priority is to complete Sulfuras Hungers[1] ASAP. Nothing else matters, play safe in lane. Double soak lanes to find more minions to complete it faster.
After completing Sulfuras Hungers: Immense power up. Your healing and damage is significantly stronger. Become dominant and lane and force yourself into brash trades. Clear out mercenary camps solo ~30 seconds before an objective spawns. Use your power to deal heavy damage to the enemy gate and Fort.
Blistering Attacks[7] for Hybrid build is overwhelmingly powerful. Start killing your opposing laner.
Q Build prioritizes XP soaking, mercenaries, and map control. Hybrid build prioritizes dueling, killing, and shoving into the fort.
W Build
Ideally, this build works when another Hero on your team can take the offlane. Stay with your team and fight the enemy cluster of Heroes. You need a Hero-rich environment to stack up Shifting Meteor[1] quickly. Complete it ASAP.
Look to capitalize on friendly CC to deal heavy damage with your W.
If YOU are the offlaner, then W build is the weakest of the builds in lane. Play safe. Lure enemies into "chasing you" and drop a Meteor on them to roll after you for big stacks. It always works for me!
Every time W is ready to be used, try to use Slow Burn[4] to inflict a slow on the enemy Hero. Use your W on them after to stack your quest.
E Build
Standard Ragnaros gameplay. Go to the offlane and kill minions. Make sure your E is splashed onto the enemy Hero when you cast it in the minion wave. You are still at your weakest at level 1, so don't get too crazy.
Gather as much XP as possible to reach level 4 and 7 for your powerspikes. Slow Burn[4] gives you easy attacks and a free Meteor onto your enemy. Blistering Attacks is very powerful, abuse it as much as possible against your enemy laner.
Mid Game
Seize your moment! Make the most of your 5 minutes under the Sun.
Q / Hybrid Build
Show up for all objectives.
Q build demands you hit multiple enemy Heroes. Reserve your Q until you tag multiples, unless you're guaranteeing a kill. Pop your Armor if you sense incoming focus fire. You want to act as a frontliner so that your backliner can lay safe damage, so always pay attention to where they are at.
Hybrid build plays to snipe a target quickly. Play with your tank and any CC to squash an enemy with Sulfuras Smash ASAP. Duel opponents in 1v1 scenarios, as you are very squishy and can get targeted if amidst multiple enemy Heroes.
Lava Wave is to be used to control lanes and splitpushers. If you can't reach the lane to Molten Core, then use the Lava Wave to dissipate a push.
Q Build continues to de-prioritize skirmishes and prioritizes minions and big teamfights.
W Build
Did you complete Shifting Meteor? If no, you MUST double time to get it ready before level 16. Death timers are long and you'll lose out on quest progress if you delay.
Prioritize netting Molten Power cooldown reduction. You need to make sure your strongest ability does not get put on a 12 second cooldown. Utilize Shifting Meteor's redirection to score the 5 hits.
Sulfuras Smash is an important component. Follow up on CC and focus fire on enemy stragglers.
The enemy team is not dangerous enough for you to die when you step in melee range. You deal good damage up close with Slow Burn[4].
Utilize Molten Core as much as possible, especially after blowing your Meteor.
E Build
Flex between teamfighting and soaking XP whenever convenient. Pick whichever ultimate at level 10 will facilitate the real win-condition of the game.
If no Sulfuras Smash, E build is vulnerable to getting bursted when Ragnaros steps up. Play a little back and use your tank as a screen before you get in range. Unless you flank the whole enemy backline, then tear them up!
Blistering Attacks is the core of your damage. Hit as many tiny things and Heroes to refresh the cooldown.
Late Game
Simmer down and play for your team's win condition.
Q / Hybrid Build
Giant Scorcher is a huge source of damage. Apply pressure on the enemy frontline and tank by slapping them continuously with Q.
Be careful being on the frontlines when the enemy team have abilities. Ragnaros blows up easily. Act as a sideguard and approach when some abilities have been blown.
Hand of Ragnaros is key to the output of this build. Keep looking for clumping enemy Heroes.
Use Submerge after Qing to fully stretch out all the healing.
W Build
Heroic difficulty is a big pickup, and you should advise your team to fight near forts/keeps/objectives in range of Molten Core. Be opportunistic and drop Sulfuras Smash on any stunned opponent.
Meteor Bomb is a massive damage spike. Ensure first that you earn Molten Power, and then use the tail end of your Shifting Meteor's duration to quickly redirect your W to hit the target you want with the explosion.
Always stay in the backline and drop your Meteors on enemies. Do not step up for any circumstance.
Provide your E onto your tank to help them engage, or on any fleeing ally to help them reposition.
E Build
E Build shines best in the late game when you can slice through the enemy lines and damage all Heroes at once. This gives you a huge shield, applies a big slow, and damages everyone substantially.
Your cooldowns are relatively low, so feel free to deal sustained damage onto any target you have free access to. So long as you are not being pummeled!
Don't feel obligated that you need to be knee-deep into the enemy team 24/7. Playing side-guard and killing an enemy assassin that's diving your backline is often the best decision you can make.
The incredible MindHawk is the inspiration for me to create this guide. I cannot recommend his "CCS Development Days: Ragnaros Theory" video any more than I recommend my own. Much of my talking points will align with what he has to say, so I recommend keeping it on listen as a podcast.
