Sharr by Tranndil

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Sharr

By: Tranndil
Last Updated: Jun 10, 2015
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Sharr

Wizard

Magic-users hail from academies throughout Sanctuary – from Xiansai to Caldeum – bearing monikers like "sorcerer" and "mage," but those who would refer to themselves with the derogatory epithet "wizard" are as similar to their fellow spellcasters as a lion is to a kitten. Wizards and sorcerers both wield the hidden mysteries of the arcane; there, the commonalities end.
Wizards are known for a number of qualities: not only rebelliousness and flair, but also disdain for the endless lessons and prattling about caution and safety that echo from academic schools of magic. Wizards’ superior attitudes seem to stem from their natural talent – their ability to wrestle the ambient force of magic into submission and direct it to their ends by will and instinct. Any accidents that might occur due to their lack of finesse are unfortunate…but that rarely stops wizards from indulging in their unstable power.
If they can only master their double-edged gift and avoid destroying themselves, these upstart arcane prodigies may be able to finally reach the destiny that they see on the horizon.

Combat Trait

1
INFINITE POWER
Passive: When any of your attacking abilities hits the enemy hero, you gain amount of mana equal to the cost of used ability.

Primary Abilities

1
Arcane Orbs
Cooldown: 10 secounds
Mana: 60

Your next three Basic Attacks turn into magic globes, that explode on contact dealing 50 (+10 per level) damage.
2
Mirror Image
Cooldown: 20 secounds
Mana: 80

Summons 2 illusionary copies of yourself. They attack the same target as original with same attack power and using same abilities. Copies can't use heroic abilities. They last for 5 secounds and disappear, when get any damage.
3
Chain lightning
Cooldown: 13 secounds
Mana: 70

Deals 80 (+20 per level) damage to target enemy. Then it jumps to additional enamy dealing 60 (+16 per level) damage.

Heroic Abilities

1
Disintegrate
Cooldown: 80 secounds
Mana: 100 

Become Unstoppable and channel a beam of pure energy, dealing 100 (+20 per level) damage per secound. Beam hits the first target on the way and has unlimited distance. Disintegrate lasts for 5 secounds. The direction of the beam changes with your mose cursor position.
2
Implosion
Cooldown: 90 secounds
Mana: 100

Creates on target enemy an imploding ball. It pulls other enemies to itself and after 4 secounds it deals 280 (+60 per level) area damage.

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