Wizard

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 Weapons | Staff, Sword (In future)

# General Description

Wizard is a playable class focused on dealing ranged Elemental damage.
Biological and magical clones of the legendary Grand Conjuror, these copies of flesh and arcane are molded into all ages, shapes and attitudes. For a Wizard, there is nothing in the world with more value than knowledge, nor is there anything else that can satisfy their thirst for more power. Obsessed with answering questions, Wizards devote their entire lives to understanding the mysterious of their universe: chief among their quests for enlightenment being the very origin of their creation. Utilizing Zet, the power of singularity, or combining the elements of Fire, Ice, Lightning and Time into conjurations of great wrath and power, Wizards are powerful beings on an endless march for insight and power. Do not get in their way.

## Resource

Wizards have investigated the enigma of Mana for aeons. While mystery stands still for many, a wise Wizard will always remember that is it the manifestation of pure willpower. Most of your abilities cost mana that you regenerate over time. While some abilities generate mana, some will reduce the mana you spend on them.

Updated 30-06-2020 by OneShoT

## Class Passive

 Mana Shield - Mana spending abilities grant you a shield that absorbs 20 % of the damage done. Lasts 4 seconds and stacks up to 20 % of your health.

## Baseline Abilities Info

 Teleport - Teleports you up to 20 meters forward, removing all movement impairing effects. | Cooldown: 15 seconds

 Flash Freeze - Deals 30 Frost damage and freezes the enemies hit for 3,5 sec. If this effect is removed early, the cooldown is reduced by up to 4 sec. | Cooldown: 16 seconds

 Conjure Lightning - Conjures a lightning that deals 150 damage to the enemies hit and incapacitates them for 4 sec | Cooldown: 16 seconds

 Meteor Strike - Summons a meteor that lands in 1 second, dealing 200 Frost damage and knocking down the enemies hit for 1 second | Cooldown: 20 seconds

 Hurricane Wave - Sends forward a spinning hurricane that deals 10 damage to the enemies caught and sends them aloft. | Cooldown: 30 seconds

 Mana Explosion - Pushes close enemies back and grants you a full Mana Shield. Can be used while stunned with 40% reduced efficiency. | Cooldown: 24 seconds

 Draining Bolt - Deals 30 damage and restores 7 Mana if it hits an enemy | Cooldown: 0 Sec

 Ice Blast - Deals 100 Frost damage and slows the enemies hit by 30% for 3 sec. | Cooldown: 0 sec

## Ultimate Ability

 Deep Focus - Reduces Mana cost and casting time of your spells by 100% for 5 seconds. | 100% Ultimate Charge Required

## Additional Cards

Every Class has a total of 5 Points which they can spend on the class specific cards as well as the common cards combined:

## Class Specific Cards

 Glaciation - Enemies affected by  Flash Freeze will be stunned for 3 sec if they take 100 Frost damage. | Cost: 2 Points

 Lacerating Wind -  Hurricane Wave stops once it hits an enemy. | Cost: 2 Points

 Static Discharge -  Conjure Lightning deals 40% more damage and jumps to nearby enemies, losing 40% efficiency with each jump. | Cost: 2 Points

 Arctic Call - Frost damage with a 15% chance turns  Hurricane Wave into Arctic Gale that deals 150 Frost damage and slows enemies hit by 30% for 3 sec.

 Audacity - You deal up to 30% more damage to enemies, decreasing by 1% per each meter between you and the target. | Cost: 1 Point

 Cosmic Chaos -  Meteor Strike has 2 charges.| Cost: 1 Point

 Elemental Synergy - When you deal direct Elemental damage, your next attack of different element will be critical. | Cost: 1 Point

 Flame on - After 2 direct Fire hits in a row your next Fire spell will be instant, free and critical. | Cost: 1 Point

 Flow of Time - When you take more than 20% of your health in damage within 1 second, the cooldown of Teleport is instantly reset. | Cost: 1 Point

 Powershell - Increases  Mana Shield efficiency and maximum amount by 5%. | Cost: 1 Point

