CurrentSlayer
PreviousNoviceDemon WhispererChaotic Archmage
Lvl: 5
SpaceLeap
CD: 8 sec
Range: 8
Summon an earth spirit to dig a hole to teleport you to another location within 8 meters
Lvl: 1
Attack
Combine the strength of devil spells and god spells to form a chaotic power. The wizard may choose two magic spells to combine and release. The skills must be learned first to use the corresponding Compound Magic. Selected skills can't be replaced during CD
Lvl: 4
Passive
All Compound Magic's CD time is shortened by 2 seconds
Lvl: 10
Attack
Magic
CD: 4 sec
Skill Delay: 1 sec
Range: 6
Cast Time: 8
Summon a tornado in the designated area, dealing Wind M. DMG of M. ATK * 1680% to all enemy units within range. This skill can be released in the Earth Realm or Fire Rain.
Lvl: 10
Attack
Magic
CD: 1.5 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 15
A spell cast by the Overlord Strength. Draw a pentacle to summon thunder strikes within a designated area, inflicting Wind Magic DMG of M.ATK *2400% on all enemy units within range.
Lvl: 5
Passive
After using Earth Spirit Path, your Move SPD +30% for 3 seconds
Lvl: 10
Buff
CD: 40 sec
Skill Delay: 1 sec
Cast Time: 5
For wind, earth, water, fire, and ghost attacks, exclude the elemental attribute with the highest value and increase other elemental attributes by their attribute value difference *100% for 15 seconds
Lvl: 5
Passive
[Element Balance] Skill CD -10 seconds
Lvl: 5
Passive
Standing in the range of [Fire Pillar], [Flame Guardian] will continuously be added on you. M.DMG as 5 of M.Atk can be absorbed. [Flame Guardian] lasts for 2 seconds
Lvl: 3
Passive
After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.
Lvl: 5
Passive
The effect of [Fire Guardian] absorbing DMG increased by 50%
Lvl: 5
Buff
CD: 20 sec
Skill Delay: 1 sec
Cast Time: 5
Fixed Cast Time: 0.3
After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.
Lvl: 5
Passive
[Fire Pillar] DMG +30%
Lvl: 5
Passive
While using the Power of Gold Demon King gain 1%%M.Pen. for every6%HP lost
Lvl: 10
Slayer
Magic
CD: 25 sec
Range: 4
Lock the wizard and a single enemy unit up (unable to perform other operations) and chant for 5 seconds. While casting, the wizard is immune to all controls and interrupting effects. After the chant, deal actual Magic DMG of M.ATK *1500% to the enemy target. If the damage results in death, refresh the skill's CD at once. Otherwise, the wizard dies. The skill defies the Death Resist effect.
Lvl: 10
Attack
Magic
CD: 4.5 sec
Skill Delay: 1.5 sec
Range: 5
Cast Time: 8
Fixed Cast Time: 0.2
Summon a Jellyfish within the designated area, inflicting Water Magic DMG of M.ATK *1080% per second on all enemy units within range for 20 seconds. Up to 2 Jellyfishs can exist at the same time. The skill also has all Quicksand Vortex related bonuses
Lvl: 5
Passive
Enemy units within the Jellyfish Summoning range have a 100% chance of losing Max HP while moving (Invalid for monsters)
Lvl: 5
Passive
Magic Wind deals extra 60% DMG to enemy units within the Earth Element Field or Jellyfish Summoning range
Lvl: 5
Buff
CD: 16 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 8
Designates an enemy and the surrounding enemies within 4m to make their next skill invalid and enter CD automatically and additionally increases the Cooldown Time of this skill by 8 second(s). The skill effect lasts 12 second(s).
Lvl: 8
Passive
Supreme Lightning Bolt Array has a 80% chance of triggering Lightning Bolt Smash after hitting the enemy
Lvl: 10
Buff
CD: 45 sec
The wizard temporarily receives the Gold Demon King Strength, becoming immune to death for 8 seconds and increasing M.Pen. by 30%. However, at the end of the effect, the wizard will be stunned for 5 seconds
Lvl: 10
Passive
When a wizard releases an offensive skill, there's a 25% chance of skipping skill CD and delay
Lvl: 5
Buff
CD: 5 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 10
Reduce a specified enemy unit's Max HP by 20%. If the target is within the Jellyfish Summoning range, reduce extra 20% of Max HP for 20 seconds. Invalid for MVP/Mini
Lvl: 1
Attack
Magic
Range: 6
Deals (M.Atk100%) M.Dmg to the target


[Spell Crit] - auto attacks have a 5% chance to trigger Spell Crit, dealing +10%% damage (Luck increases Crit Rate)

[Auto Attack Igniting] - Using Flame Heart allows auto attacks to trigger [Alight] as well

Runes


[Energy Coat] +(20 ~ 200) extra points of Def.

[Energy Coat] +(1% ~ 10%) extra Def.

[Stasis] Fixed Cast Time (-0.1 ~ -0.6) secs.

Target loses (-1 ~ -100) SP each sec during [Stasis].

[Storm Gust] Fixed Cast Time (-0.1 ~ -2) secs.

[Storm Gust] skill delay (-0.1 ~ -2) secs.

[Storm Gust] Dmg +(1% ~ 30%).

[White Imprison] success rate +(10% ~ 30%).

[White Imprison] makes the target lose (1% ~ 5%) of Max SP every second.

[White Imprison] forces the target's armor to become Ghost type.

[White Barrier] Move Spd Deduction decreases by (10% ~ 30%).

Recover (1% ~ 5%) max SP each second under [White Barrier] status.

Remove all chants under [White Barrier] status.

[Chain Lightning] Dmg +(1% ~ 30%).

When casting an Auto Attack, there’s a (1% ~ 15%) chance of using [Chain Lightning] Lv.10 automatically.

Jumps of [Chain Lightning] no longer increase damage. Damage dealt to all targets depends on the max number of jumps.

[Tetra Vortex] deals an extra (1% ~ 30%) Dmg to targets with the armor Element other than Wind, Earth, Water and Fire.

[Tetra Vortex] apply Burn, Freezing, Stun or Bleed status ignoring Immunity. (Non-effective against MVP/MINI)

Every 5 seconds, the next auto attack will automatically trigger [Tetra Vortex] Lv. 10

[Quicksand Vortex] DMG +(1% ~ 30%)

[Quicksand Vortex] has a (1% ~ 20%) chance of adding [Water Asphyxia]

[Water Asphyxia] reduces the same percentage of Max SP

[Fire Pillar] DMG +(1% ~ 30%)

[Fire Guardian] DMG Absorption +(1% ~ 30%)

[Flame Guardian] can absorb all DMG and cannot be dispelled