Field of Valour

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Ironjaw render

Ironjaw

  • MELEE
  • DISABLER
  • PUSHER
  • ROAMER

A melee disabler who holds ground and punishes an over-extension.

LANE PROFICIENCY
  • Safe54
  • Mid90
  • Soft Support72
Primary attributes
ATTRIBUTE BASE PER LEVEL
Force attack lethality184.0
Flow ability economy and spell power202.1
Tempo action frequency262.8
Resolve survivability253.5
Secondary stats
Attack range150 cm
Attack point0.45 s
Move speed305
Base attack time1.7 s
Lock acquisition0.28 s
Armour5.0
Magic resistance25 %

The numbers on this page are placeholder content, not authored values.

Kit

ABILITIES
  • QRift Mark

    Throws a line of iron that stops at the first enemy it meets.

    Damage70 / 125 / 180
    Duration2s / 3s / 4s
    Cooldown20s / 18s / 16s
    Cost80 / 95 / 110
  • EDusk Bloom

    Plants a mark that detonates when the target next takes damage.

    Damage90 / 145 / 200
    Duration3s / 4s / 5s
    Cooldown18s / 16s / 14s
    Cost90 / 105 / 120
  • CThorn Wake

    Pulls the ground upward, slowing everything standing on it.

    Damage110 / 165 / 220
    Duration4s / 5s / 6s
    Cooldown16s / 14s / 12s
    Cost100 / 115 / 130
  • XAsh Snare

    Drops your own health to raise your attack for a short window.

    Damage130 / 185 / 240
    Duration5s / 6s / 7s
    Cooldown14s / 12s / 10s
    Cost110 / 125 / 140
  • VSalt MarkULTIMATE

    Blinks to the last place you held a lock.

    Damage150 / 205 / 260
    Duration6s / 7s / 8s
    Cooldown12s / 10s / 8s
    Cost120 / 135 / 150
INNATE
Hunter's Eye

Keeps the last known position of a target you have locked.

ULTIMATE UPGRADE
Split Verdict

Transforms the ultimate into two buttons sharing one cooldown.

Talents

  • +30 move speed10+1s duration on Rift Mark
  • +15 armour15+18 attack speed
  • +8 attack damage20-15% respawn time
  • -2s cooldown on Rift Mark25+90 spell power

A point at each of levels 10, 15, 20 and 25, and then again at 27 to 30 — the later four take the side you passed over, so a hero at the level cap holds all eight. Both sides are always drawn: what you did not take stays visible.