Aurelia

## Introduction

Aurelia is an event character, a hard bursting mage, who channels her abilities to do more damage. Due to her channeling she has a unique and fun play style, along with good burst damage and having stuns and heals at her disposal. She is primarily an Int character, and thus, maxing Int to 1.25 million is the best way to go. Even though, her Q and W state that they scale with Agi and Str respectively, each 0.02 seconds you channel converts 1% stat based damage to intx2% from her D passive, so basically all those scaling converted to Int. Once you max Int to 1.25 million, invest the rest of the points into Str.

## Spells

**Electric Shock (Q)**

* **Effect:** Discharges a bolt of electricity, dealing moderate damage
* **Damage:** AGI x 150, chance for guaranteed critical based on channel time
* **Affinity(Lightning):** 2.5% Magical Critical Chance, 10% Magical Critical Damage. Does not stack.
* **Electrocute:** Drenched targets take additional (Magical Critical Damage + 125%) x0.5 and are stunned for 2 seconds
* **Cooldown:** 8 seconds

   **Flamefront (W)**

* **Effect:** Conjures a wave of fireballs, dealing moderate damage in a cone
* **Damage:** STR x 45 per fireball, emits 1 fireball per 0.2 seconds channeled
* **Range:** 850
* **Affinity(Fire):** 7.5% Magical Damage for 10 seconds. Does not stack.
* **Smoke Mist:** Drenched units inflicted with fire will form a misty smokescreen, making enemies miss 50% of the time for 4 seconds
* **Cooldown:** 15 seconds

   **Tidal Splash (E)**

* **Effect:** Call upon the tides, dealing area of effect damage around you
* **Damage:** INT x 200
* **Range:** 1000
* **Affinity(Water):** 5% INT Factor for 10 seconds. Does not stack.
* **Nature's Water:** If at least 1.2 seconds channeled: drenches nearby allies and heals for INT x 1
* **Duration:** 4 seconds
* **Cooldown:** 12 seconds

**Stone Skin (R)**

* **Effect:** Harden the skin of targeted ally, increasing defenses and healing them
* **Armor:** +1000
* **Magic Defense:** +10%
* **Healing:** INT x 2.5
* **Affinity(Earth):** 7.5% Healing Output for 10 seconds. Does not stack.
* **Mudslide:** Allied unit drenched in water removes stone skin, forming a mudslide in 600 range that slows and weakens nearby enemies for 3 seconds and deals INT x 300 damage.
* **Duration:** 4 seconds
* **Cooldown:** 20 seconds

    **Incantation (D)**

* **Effect:** Next spell does not require channeling, max power, and this spell resets CD at the cost of 25 Unholy Power. Each 0.02 seconds channeled converts 1% stat based damage to intx2%. Increased spell effect with longer channeling. When below 25 Unholy Power, gain 1 Unholy Power for ever 0.2 seconds of channeling.
* **Duration:** 2 seconds
* **Cooldown:** 10 seconds
* **Additional Info:** Reduce cooldown of Incantation by up to 80% by having each affinity.

**Windforce (T)**

* **Effect:** Consume Incantation(D) buff to ride the wind to a targeted location, dealing damage and interacting with certain elements.
* **Damage:** INT x 400
* **AoE:** 750
* **Range:** 1000
* **Cooldown:** 18 seconds
* **Additional Info:** Without Incantation buff, resets the cooldown of Incantation.

**Combo Skills**

* **Freeze:** Drenched targets are instead frozen for 3 seconds and are vulnerable to Electric Shock and Drench for additional damage.
* **Thick Smog:** Smoke Mist becomes much thicker for 10 seconds.
* **Nature's Grasp:** Targets in a Mudslide are rooted instead for 4 seconds and receive -12.5% magic defense.

    **Soul Offering (F)**

* **Effect:** Grants 75 Unholy Power and resets cooldown of Incantation. Each interval, consumes 5% of Current Health and generates (# of intervals/2) Unholy Power. Current Unholy Power also increases by 5% per interval. At the end of the spell, all Unholy Power will slowly diminish until 0 is reached. While active, Q W E R buffed with Incantation will not go on cooldown. Consume 25 extra Unholy Power for T to not go on cooldown.
* **Interval Delay:** 0.5 seconds
* **Max Intervals:** 25
* **Cooldown:** 120 seconds