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TFT Inferno Comp Guide: Units, Items & Positioning

Learn how the TFT Inferno comp works in Set 18: breakpoints, Inferno Emblem on Draven or Ashe, items, leveling plan and when to pick each carry.

Published Updated 6 min read
In this article

The TFT Inferno comp comes with a catch if you arrived looking for "Inferno Draven": Draven is not an Inferno unit. At the Set 18 reveal his only trait was Bounty Seeker. He only counts toward Inferno if you put the Inferno Emblem on him. One Emblem guide recommends Ashe or Draven as the holders.

This guide covers what the trait does, who should carry the Emblem, what to build, and how to level and roll. For the wider picture, see our Set 18 tier list.

What the Inferno trait does

Inferno has breakpoints at 2, 3, 5 and 7 units. Its damage Burns and Wounds enemies. Burn deals a percentage of the target's max Health as true damage every second, and Wound reduces the healing they receive.

Here is what Riot's pre-launch Enchanted Wilds overview lists:

  • Inferno (2): 1% Burn.

  • Inferno (3): after combat, one shop slot that doesn't hold an Inferno champion ignites and rolls a champion one tier higher.

  • Inferno (5): ignites 2 shop slots, with 2% Burn.

  • Inferno (7): ignites 4 shop slots, with 3% Burn.

Treat the 5 and 7 numbers as launch values. Riot warned that all values in that overview were subject to change, and a listing from patch 18.5 shows 3% Burn at 5 units instead of 2%. The live figures for patch 18.6 aren't confirmed.

The real draw is the shop. Later breakpoints give earlier access to expensive, powerful units by igniting slots that roll one cost higher. That is what makes Inferno a fast-level engine.

Burn also stacks with other burn sources, so any extra burn on your board adds to Inferno's. If you don't have dedicated burn and wound items, Inferno is Riot's answer for getting both. Riot described the final breakpoint's burn as one of the most powerful in TFT's history.

Which units are Inferno?

In the comps below, Akali, Varus, Shen and Amumu are the native Inferno units. Riot's pre-launch overview lists six Inferno champions, while a patch 18.5 listing shows only five. The exact live roster isn't confirmed, so check your in-game trait panel.

Amumu already has the trait natively, so the Emblem is wasted on him. Put it on a carry who lacks Inferno.

Who holds the Inferno Emblem: Ashe or Draven?

The Ashe version should only be played with an Inferno Emblem. If it never drops, don't force that line.

There are two separate builds. Pick one and don't mix their items.

Ashe version (patch 18.6). It's a hard 4-cost Fast 8 line. When you find Ashe, give her the Emblem and Spear of Shojin. The Emblem gives her attack speed and lets her damage apply Inferno's Burn and Wound. That puts the anti-heal and the percentage burn on your main backline carry.

Draven version (patch 18.6). The top Inferno board in this version is a Fast 9 with Draven as the carry. Draven is a fair Emblem option whenever he is your main AD carry.

Which should you choose? Take Ashe when she shows up and Draven doesn't, or when you want the Fast 8 line. Take Draven when he is your main AD carry and you are aiming for the Fast 9 board.

Why Draven works (and when he doesn't)

Draven is a 5-cost whose attacks hit random enemies in range and apply a bleed. His ability throws two giant axes at the enemy with the most bleeds, consumes the stacks and instantly deals the remaining damage. Riot notes this helps finish enemies off and complete bounties.

Bounty Seeker asks you to pick one of three bounties. Easier ones give modest rewards and harder ones give much more.

In the patch 18.1 mid-patch update, his mana went from 0/120 to 0/110 and his base attack speed from 0.8 to 0.85. Riot said attack speed was already his best stat and told players to "grab those bows". We covered the original patch in our patch 18.1 breakdown.

Board and positioning

Early game

Stage 2-1 → 2-7Open with a strong AD board around Yunara, or Varus and Akali. Slam generic AD and tank items and push a win-streak.