 Shattering - You deal critical damage to frozen targets, also, they take additional 30 damage from your every attack. | Cost: 1 Point

 Time Anomaly - Your every 10th spell causes a Time Anomaly, dealing 30 damage and slowing all enemies within 5m by 90% for 2 sec. | Cost: 1 Point

 Unstable Relocation -  Teleport causes a time leak that blasts enemies along your path, dealing 100 Frost damage and shocking them for 0.5 sec. | Cost: 1 Point

#### Replacement Cards: These will completely replace basic skills with a new one

 Blast Wave - Deals 100 Fire damage, slowing the enemies hit by 90%, tapering over 2 sec. | Cooldown: 10 seconds | Cost: 0 Points

 Fire Blast - Deals 100 Fire damage instantly and 100 additional Fire damage over 10 sec. | Cooldown: 0 seconds | Cost: 0 Points

 Ice Comet -  Meteor Strike summons an Ice Comet that deals 100 Frost damage and slows the enemies hit by 60% for 5 sec. | Cooldown: 20 seconds | Cost: 0 Points

## Common Cards (Maximum Points 5/5)

 Vitality: Increases health by 10%. |Cost: 1 Point

 Nimble: Increases movement speed by 10%. |Cost: 1 Point

 Preparation: Increases your upgrade points by 2. |Cost: 1 Point

 Fortune: Increases the chance of your procs by 50 percent. |Cost: 1 Point

## Upgrades (2 Points Per Round)

Short explanation: Upgrades can only be chosen in game. You start with 2 points and get 2 points each round. You're able to put 4 points max in each upgrade. (Stalker gets 4 points at the start of the arena match because of his passive Unfair Advantage)

 Clarity: Increases your class resource gain by 4% up to 16%.

 Resolution: Increases your ultimate energy gain by 4% up to 16%.

 Resilience: Reduces crowd control duration by 4% up to 16%.

 Adaptation: Reduces trinket cooldown by 8 seconds up to 32 seconds.

 Unbreakable: Reduces damage taken by 40 percent while below 100 health up to 400 health.

# Advanced Tips

This section dives deeper into each baseline ability and how to properly maximze their potential and presents different example builds for different matchups.

## Baseline abilities

#### What are they good for and with what should they be combined?

 Teleport - This is your main ability to get distance to melees or push in to land the killing blow. If picking the  Unstable Relocation card, you can use  Teleport to even start your cc chain by charging through the enemy and going from there.

 Flash Freeze - This is your main ability to get your big cc chains and damage pushes going. Landing this and the followup ability in order to stun the enemy is key! In 2v2 and 3v3 you mainly want to lineup your stun combo by casting  Ice Blast before using  Flash Freeze and while the projectile is flying you  Flash Freeze the enemy to get an instant stun that leaves the enemy no time to react. Starting your combo this way results in 1 global less during the stun but the stun lands reliably. Getting this combo off requires some time to learn, so dont get frustrated quickly and continue training it in matches and on the training dummies.

 Blast Wave - The low cooldown together with the 90% slow enables big burst potential. This skill is usefull if combined with  Fire Blast,  Meteor Strike and  Flame on. The standard combo here is  Fire Blast into  Blast Wave (which makes your next fire spell instant and critical) into an instant  Meteor Strike. Out of that you can follow up with  Conjure Lightning which is easy to get off on the enemy since  Meteor Strike also knocks them down.

 Conjure Lightning - This is your main off CC for the off target. Use it to get cross CC on the enemy team and enable your teammates to chain their cc on top of it. Ideally you want to line it up to hit multiple targets to maximize the CC on the enemy team which is not always possible though.

 Meteor Strike - This is usually part of your big damage rotation on the kill target. If you started your CC chain with
Ice Blast into  Flash Freeze stun and  Meteor Strike is off cd you instantly want to use it as the next global after your stun landed. The time it needs to land on the enemy makes it so that it lines up perfectly with the remaining stun duration and maximizes the CC chain. It can also be used defensively if you get low you can just cast it on yourself. That way melees attacking you either kite away to not get hit or get hit. Either way they cant do damage to you for a couple of seconds which might come in clutch for your healer to keep you alive.

