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Flame RushFlame Rush
ClassRunemaster level 5 skill
DescriptionYou turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.
Cooldown
3.45s
Mana cost22
Speed
1.467 per second (if no cooldown)
Use Duration: 0.75s
Use Delay: 0.1s
Speed Multiplier: 1
Settle Low Priority Ratio: 0%
Scales With: Cast Speed
Scaling TagsFireSpellMovementTraversalAreaIntelligence
Scaling
Per Point of Intelligence:
  • +4% increased Damage
Damage
NameFlame Rush
Base Damage20 Fire
Critical Chance5%
Critical Multiplier200%
Added Damage Scaling
100%
Is Hit
Yes
Duration3s
NameCapsuleMan Basic Explosion
Base Damage40 Fire
Critical Chance5%
Critical Multiplier200%
Added Damage Scaling
200%
Is Hit
Yes
Non-Damaging
NameFlame Rush
Buff
40% less Damage Taken
Duration3s
Skill Tree Nodes
Name
Max
Points
Stats
Related
Skill
Description
Flame Rush0
    You turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.
    Blazing Flux3
    • Mana Efficiency +9% per point
    • Increased Cooldown Recovery Speed 3% per point
    • Double Effects With 150% Uncapped Fire Res
    Flame Rush costs less mana and has a shorter cooldown. These effects are doubled if you have enough uncapped fire resistance.
    Manafused Current3
    • Damage Per 40 Current Mana +1% per point
    Flame Rush deals more damage (multiplicative with other modifiers) per 40 current mana.
    Glyph of Intention1
    • Glyph of Dominion At Target Location
    • No Longer Channeled
    • Ends On Glyph of Dominion
    • Glyph of Dominion Mana Consumption 110%
    Flame Rush now casts Glyph of Dominion at the target location instead of channeling and Flame Rush ends when reaching the Glyph. This effect consumes mana equal to a portion of Glyph of Dominion's mana cost.
    Magma Starter1
    • Creates Volcanic Orb
    • Volcanic Orb Detonates On Exit
    • Detonates Other Volcanic Orbs
    • Volcanic Orb Mana Consumption 110%
    Flame Rush now casts Volcanic Orb that is attached to you and only detonates when you end Flame Rush, alongside any other active Volcanic Orbs. This effect consumes mana equal to a portion of Volcanic Orb's mana cost.
    Runic Eclipse3
    • Damage Taken -6% per point
    • Doubled Against DoTs
    You take less damage (multiplicative with other modifiers) during Flame Rush. This effect is doubled against damage over time effects.
    Celestial Guidance3
    • Buffs Persist After Flame Rush
    • Buff Duration Equal To Time In Flame Rush 15% per point
    All buff effects from the Flame Rush tree persist afterwards for a portion of the time equal to the duration you spent in Flame Rush.
    Lunar Protection3
    • Ward Per Second +30 per point
    • Ward Burst after Flame Rush +60 per point
    You gain ward per second during Flame Rush and you gain a burst of ward when Flame Rush ends.
    Energy Equivalence1
    • Fire -> Lightning Damage
    • Fire -> Lightning Shred Chance
    Flame Rush's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Fire Resistance Shred chance from all sources is converted to Lightning Resistance Shred for Flame Rush and effects related to Fire Shred now depend on Lightning Shred instead. Swaps Flame Rush's Fire tag for a Lightning tag.
    Beta Decay1
    • Static Orb In Opposite Direction
    • Static Orb Mana Consumption 80%
    Flame Rush now also casts a Static Orb in the opposite direction. This effect consumes mana equal to a portion of Static Orb's mana cost.
    Snowballing1
    • Lightning -> Cold Damage
    • Lightning -> Cold Shred Chance
    Flame Rush's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Lightning Resistance Shred chance from all sources is converted to Cold Resistance Shred for Flame Rush and effects related to Lightning Shred now depend on Cold Shred instead. Swaps Flame Rush's Lightning tag for a Cold tag.
