Wizards are renegade spellcasters who use their bodies as vessels for arcane energy, forsaking the more careful path favored by other magic users. They manipulate all manner of forces to disintegrate, burn, and freeze their foes.
Combat Trait
1
Arcane Power
Arcane Power: MAX: 100 Regen: 5/half second while not casting.
Instead of Mana, the Wizard has "Arcane Power" that depletes quickly and recharges while the Wizard is not casting spells.
Primary Abilities
1
Ray of Frost
COST: 15 Arcane Power/sec NO COOLDOWN
Ray of Frost fires a blast of cold energy in a straight line, stopping at the first target it hits, slowing them by 20% and doing (#) damage. The Wizard can change directions while casting but cannot move.
2
Arcane Orb
COST: 25 Arcane Power COOLDOWN: 2 Seconds
Fire a whirling orb of arcane power to a target location. exploding on impact or when it reaches the end of the it's path for (#) damage. Arcane Orb ignores terrain when traveling.
3
Hydra
COST: 20 Arcane Power COOLDOWN: 10 Seconds
Spawns a three headed Hydra at target location lasting 5 seconds and dealing (#) damage to up to three targets within an area.
Secondary Abilities
1
Disintegration Wave
While in Archon Form, Ray of Frost becomes Disintegration Wave, working the same way, but dealing more damage, passing through enemies instead of stopping at the first target and no longer slows.
2
Arcane Strike
While in Archon Form, Arcane Orb is Replaced with Arcane Strike, the Wizard holds the orb instead and slams it in front of them, dealing (#) damage in a small AoE and causing a small knockback.
3
Arcane Blast
While in Archon Form, Hydra is replaced with Arcane Blast, bursting Arcane Energy from your Archon Form dealing (#) AoE damage around you.
Heroic Abilities
1
Archon
DURATION: 15 Seconds COOLDOWN: 100 Seconds
Transform into a being of pure arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, and do not cost Arcane Power.
2
Meteor
COST: 30 Arcane Power COOLDOWN: 50 Seconds
Summon a massive Meteor from the Heavens to crash down on a large area doing (#) damage on impact and leaving fire in it's wake dealing (#) damage over time for 6 seconds after impact.
STATISTICS
Health
710
Regen
1.5
Arcane Power
100
Regen
10/sec
Attack Speed
1.00 per second
Damage
42
Range
5.50
LEVEL 1 TALENTS
COLD BLOOD (Passive) Reduces the Cost of Ray of Frost to 10 Arcane Power a second.
ARCANE SIPHON (Passive) Arcane Orb's cooldown is reduced by 1 for every target hit by the explosion.
POWER HUNGRY (Passive) After picking up a Regen Globe, your next spell is free to cast. (If that spell is Ray of Frost, it does not drain Arcane Power until after 2 seconds.)
LEVEL 4 TALENTS
NUMB (Passive) Ray of Frost's slow now becomes greater the longer the target stays in the Ray. Every second the target takes damage increases the slow by 5%. Stacking up to 40%
OBLITERATION (Passive) Arcane Orb's Speed is increased by 30%
GATHERING POWER (Passive) Passively grants 5% Ability Power. Each Hero takedown increases this bonus by 2% to a maximum of 15% . This bonus Ability Power is reset to 5% on death.
ENVENOM (Active) Activate to poison an enemy Hero, dealing 179.96 (+29.92 per level) damage over 10 seconds.
LEVEL 7 TALENTS
ASTRAL PRESENCE (Passive) Increases Arcane Power by 20 and Arcane Power Regen by 2.5 per second.
BLAZING HYDRA (Passive) Hydra's attacks cause a burning effect, doing 20% of the damage done over 3 seconds, this burn stacks up to 5 times.
LINGERING ARCANE (Passive) Arcane Orb now slows targets by 40% for 4 seconds.
COLD BLOODED (Passive) Targets hit with Ray of Frost take an addition 15% damage from all other sources for 3 seconds.
HEROIC TALENTS
ARCHON (Heroic)
DURATION: 15 Seconds
COOLDOWN: 100 Seconds
Transform into a being of pure arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, and do not cost Arcane Power.
METEOR (Heroic)
COST: 30 Arcane Power
COOLDOWN: 50 Seconds
Summon a massive Meteor from the Heavens to crash down on a large area doing (#) damage on impact and leaving fire in it's wake dealing (#) damage over time for 6 seconds after impact.
LEVEL 13 TALENTS
ARCANE TRIGGER (Passive) Arcane Orb will now explode on contact with a target, but will continue to travel it's path, exploding each time it makes contact with another target until it reaches it's end.
MAMMOTH HYDRA (Passive) Hydra now summons one large Hydra that deals AoE Damage in a line and leaves an area of fire damage to anyone who travels it.
FAST HYDRA (Passive) Increases Hydra's Attack Speed by 50%
Spell Shield (Or Called Energy Armor) (Passive) Upon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 3 seconds. Can only trigger once every 30 seconds.
LEVEL 16 TALENTS
CONFLAGRATION (Passive) Enemies that are under burning effect of your attacks take an addition 15% damage from all sources.
ARCANE DYNAMO (Passive) After using 5 Basic Attacks, your next spell with have 25% increased damage. Any spell cast resets Arcane Dynamo's counter.
TELEPORT (Passive) This ability works as Bolt of The Storm butcosts 20 Arcane Power: Activate to teleport to a nearby location. Cooldown: 40 seconds.
LEVEL 20 TALENTS
IMPROVED ARCHON When casting Archon, a free Arcane Blast is cast. Furthermore Archon now lasts 25 seconds.
MOLTEN IMPACT Increases the size of Meteor by 40%, Increases Meteor damage and burn damage by 50%
REWIND Activate to reset the cooldowns of your Basic Abilities. Cooldown: 60 seconds.
UNSTABLE ANOMALY When you receive fatal damage, you heal to 30% of your maximum Life and release a shockwave that knocks enemies back and slows them by 40% for 3 seconds. This effect may occur once every 60 seconds.
Very interesting character. I want to disintegrate Nova and Zeratul
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