Valir is a control Mage who wins space before he wins damage trades. Burst Fireball stacks Ablaze and slows the approach, Searing Torrent ejects divers, and Vengeance Flame turns dangerous control into a chance to reposition and cast four enhanced spells.


Valir's skills apply a stack of Ablaze to enemies hit, dealing them Magic Damage equal to 1 (+0.2% Total Magic Power)% of their Max HP per second for 3s. At 3 stacks, the fire detonates, dealing Magic Damage equal to 5 (+1% Total Magic Power)% of the target's Max HP and stunning them for 1s (a target can only be stunned by Valir's skills once every 7s).
Use: Keep landing spells to stack Ablaze, then use the stun window to reset spacing. Why: Three stacks detonate for Max-HP damage and a one-second stun. Avoid: Do not waste both fireball charges into a target that can leave the lane before the third stack.


Valir launches a fireball that explodes upon hitting the first target, dealing 235 (+80% Total Magic Power) Magic Damage and slowing them by 30% for 1s. The flame on the ground explodes after 1s, dealing 118 (+40% Total Magic Power) Magic Damage. Valir recharges 1 fireball every 9s (up to 2 charges). Hitting an enemy hero or legend creep with this skill immediately restores 1 charge, while hitting a minion restores 4s of the recharge time. Vengeance Flame: Increases the cast range of Burst Fireball by 30%.
Use: Aim at heroes or large creeps to restore a charge, and use the ground explosion to cover the retreat path. Why: The direct hit slows, the delayed flame adds another damage instance, and Vengeance Flame extends its range. Avoid: Do not throw through a minion wave when the minion will intercept the projectile before the intended hero.


Valir unleashes a torrent of flames in the target direction, dealing 200 (+60% Total Magic Power) Magic Damage and knocking them back to the end of its path. Vengeance Flame: The torrent forms a firewall at the end of its path that lasts 4s, dealing 100 (+30% Total Magic Power) Magic Damage to nearby enemies every 1s. Enemies hit by the torrent or the firewall are slowed by 25% for 1s.
Use: Hold Searing Torrent for divers or a chokepoint instead of spending it as casual poke. Why: The knockback creates space, while the enhanced firewall keeps slowing and damaging enemies that re-enter. Avoid: Do not cast too early against a dash hero; wait until the enemy commits to a predictable landing point.


Valir removes all debuffs on himself and gains 40% Movement Speed that decays over 3s. Meanwhile, he conjures 4 Vengeance Flames that enhance Burst Fireball and Searing Torrent for 9s.
Use: Activate after dangerous control lands or before a decisive fight that needs four enhanced casts. Why: It removes debuffs, grants decaying movement speed, and upgrades both active skills for nine seconds. Avoid: Do not use it only for movement when the enemy still holds the control effect that can end the fight.

Upgrade Skill 1 at Level 1 and prioritize upgrading Skill 1 with Skill 2 as backup. Upgrade the Ultimate whenever it is available. Keep one Burst Fireball charge when the opposing diver is missing; an available slow and Ablaze stack is often worth more than a little extra wave damage.





In teamfights, activate Valir's Ultimate to enhance his skills, then blast the enemy with his 1st Skill. If the enemy tries to get close, use his 2nd Skill to push them away, and hit them with his 1st Skill for high damage.