    Branding Cold1
    • Brand of Subjugation On Pass Through
    • Brand of Subjugation Damage Per 1% Chill Chance +2%
    Flame Rush now inflicts Brand of Subjugation to enemies you pass through. The Brand does not stack but deals a large amount of cold damage over time and it deals more damage (multiplicative with other modifiers) per your chance to chill.
    Fiery Overload2
    • Frenzy Duration On Exit (seconds) 1 per point
    You are granted the Frenzy buff for a short duration when you end Flame Rush.
    Epilogue1
    • Runic Invocation On Exit
    • Runic Invocation Mana Consumption 125%
    You cast Runic Invocation when you exit Flame Rush, if you have it on your action bar. This effect consumes mana equal to a percentage of Runic Invocation's mana cost.
    Guidance of Flames3
    • Flame Rush Buff In Fireball Direction
    • Damage +25% per point
    • Area +25% per point
    • Mana Gain +5 per point
    Casting Fireball and then using Flame Rush in the same direction within 2 seconds causes that Flame Rush to deal more damage (multiplicative with other modifiers) in a larger area and grants you mana on cast.
    Breath of Fire1
    • Runic Burst On Fireball During Rush
    Whenever you hit an enemy with Fireball during Flame Rush it causes a Runic Burst around the target.
    Smolder and Burn5
    • Fire Shred Stacks On Pass Through +1 per point
    Flame Rush now applies Fire Resistance Shred on enemies it passes through.
    Fire Eater1
    • Ignited Enemy Ward Gain On Pass Through +24
    • Ward Gain Per Ignite On Pass Through +12
    • All Ignites Consumed
    • No Remaining Ignite Damage
    Whenever you pass through an ignited enemy you gain ward and consume all your ignite stacks on that enemy. Consuming your ignite stacks this way grants you ward per your ignite stack on them, but they don't deal their remaining damage.
    Mark of the Forbidden Flame1
    • Instant Ignite Damage
    • Fire Damage Per 2 Intelligence +1%
    • Ward Consumed Per Ignite -12
    • % Of Current Health Consumed Per Ignite Without Ward 1%
    • Maximum % Of Current Health Consumed 40%
    Whenever you pass through an ignited enemy with Flame Rush, instead of gaining ward per stack of ignite on the enemy and consuming your ignite stacks without dealing damage, you lose 12 ward per stack of ignite and the ignite stacks instantly deal their remaining damage on the enemy. If you do not have enough ward for this effect, a percentage of your remaining health is consumed instead, up to a maximum. Ignite stacks consumed this way deal more damage (multiplicative with other modifiers) per point of intelligence.
    Solar Rush3
    • Speed and Range +7% per point
    You travel faster and further with Flame Rush.
    Blazeborn5
    • Damage +6% per point
    • Area +12% per point
    Flame Rush deals more damage (multiplicative with other modifiers) in a larger area.
    Gas Powered1
    • Area +75%
    • Double Crit Chance
    Whenever you pass through a Frost Wall during Flame Rush it causes the explosion to deal damage in a much larger area and its chance to critically hit is doubled.
    Ember Wake1
    • Rune Embers During Flame Rush
    • Maximum Rune Embers 15
    • Fire Rune Embers While Not In Flame Rush
    Every 0.4 seconds during Flame Rush you create a Rune Ember, up to a maximum. Every 0.25 seconds while not in Flame Rush you fire a Rune Ember at a nearby enemy if you have any.
    Flaring Coals4
    • Rune Ember Damage +15% per point
    Rune Embers deal more damage (multiplicative with other modifiers).
    Living Embers3
    • Additional Rune Embers On Cast +1 per point
    Casting Flame Rush creates additional Rune Embers.
    Keen Ignition1
    • Rune Embers Pierce
    Rune Embers now pierce enemies.
    Signet of Ash4
    • Rune Ember On Kill +10% per point
    • Rune Ember Frequency During Flame Rush +25% per point
    You now have a chance to create a Rune Ember on kill during Flame Rush and you create Rune Embers faster during Flame Rush.
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