Team 4/4
Shen2-cost · 1 starInfernoDefenderHealth 900AD 50Armor 45MR 45AS 0.65Range 1Mana 30/90Ki BarrierGrant — Shield to Shen and — Shield to a nearby damaged ally for — seconds. Both of their next — attacks gain — Attack Speed and deal — bonus magic damage.
Akali1-cost · 1 starInfernoAdaptorRavagerHealth 650AD 40Armor 35MR 35AS 0.75Range 1Mana 0/25Kunai StrikeAdaptor AD: Throw a volley of kunai at the target, dealing — physical damage. If the target is Burning, deal an additional — damage.Adaptor AP: If the Ability kills, cast it again.
Yunara2-cost · 1 starBlossomExecutionerHealth 550AD 42Armor 30MR 30AS 0.75Range 4Mana 0/35Cultivation of SpiritDash, then launch an orb at the current target that deals — physical damage and splits, dealing — physical damage to — nearby enemies.
Varus1-cost · 1 starInfernoRapidfireHealth 500AD 40Armor 25MR 25AS 0.75Range 4Mana 20/110Piercing ArrowWind up, then fire an arrow at the most enemies in line with the target. It deals — physical damage to enemies hit, reduced by — for each enemy it passes through (minimum —).

Bench

Drop a unit here to take it off the board

    Drag units, or tap one and then a hex. Traits update as you move.

    Traits

    • InfernoInferno damage Burns and Wounds enemies for 3 seconds. Inferno Burns stack with other Burns.
      (2) 1% Burn, 33% Wound
      (3) After combat, 1 of your shop slots without an Inferno champion ignites, rolling a champion one tier higher
      (5) Ignite 2 shop slots, 3% Burn
      (7) Ignite 4 shop slots, 4% Burn
      Inferno23573
    • AdaptorInnate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher.
      Adaptors gain Ability Power or Attack Damage, depending on which is higher.
      (2) 25% OR
      (3) 35% OR
      (4) 50% OR
      Adaptor2341
    • BlossomAfter combat, your Wisps are empowered.
      Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
      (3) Wisps are upgraded, 12% AD AP
      (5) Wisps are in every shop, 30% AD AP
      (7) Gain 4 gold after buying a Wisp, 50% AD AP
      (9) You can buy 2 Wisps per round, 55% AD AP
      (11) Wisps overflow with power, 100% AD AP
      Blossom3579111
    • DefenderYour team gains 12 Armor and Magic Resist. Defenders gain more.
      (2) 25
      (4) 60
      (6) 115
      Defender2461
    • Executioner(2) Executioners gain Precision and 15% Critical Strike Chance.
      (3) Additionally, enemies bleed for 25% bonus true damage over 3 seconds.
      (4) Bleed damage increased to 35%.
      Executioner2341
    • RapidfireYour team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
      (2) +—% AS per Attack
      (3) +—% AS per Attack
      (4) +—% AS per Attack
      (5) +—% AS per Attack
      Rapidfire23451
    • RavagerRavagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
      (2) 12% Bonus Damage
      (4) 25% Bonus Damage
      (6) 40% Bonus Damage
      Ravager2461

    The early board is built around four units: Shen, Akali, Yunara and Varus. Shen, Akali and Varus are Inferno units, so Inferno (3) is within reach early. By the mid-game you hold Amumu, Vi and Scuttlecrab alongside that core, which keeps the Inferno count growing while you level.

    At level 9 there are two versions. Both keep the native Inferno units (Amumu, Shen, Akali and Varus) alongside Vi, Lillia and Sivir. One adds Ashe and Tristana with the Emblem on Ashe. The other adds Draven and Ashe with the Emblem on Draven. Four native Inferno units plus the Emblem holder gets you to the 5 Inferno breakpoint. In the Ashe version, Tristana is the unit you can play before Ashe shows up. Once you find Ashe, she becomes the Emblem holder.