 Ice Comet - This skill can be usefull when playing a frost build especially with  Glaciation and since  Ice Comet is instant you can setup your stun with  Flash Freeze into Ice Comet. Generally speaking though, it is worse than  Meteor Strike since it doesn't CC.

 Hurricane Wave - This is a very situational ability that has a lot of potential agressively as well as defensively. It can be used to make it easier for you to hit your  Conjure Lightning and start an agressive push. It also can be used to precent enemies from casting since it knocks them up in the air. Finally it can be used defensively to get melees off of you so that you can kite away and survive dangerous pushes from the enemy team

 Mana Explosion - This is your main defensive ability. If timed right, it can result in enemies missing their CC since they get knocked away from you. Also, this ability can be used while stunned which makes it the perfect button to react to suprising pressure by the enemy. Notice that you only get 60% efficiency if used while stunned, so ideally you always want to pre  Mana Explosion incoming CC to get the full value out of it.

 Draining Bolt - This is your main ability to regenerate mana. Make sure to always spam this button when low on mana and during the time you dont have your big CDs ready and have no other buttons to press.

 Ice Blast - This is your main damaging ability that also starts your CC chains most of the times. It can also be used to peel for your teammates since it slows enemies hit by it by 30% for 3 sec. If you go for the killing blow and initiated your CC chain you want to spam this button after you casted meteor. During the time when your CC abilities are on CD you can cast an  Ice Blast followed up by  Draining Bolt so that both projectiles land simultaniously on the target and you regenerate mana again. This is a very efficient way to do dmg, potentially peel for your teammates while also not getting OOM.

 Fire Blast - This skill is still your main damaging ability for big damage and unlocks the big burst potential of the fire build if casted twice in a row or used with  Blast Wave so that  Flame on triggers.

## When to use which upgrades

With the current state of upgrades you usually want to max out Resolution first and go for Resilience second.

## Frost Damage Build

 Glaciation - This is a must have in any frost build. Having stuns is mandatory to get cross CC setups on the enemy team, which is essential to get a kill eventually.

 Shattering - This card really boosts your burst potential during your setups with  Glaciation and increases your kill potential massively.

 Arctic Call - This is an agressive pick. It definitely increases your damage and especially your burst potential while also decreasing the amount of time you need to get your ult by a lot, but it makes you vulnerable since you give up a defensive card for it.

 Fortune - Another really agressive pick. It synergizes with  Arctic Call by increasing the amount of procs and therefore further increases your damage potential and decreases the amount of time to get ult.

Overall this is a very agressive build with high damage and burst potential, which means you need to be very careful when to use your  Teleport,  Hurricane Wave and  Mana Explosion.

Another upside of picking  Arctic Call is that you dont need to cast in order to land your  Glaciation stun. If you have a  Arctic Call proc ready you can use  Flash Freeze and then your  Arctic Call proc to stun an enemy or even multiple enemies.

## Frost Defensive Build

 Glaciation - This is a must have in any frost build.

 Shattering - This card really boosts your burst potential during your setups with  Glaciation and increases your kill potential massively.

 Unstable Relocation - Playing this enables you to use  Teleport to interrupt enemies while also getting away. At the same time playing Unstable Relocation enables a whole new world of possible CC and damage setups. It can be used to make a meteor hit if timed right. Cast meteor and teleport through the enemy to make it impossible for them to walk out of meteor range. Then you can use the meteor knock down to hit your  Glaciation stun or  Conjure Lightning incap. Also you can use it to close out the game by interrupting casts from healers with it. Overall its a very versatile pick that helps you offensively and defensively, but requires a lot of skill to use it to its full potential.

 Powershell - This is a purely defensive card that simply increases the amount of Mana Shield and really helps you survive if you get trained down.