In the laning phase, harass enemies with Valir's 1st Skill until their HP is low, then cast his 2nd Skill to push them back and follow up immediately with his 1st Skill for burst damage.
Use Burst Fireball to clear and threaten the enemy at the same time, but respect minion interception. The strongest lane pattern hits a hero or large creep to recover the charge, then uses the delayed flame to deny the return path. Rotate only after the wave is stable.
Stand behind the first engager and turn jungle entrances into no-go zones. Let Glowing Wand and Ice Queen Wand stretch each hit into burn and slow pressure. When an Assassin commits, Searing Torrent should push the threat away from both Valir and the nearest carry.
Protect the narrow route that leads to the back line rather than chasing a low target through fog. Save Vengeance Flame for decisive control and keep Flicker available when a diver can cross Searing Torrent. Divine Glaive becomes more important once frontliners add Magic Defense.
Use Mage Emblem with Inspire, Bargain Hunter, and Impure Rage. Inspire improves cooldown access, Bargain Hunter accelerates the control-item curve, and Impure Rage adds adaptive damage while helping Valir sustain repeated casts. Flicker is the safest default because it corrects positioning instantly. Sprint is a useful alternative when the main threat is a long chase rather than one sudden engage.
Builds 1 and 5 share the Magic Shoes, Glowing Wand, Ice Queen Wand, Wishing Lantern, Divine Glaive, and Blood Wings route. Build 2 inserts Enchanted Talisman for mana and cooldown stability. Build 3 uses Genius Wand against low-to-medium Magic Defense, while Build 4 adds Brute Force Breastplate when physical dive pressure is the main problem.
These five current in-game builds were observed on August 12, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Magic Shoes | Glowing Wand | Ice Queen Wand | Wishing Lantern | Divine Glaive | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Magic Shoes | Glowing Wand | Enchanted Talisman | Ice Queen Wand | Divine Glaive | Wishing Lantern |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Magic Shoes | Glowing Wand | Ice Queen Wand | Wishing Lantern | Genius Wand | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Magic Shoes | Glowing Wand | Ice Queen Wand | Wishing Lantern | Brute Force Breastplate | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Magic Shoes | Glowing Wand | Ice Queen Wand | Wishing Lantern | Divine Glaive | Blood Wings |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Magic Shoes | Movement speed and cooldown reduction for more frequent zoning and self-peel. | Default when cooldown access matters; switch boots only when a specific defense or mana problem is more urgent. |
Glowing Wand | Magic power, HP, movement speed, a burn effect, and healing/shield reduction. | Buy early into sustain or high-HP teams; delay it only when immediate mana stability is the larger problem. |
Ice Queen Wand | Magic power, spell vamp, movement speed, and stacking slow after skill damage. | Core for kiting frontliners and keeping enemies inside follow-up fire zones. |
Wishing Lantern | Magic power, mana, cooldown reduction, and extra damage after sustained magic hits. | Strong after the slowing core when repeated spell damage can reach its trigger threshold. |
Divine Glaive | Magic power and percentage Magic Penetration against defensive builds. | Move forward as soon as important targets buy meaningful Magic Defense. |
Blood Wings | A late Magic Power spike with a replenishing shield and movement speed while shielded. | Use late when raw damage, shield protection, and repositioning speed beat a utility slot. |
Enchanted Talisman | Mana regeneration and cooldown support for long wave-control sequences. | Choose for heavy wave clear and extended fights where mana and cooldown uptime decide the game. |
Genius Wand | Movement speed and flat Magic Penetration that reduces Magic Defense through repeated hits. | Add against low-to-medium Magic Defense when many hits can stack its reduction quickly. |
Brute Force Breastplate | Defensive stats and movement support when divers repeatedly reach the back line. | Take when physical dive pressure prevents Valir from holding his casting position. |
Khaleed and Yu Zhong start fights and hold attention inside Valir's damage zones. Follow their entry from a separate angle so the enemy cannot answer both threats with one control spell.
Lancelot and Fanny can avoid the first fireball and cross Valir's preferred corridor. Hold Searing Torrent for their committed landing and do not stand where a wall or minion gives them an easy route.
Balmond and Fredrinn must keep walking through slows and fire zones. Kite backward, refresh Ablaze, and avoid stepping into their control range just to finish a stack sooner.
Luo Yi can punish grouped positioning, while Rafaela can sustain and speed allies through Valir's zone. Spread before the fight and focus on controlling the route rather than expecting one burst window.
| Stat | Level 1 |
|---|---|
| HP | 2380 |
| HP Regen | 6.8 |
| Mana | 500 |
| Mana Regen | 4 |
| Physical Attack | 105 |
| Magic Power | 0 |
| Physical Defense | 17 |
| Magic Defense | 15 |
| Attack Speed | 1 |
| Attack Speed Ratio | 100% |
| Movement Speed | 250 |
These level-one values exclude equipment, Emblem, skins, and match modifiers.
Four skins showed direct purchase options in the current Shop view, while the others used Starlight, Magic Wheel, or limited-event availability labels. Recheck the current in-game skin page before spending because rotations can change.
| Skin | Availability note |
|---|---|
| Pale Flame | Purchase shown in-game |
| Shikigami Summoner | Purchase shown in-game |
| Arcane Seeker | Purchase shown in-game |
| Draconic Flame | Purchase shown in-game |
| Phoenix Ikki | Limited-time Event |
| Dictator | Starlight Member (January 2020) |
| Demonlord | Limited-time Event |
| Infernal Blaze | Magic Wheel |
| Leo Ikki | Limited-time Event |
| Kyo Kusanagi | Limited-time Event |
| Ember Gaze | Limited-time Event |
Valir trained at the Magic Academy under Gord and carried a long promise with Vale. His obsession with arcane flame led him to the Inferno of Fire, where a confrontation among Valir, Vale, and Gord aggravated the volcano. Valir survived the collapse and emerged with power that challenged both his teacher's judgment and his old friendship.
Take Burst Fireball at level one and prioritize it, with Searing Torrent second and Vengeance Flame whenever available.
Flicker is the safest default for instant repositioning. Sprint is useful when the enemy wins through a long chase rather than a single sudden engage.
Hold it for a committed diver, a narrow entrance, or a moment when the knockback can protect multiple allies. Casual poke often wastes Valir's best self-peel.
Glowing Wand is valuable because its burn and Lifebane effect pressure high-HP targets and reduce healing and shield recovery.
Bring Divine Glaive forward when priority targets stack Magic Defense. Genius Wand is stronger earlier when repeated hits can reduce low-to-medium defenses.
Valir is strongest when he refuses the enemy's preferred route. Preserve one fireball, hold the knockback, cleanse the key control, and make every approach cost time and HP. The win condition is not chasing damage; it is keeping the fight inside a corridor Valir already owns.
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