    Draven's attacks hit random enemies in range, which means you don't control who he hits. As general advice, keep your backline carry protected behind your frontline.

    If you'd rather run a sturdier board, you can play more frontline, such as 4 Juggernaut, instead of 7 Inferno or Hunter.

    Items and Emblem

    Draven5-costBounty SeekerHealth 900AD 48Armor 45MR 45AS 0.85Range 6Mana 0/110Whirling DeathPassive: Attacks target random enemies in range and apply a bleed that deals — physical damage over — seconds. Every attack has a — chance to deal — bonus physical damage and apply — bleeds instead.Active: Throw two giant axes towards the enemy with the most bleeds. Deal — physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing — physical damage to enemies hit. If no enemies are hit refund — of mana spent.

    Draven

    Damage

    Main build

    • Guinsoo's RagebladeGain 7% stacking Attack Speed every second.Recipe: Recurve Bow + Needlessly Large RodGuinsoo's RagebladeRecurve BowAS +10% Attack SpeedNeedlessly Large RodAP +10 Ability Power
    • Kraken's FuryAttacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.Recipe: Recurve Bow + Negatron CloakKraken's FuryRecurve BowAS +10% Attack SpeedNegatron CloakMR +20 Magic Resist
    • Inferno EmblemRecipe: Spatula + Recurve BowInferno EmblemSpatulaAfter 6 rounds, gain a Spatula.Recurve BowAS +10% Attack Speed

    Alternatives

    • DeathbladePerfect peace and calm for the holder - and all who face it.
      @TFTUnitProperty.:TFT_Augment_TragicalBlade_TRAKey@
      Recipe: B.F. Sword + B.F. Sword
      Guinsoo's RagebladeGain 7% stacking Attack Speed every second.Recipe: Recurve Bow + Needlessly Large RodKraken's FuryAttacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.Recipe: Recurve Bow + Negatron Cloak
    Ashe5-costBlossomHunterHealth 900AD 75Armor 45MR 45AS 0.8Range 6Mana 0/80Spirit RiftFire an arrow through the most enemies in a line that deals — physical damage, reduced by — per enemy hit (minimum —). If no enemies are hit refund — of mana spent.The arrow leaves a trail for — seconds that deals — + — max Health physical damage per second to enemies within and —% Slows them.Slow: Reduce Attack Speed

    Ashe

    Damage

    Main build

    • Inferno EmblemRecipe: Spatula + Recurve BowInferno EmblemSpatulaAfter 6 rounds, gain a Spatula.Recurve BowAS +10% Attack Speed
    • Spear of ShojinAttacks grant 5 bonus Mana.Recipe: Tear Of The Goddess + B.F. SwordSpear of ShojinTear Of The GoddessB.F. SwordAD +10 Attack Damage

    Alternatives

    • Inferno EmblemRecipe: Spatula + Recurve BowSpear of ShojinAttacks grant 5 bonus Mana.Recipe: Tear Of The Goddess + B.F. SwordGuinsoo's RagebladeGain 7% stacking Attack Speed every second.Recipe: Recurve Bow + Needlessly Large Rod
    Maokai5-costOld GrowthJuggernautHealth 1150AD 80Armor 60MR 60AS 0.65Range 1Mana 30/100Sow the SeedsPassive: After every — damage blocked, a sapling jumps towards a nearby enemy and deals — magic damage. On death, — saplings jump out.Active: Deal — magic damage to target and restore — + — missing Health.