## Fire Build

 Lacerating Wind - Since you have no more stun in the fire build this is a sufficient and necessary CC replacement since it is a 3 sec knock up which prevents enemies from casting or moving. Also, the damage is really high which makes it overall great to finish off healers.

 Cosmic Chaos - This is pretty straight forward. Having 2 charges of Meteor allows to always setup the standard fire combo since  Blast Wave cooldown is 10 sec and  Meteor Strike's CD is 20 sec. The standard combo is:  Fire Blast into  Blast Wave (which makes your next fire spell instant and critical) into an instant  Meteor Strike.

 Flame on - This is card is essential in any fire build, since it greatly increases your burst potential and enables more setups for CC as well, since  Meteor Strike can be instant.

 Unstable Relocation - This card enables  Teleport to be used agressively since it deals damage and therefore further increases the burst potential, while it also CCs the enemy and can be used for  Meteor Strike setups as well. Cast  Meteor Strike and instantly use  Teleport to shock the enemy so that the meteor hits more reliably.

 Blast Wave - Necessary pick in any fire build since it wouldnt even be a fire build without it.

 Fire Blast - Necessary pick in any fire build since it wouldnt even be a fire build without it.

This build is based around quick and short burst setups mostly but also has a massive, around 8 sec CC chain with massive damage. It uses pretty much every single cooldown and is really hard to pull off mid game but can be used as a very agressive opener. You wanna start with  Hurricane Wave into double  Fire Blast then instant  Meteor Strike into  Conjure Lightning into  Meteor Strike into  Fire Blast into  Blast Wave into instant  Fire Blast. Additionally you can follow that up by  Teleport for even more burst.

## Considerable Choices

### Different builds may be better for certain situations obviously, so here are a few cards that might be good in specific matchups or for certain play styles:

 Static Discharge - This card might be good in 3v3 since you can stun the whole team with one spell and create big setups out of it. Note that it is important that the targets stand close to each other so it might only consistantly work to get triple incaps vs teams with at least 1 melee. If you cant consitantly get at least double incaps it is definetely not worth the 2 points.

 Audacity - really strong vs melees if they go on you a lot. Not worth taking vs double ranged classes. Notice that you dont want to kite away to get your setups since you loose damage the further you are away. With that in mind it probably works best in an instant build, so either a fire build where you can get huge instant  Meteor Strikes or in a frost build with  Ice Comet.

 Flow of Time - This card is probably only worth it in 3v3, since in 1v1 and 2v2 taking 400 damage in 1 second happens rarely. In 3v3 it might happen a lot more fequently and therefore enables you to either kite more or even push in agressively more often.

# Matchups (Easy, Medium, Hard, Very Hard, Extreme)

This section provides an overview on what to look out for vs each class if you face them in 1v1, 2v2 or 3v3, as well as tips and tricks how to best counterplay against them.

### Cleric

* **General tips**:

- Cleric has a shield on a 10 second CD. Do not do big damage into the shield, rather use  Draining Bolt while shield is up to regenerate mana.

- Do not CC a player if he stands in a white circle, since this is Clerics Sanctuary that lasts 6 sec and people in it can not be CCed.

- Try and always CC Lightform, which is active when the Cleric is all shiny white.

* **Advanced tips**:

- Knock Downs and Knock Ups actually work in Sanctuary, so in case a Cleric uses Lightfrom in Sanctuary you can still CC it with  Meteor Strike or  Hurricane Wave.

### Judicator

* **General tips**:

- Do not hit big damage into Avenging Flames since it reduces the damage by 20% and reflects that damage back to you.

* **Advanced tips**:

### **Wizard**

* **General tips**:

- Versus other Wizards you want to make sure to interrupt as many stups as possible by using  Teleport to either interrupt a spell if you also play  Unstable Relocation or to get out of  Flash Freeze or  Hurricane Wave to interrupt a cast.

* **Advanced tips**:

-  Mana Explosion can also be used to interrupt casts but is harder to do since you need to be close enough. To get close but not waste time running at the wizard you can interrupt the first cast with  Teleport and teleport in and then stay on top of him to interrupt the next cast with  Mana Explosion. In order to do so you need to be at the right distance so that you don't overshoot or don't even hit at all with  Teleport.