NotParadox
A pillar of the community, NotParadox is an excellent teacher of HotS fundamentals. You'll find a trove of information within his channel. This simple video of Ragnaros tricks was important in teaching me how to get better at Ragnaros, so I will pay back my dues.
Talents, Overexplained
This recording is absolute **** and I am very ashamed of it. The second of my overexplained series, I was not yet in the groove of how to properly record them. I will remake this one day, hopefully with a certain co-caster...
Still. It's a video, and you should listen to it on podcast.
Meatball Build
Coming soon. I have two excellent replays for teaching.
E build
Game 1 -- Blast Wave build example into a squishy team. E build matches the speed and burst damage the enemy team represents, and allows Ragnaros to shift into the frontline to share the focus fire.
Q Build
NOT coming soon. I dislike the build and it is exceptionally rare. I might have one example to use...
The game is unlikely to have big additions coming in any time soon. But I had some ideas for changing a few Ragnaros talents, if you care about what I have to say...
• Level 4
o Fire Ward -- OLD
When Living Meteor hits an enemy Hero, gain a charge of Spell Armor, reducing damage from the next enemy Ability by 50%.
Stores up to 2 charges.
o Fire Ward -- REWORKED
Ragnaros gains 30 Spell Armor while Living Meteor is active, increased to 50 for 0.5 seconds if it hits an enemy Hero.
My Comments: Fire Ward does not see play in any build, not even in W build as Slow Burn is preferred for killing potential. This minor rework might remove the "unlimited duration Spell block," but I think it gives Ragnaros a stronger focus in combatting mages in an engagement, rather than pure poke wars. The Spell Armor is also meaningful as it will shield you even as you are stunned or beaten down from an immense amount of focus fire.
o Catching Fire -- OLD
❢ Quest: Gathering a Regeneration Globe increases Ragnaros's Health Regeneration by 1.25 per second, up to 18.75.
❢ Reward: After gathering 15 Regeneration Globes, activate Catching Fire to gain 25 Armor for 3 seconds, reducing damage taken by 25%.
o Catching Fire -- REWORKED
❢ Quest: Collect 15 Regeneration Globes.
❢ Reward: All of Ragnaros’s abilities set enemies on fire for 4 seconds, dealing 10 damage per second.
Ragnaros gains +1 armor and +2% increased healing from all sources for each enemy that is on fire, doubled against Heroes, up to 10 stacks. May be activated to double the Armor and Healing effects. 30s cooldown.
My comments: Catching Fire is a pretty big nothing-burger for Ragnaros, and I didn't want to retain to its quest or the specific reward after the quest. I reworked it to give it stronger value in Q build Ragnaros by amplifying healing amount and armor, allowing him to frontline for his healer at a higher capacity. Plus, the small amount of tick damage is technically pure added damage at level 4, so we might see it in play in other builds.
• Level 16
o Meteor Bomb -- OLD
Living Meteor explodes at the end of its path, dealing 220 damage. Enemies at its center take 30% increased damage.
o Meteor Bomb -- Updated
Same as before. The explosion now contributes to Molten Power.
My comments: Very annoying to be at 4 out of 5 progress for Molten Power and the explosion doesn't contribute with its final boom. Missing on Molten Power is debilitating to high hell, so I figure to add some consistency to an average talent build.
• Level 20
o Flames of Sulfuron -- OLD
Sulfuras Smash Slows enemies by 50% for 2.5 seconds, and the Stun duration of enemies hit in the center is increased by 1 second.
o Flames of Sulfuron – UPDATED
Sulfuras Smash Slows enemies by 50% for 2.5 seconds, and the Stun duration of enemies hit in the center is increased by 1 second.
If Sulfuras Smash kills an enemy Hero in its center, then the center’s effects are applied throughout the whole area.
UNDOCUMENTED: Damage, checking, CC, is applied in that order. Damage in Sulfuras’s center is computed first, checking to see if any Hero dies. If so, whole circle is now treated as center, expanding the damage and CC. Afterwards, apply CC to whole area depending on which condition is true.
My comments: Flames of Sulfuron has anti-synergy with itself. You want to start a fight with it to maximize the CC, but Sulfuras Smash is a poor initiator given its tiny radius and peoples correct tendency to spread apart before the fight begins. Furthermore, executing an enemy with Sulfuras Smash to kill them is a great use of the ult, but it completely wastes the CC portion of it.
So I think... why not combine both? You can still technically initiate with it, but you're permitted a chance to completely decimate a cluster of opponents if you spot a weakling with Molten Core or natural range. Ragnaros feeds on decimating high clusters of enemies, so this feeds into his gameplan. Plus, it contrasts nicely between getting CC from Flames of Sulfuron or more damage and CDR from Heroic Difficulty.
As always, it is an incredible honor that you have come down to read what I have written. Please, if there is anything you disagree with, or want to point out, leave it in the comments section below. It's a dead site, but my guides are very much alive. I will read them and respond to them.
If you wish to ask detailed questions, please get a hold of my Battlenet handle -- #2950 TheFreind, or Discord at #4115 TheFreind. That's all for me for now, see you next time!
Oh, and did you want that Excel spreadsheet of Ragnaros numbers? Here's the link.
Curious for what other guides I wrote? Check out my other guides!
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