Spells
Blizzard
Blizzard is THE defining spell for an Archmage. It is your source of income and destroys troops by the dozen. When I use blizzard, I have no problem with destroying some of my team's units, as long as the enemy units killed give me more gold than I would have lost on my troops. Blizzard is only 10% effective against buildings, but is a great hero killing spell if you know how to anticipate a hero's path. Blizzard always costs 150 mana to cast and has no maximum damage cap.
Level | DMG/Wave | Cooldown | Mana | Area | Range |
---|---|---|---|---|---|
1 | 40 dmg x 5 waves | 6 seconds | 150 | 200 AoE | 800 |
2 | 55 dmg x 5 waves | 7 seconds | 150 | 225 AoE | 800 |
3 | 70 dmg x 6 waves | 8 seconds | 150 | 250 AoE | 800 |
4 | 85 dmg x 6 waves | 9 seconds | 150 | 275 AoE | 800 |
5 | 100 dmg x 8 waves | 10 seconds | 150 | 300 AoE | 800 |
6 | 150 dmg x 10 waves | 11 seconds | 150 | 350 AoE | 800 |
Water Elemental
Water Elementals are useful for keeping fire off of the Archmage. This is a decent spell when you don't want to max Brilliance, but Elementals are not as scary as other summons -- it could be their big blue complexion. All water elementals cost 150 mana and last for 35 seconds and Level 3 and 4 Elementals have Fortified armor and Chaos damage.
Level | Unit(s) | Cooldown | Damage | Hitpoints | Duration |
---|---|---|---|---|---|
1 | 1 Water Elemental Lv1 | 25 seconds | 34-44 dmg | 675 Hp | 35 secs |
2 | 2 Water Elementals Lv1 | 25 seconds | 34-44 dmg | 675 Hp | 35 secs |
3 | 2 Water Elementals Lv2 | 25 seconds | 47-55 dmg | 900 Hp | 35 secs |
4 | 3 Water Elementals Lv3 | 25 seconds | 57-65 dmg | 1200 Hp | 35 secs |
5 | 3 Water Elementals Lv3 | 25 seconds | 57-65 dmg | 1200 Hp | 35 secs |
6 | 3 Water Elementals Lv4 | 15 seconds | 77-85 dmg | 1200 Hp | 35 secs |
Brilliance Aura
The Archmage himself doesn't really need this skill to be maxed out, but your allied heroes will love you for it. If you are on a team that constantly controls the center, this spell becomes less important. This aura only affects allied heroes.
Level | Regeneration | Area |
---|---|---|
1 | +0.7 mana/sec | 900 AoE |
2 | +2.7 mana/sec | 1000 AoE |
3 | +3.7 mana/sec | 1100 AoE |
4 | +5 mana/sec | 1200 AoE |
5 | +7 mana/sec | 1300 AoE |
6 | +9 mana/sec | 1400 AoE |
Mass Teleport
Mass Teleport allows you to transport the Archmage and the nearest units to any allied unit's location. This spell is excellent for breaching an enemy base, especially late game where walking through the middle will get half your army killed. Remember that it will only teleport your own units, but you can target any friendly unit with the spell.
Level | Units | Cooldown | Mana | Area |
---|---|---|---|---|
1 | 50 units | 20 seconds | 75 | 700 AoE |
2 | 100 units | 15 seconds | 20 | 800 AoE |
3 | 999 Units | 12 seconds | 1 | 900 AoE |
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