### Beastmaster

* **General tips**:

- A lot of the damage comes from the pet, so make sure to cast as many spells as possible to get the most out of  Mana Shield.

- Beastmaster only has one mobility skill to get out of  Hurricane Wave or to avoid  Flash Freeze. Bait the mobility and do your CC afterwards to hit it reliably.

* **Advanced tips**:

### Witch

* **General tips**:

- You always want to be as far away as possible so that the Witch can never fear you.

- Use  Teleport to kite out of Wichtes Ward of Malevos.

- Use  Mana Explosion pretty much on CD if the Witch attacks you to reduce the DOT Damage as much as possible.

* **Advanced tips**:

- Ideally you want to cast as many spells as possible to get as many  Mana Shields as possible and reduce the DOT Damage as much as possible.

### Ranger

* **General tips**:

- Rangers damage increases by 0.5% per meter he is away from his target, so you want to make sure that you stand as close to him as possible to reduce the damage. Standing far away and making it hard for him to hit is not a valid option since you need to cast a lot and are easy to hit even over long range.

- Rangers only have Evasion to avoid your casts. Bait out Evasion before doing your full CC chain.

* **Advanced tips**:

### Stalker

* **General tips**:

- Keep  Mana Explosion for their stun and trinket for their ultimate ability  Garrote.

- Playing a forst build with  Flash Freeze allows for easy setups if the Stalker used Roll and Poison Vial. If Roll and Poison Vial are on CD you can use  Flash Freeze into  Ice Blast spam for big damage. If you don't know if Poison Vial is on CD or not you should use the  Ice Blast into  Flash Freeze combo to get the stun off reliably.

* **Advanced tips**:

- If timed properly the knockback of  Mana Explosion can make Stalkers miss their stun out of stealth, but it is really hard to predict since you need to anticipate when the Stalker wants to open on you. If used too early the Stalker can just wait  Mana Explosion out in Stalk and you wasted it.

### Naturalist

* **General tips**:

- Naturalist has a ton of mobility and constantly HOTs on himself. It is really hard to get setups because of the mobility and he usually doesn't die in a setup because of the HOTs. Naturalists are usually no kill target and you just want to off CC him with  Conjure Lightning.

* **Advanced tips**:

-  Hurricane Wave is a nice tool that you can use on the naturalist when the kill target is low. Naturalists have a hard time catching up with healing since most heals are HOTs and need to hard cast to catch up, which is not possible if knocked up by  Hurricane Wave.

### Exile

* **General tips**:

- Exiles have a ton of mobility and Wind Burst which reflects CC if hit into it. Make sure to never use CC if Wind Burst is off CD.

- Exiles have Karma, which returns all debuffs to the caster. Make sure to use the  Ice Blast into  Flash Freeze combo to get the setup reliably since the Exile could just karma your  Flash Freeze.

- Wind Burst does not reflect  Hurricane Wave nor  Meteor Strike

* **Advanced tips**:

- Since Karma has a long CD you could intentionally use  Flash Freeze first and start casting  Ice Blast to bait Karma and wait for the next setup to do big damage.

### Warrior

* **General tips**:

- Always kite out of Warriors Banner, and do not CC immediatly into it if it is placed, since it removes CC and a Warrior can actually pre Banner your CC.

- Make sure that Warrior has no Reflect available before you are casting your  Flash Freeze into  Ice Blast combo, first try and bait reflect with  Ice Blast. If you use  Flash Freeze and a Warrior still has Reflect still up bait it with a canceled  Ice Blast cast.

- Because of Reflect the  Ice Blast into  Flash Freeze combo is not as useful since Warriors can only reflect your  Ice Blast anyway.

- Warriors can not reflect  Conjure Lightning,  Meteor Strike or  Hurricane Wave.

* **Advanced tips**:

## References

1. ↑ Zeal Official Site This description is from the official site.

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