    Maokai

    Tank

    Main build

    • Gargoyle StoneplateGain 10 Armor and 10 Magic Resist for each enemy targeting the holder.Recipe: Chain Vest + Negatron CloakGargoyle StoneplateChain VestArmor +20 ArmorNegatron CloakMR +20 Magic Resist
    • Spirit VisageRegenerate 2% of missing Health each second.Recipe: Giant's Belt + Tear Of The GoddessSpirit VisageGiant's BeltHP +150 HealthTear Of The Goddess
    • Warmog's ArmorGain 18% max Health.Recipe: Giant's Belt + Giant's BeltWarmog's ArmorGiant's BeltHP +150 HealthGiant's BeltHP +150 Health

    Here is the reasoning behind each build.

    • Draven: the Inferno Emblem, plus Guinsoo's Rageblade as an attack-speed pick. That second part is our analysis: attack speed is his best stat, so it fits. Treat it as a starting point rather than a locked build.

    • Draven (Elderwood variant): Deathblade, Guinsoo's Rageblade and Kraken's Fury. This is the build for the Elderwood board, not the Emblem build above.

    • Ashe: Inferno Emblem and Spear of Shojin.

    • Maokai (Elderwood variant): Gargoyle Stoneplate, Spirit Visage and Warmog's Armor. He is the big-HP tank who deals more damage as he takes it.

    Burn's percentage-of-max-HP true damage is what wears down tanks, so extra burn sources are always welcome on top of Inferno.

    Give Sivir and Amumu whatever completed items fit your components.

    Augments

    Also good

    • Flame OnYour 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.Flame OnYour 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.

    Augment picks for this comp haven't been confirmed, so there is no specific recommendation we can stand behind here.

    Economy, leveling and rolldown

    Target level by stage

    1. 3-2Level 6
    2. 3-5Level 7
    3. 4-1Level 8
    4. 5-1Level 9

    Positioning

    • Keep Draven and Ashe in the back line, protected by Juggernauts and tanks in the front.
    • Draven's axes hit the enemy with the most bleeds, so keep him alive to finish enemies off.

    Economy

    • Build the econ and the AD opener together, and slam generic AD and tank items to hold a win-streak.
    • Hold your Inferno units through Stage 3 instead of selling them for a different line.

    Rolldown

    • Level to 8 in Stage 4 and roll for 5 Inferno plus Sivir, Vi, Lillia and Hunter.
    • Play Tristana until you find Ashe, then give her the Inferno Emblem and Spear of Shojin.

    Here is what to do at each stage.

    Stage 2. Open with a strong AD board, preferably around Yunara, and slam generic AD and tank items to win-streak. You can also build around 2-star Varus or Akali with AD items.

    Stage 3. Level up and add more Juggernauts and Executioners, and hold Inferno units along the way. Playing 3 Inferno for shop high rolls is also an option, since Inferno 3 is where ignited shops start.

    Stage 4. Roll at level 8 for 5 Inferno, with Sivir, Vi, Lillia and a Hunter. On the Draven version, the end goal is the Fast 9 board. If you go Elderwood on the Draven board, Riot calls it a summon trait with a positioning puzzle. Patch 18.6 cut Elderwood (9)'s HP bonus from 25% to 10%, so don't build around the top breakpoint.

    The patch 18.6 mid-patch updates were bug fixes and client-side improvements only. This is a Set 18 line, so it runs out when Set 19 arrives with patch 19.1. The notes don't give a date.

    Final tips

    • No Emblem, no Ashe comp. Don't force that line without one.

    • Hold your Inferno units while leveling. The ignited shops pay off once you reach 5.

    • Extra burn on your board stacks with Inferno's, so take it when it comes.

    If you want a second pair of eyes on your rolldowns, our TFT Coach service can help you refine the timing.

    Sources & Methodology

    Recommendations reflect patch 18.1, 18.5, 18.6, mid lane, August 31st, Elderwood, Inferno Fast 9 (situational X tier), Stage 2, Stage 3, Stage 4, Fast 9, live ranked data (rank not stated), high-elo games, live data through 2026-11-08 (rank not stated), cross-checked across independent sources. Unit, trait and item details come from the game files published by CommunityDragon (patch 18.6). Data checked on November 10, 2026.