Wizard by Dair

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Wizard

By: Dair
Last Updated: May 21, 2015
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Wizard

Arcane Prodigy

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
Familiar
Passive: The Familiar blocks 1 Hero Basic Attack every 5 seconds, reducing the damage by 50%

Active: Grant yourself 100 Mana over 5 seconds. Has a 20 seconds cooldown.

Primary Abilities

1
Arcane Orb
Cooldown: 6 Seconds
Cost: 65 Mana


Launchs an orb at target area that explodes on contact, dealing 100(+15/level) damage.
2
Magic Weapon
Cooldown: 10 seconds
Cost: 80 Mana


Improve target ally, increasing Basic Attack damage by 25% and Attack Speed by 10%. Last 4 seconds.
3
Energy Armor
Cooldown: 10 seconds
Cost: 80 Mana

Improve target ally, providing an armor that when receives an attack that would deal more than 20% of their maximum Health, instead deals 20% of their maximum Health. Last 4 seconds.

Secondary Abilities

1
Desintegration Wave [During Arcane Archon]
Cooldown: 6 seconds
Cost: 15 per second

Channel a beam of Arcane Magic on an enemy unit dealing 150(+10/level) damage per second. The cooldown begins at the end of the channel.
2
Arcane Blast [During Arcane Archon]
Cooldown: 6 seconds
Cost: No cost

Deals 250(+15/level) damage to nearby enemies.
3
Slow Time [During Arcane Archon]
Cooldown: 7 seconds
Cost: No cost

Slow time in an area to a near standstill, applying a 25% Movement Speed slow to enemies and reducing is Attack Speed by 20%. Last 4 seconds

Heroic Abilities

1
Black Hole
Cooldown: 80 seconds
Cost: 100 Mana

Pull enemies into the center of the Target area dealing 300(+10/level) damage per second. Last 2 seconds.
2
Arcane Archon
Cooldown: 120 seconds
Cost: 100 Mana

Transform into an Arcane Archon. The Arcane Archon has increased Damage but reduce his range at melee and uses different Abilities. Lasts 20 seconds.

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