Witch

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 Weapons | ?

# General Description

**Witches** of Haltorn represent the most dangerous and reckless discipline ever known to man. Their ability to subdue and torture life comes from their Dark Essence, which allows them to channel the power of Hell itself alongside with Witchcraft and Black Magic. Dark Essence regenerates over time

### Resource

Their ability to subdue and torture life comes from their Dark Essence, which allows them to channel the power of Hell itself alongside with Witchcraft and Black Magic. Dark Essence regenerates over time. The Witch starts with 200 Shadow Essence.

Updated 18-06-2020 Narri

## Class Passive

 Immolation - Every 100 Fire damage done to a target causes an explosion that deals 50 Fire damage instantly and 150 Fire damage over 10 seconds. All Fire spells apply's Immolation on target's

## Baseline Abilities

 Ray of Annihilation - Channels a Ray of Destructive that deals 40 Fire damage per second to enemies hit and also restores 2 Dark Essence per tick. | Cooldown: 1 sec

 Mark of Black Fire - Marks a long line ahead of you with Blackfire shadows. Mark of black fire apply's a dot direct on impact and also does additional damage that deals 50 damage instantly and 150 damage over 10 seconds. | Cooldown: 1 sec

 Forbid Soil - Forbids a large radius around Witch for the enemies. Enemies already inside will be immediately kicked outside of the circle. Trying to get inside by a mobility ability or normal walking will push the enemies away. Lasts 6 seconds.

 Deteriorate - Casts the Curse of Deteriorate at the targeted enemy. Makes your DoTs on the target tick an additional time, also increasing their duration by 2 sec, and heals you for 100% of the damage done.

 Hellblast - Sends a huge hellblast that deals 100 Fire damage. Cooldown is reduced by 0.2 sec everytime Ray of Annihilation deals damage.| Cooldown: 10 sec

 Cowardice - Instantly casts the Cowardice in a cone ahead of you. Enemies struck will start running towards the exact opposite direction of Witch. | Cooldown: 20 sec

 Ward of Malevos - Places a chaotic ward at the targeted location that has four beams quickly spinning around for 5 seconds. Enemies in contact with a beam will take 30 Fire damage and will be stunned for 1 seconds. | Cooldown: 30 sec

 Rite of Translocation - Swaps positions with an enemy, interrupting its casting and removing all immobilizing effects from you. | Cooldown: 20 sec

## Ultimate Ability

 ShadowBurn - Allows you to fly and cast Ray of Annihilation while moving. Also, makes it deal critical damage and apply your damage-over-time effects to the enemies it hit. |100% Ultimate Charge Required

## Class Specific Cards (Maximum Points 5/5)

 Shadow Infusion - Deteriorate increases damage done by 15% for 3 seconds. | Cost: 1 Point

 Soul Harvest - With a 1% chance per 30 damage dealt, summons a soul orb that can be consumed by you or an ally for 100 healing or an enemy for 100 damage. | Cost: 1 Point

 Willbreak - Weakens enemies coming out from your crowd control for the duration enemies spent under the effect. Enemies coming out of your crowd control will get 30% less movement speed, deal 30% less damage and also reduce 30% healing

 Hellsong - Immolation grants you 10-50 stack of Hellsong. Once this effect reaches 100 stacks, your next Hellblast will be instant and free. | Cost: 1 Point

 Malice - Your crowd control refreshes damage-over-time effects on the targets. | Cost: 1 Point

 Torture - Immolation Makes Black fire tick an addional time for 100% increased damage. | Cost: 1 Point

 Nightfall - Your shadow damage has a 5% chance to make your Deteriorate free. | Cost: 1 Point

 Nightmares - Adds an additional charge for Cowardice. | Cost: 2 Point

 Decay - Deteriorate increases the damage of the dot effects by 10% up to 200% of the initial damage. | Cost: 1 Point

## Stat 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% . |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.

 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 20% while below 100 health up to 400 health.

## General Build

 Decay - Decay is really good to maintain pressure with your DoTs as it increases by 5% everytime you deteriorate. Really good combo with Shadow Infusion (must have)

 Hellsong - This is where you want to setup your burst, as it allows you to stack Hellsong up to 200 stacks. Always keep in mind to Deteriorate first before you burst since it gives you 15% more damage, and the DoTs tick even harder. (must have)

 Malice - This one is also really good to maintain pressure on the enemy team, since it refreshes all DoTs. (must have)

 Shadow Infusion - This one is a must have since it increases the overall damage by 15%, you can combine it with your burst to keep even more pressure up. (must have)

 Torture - This one is optional, because Immolation makes your Mark of Black Fire tick harder. Its not a must have, in current meta, but i would still roll with it. You can play around with this card since there is other good cards that you can replace this one with. I will give you some Preparation , Nightfall and Fortune . These 3 could be picked insted of Torture (Optional)

# Matchups (Easy, Medium, Hard)

### Against a Cleric (Easy)

Try to stay close to them and keep trading damage to force them to use healing abilities on themselves. It is important to interrupt Grace as it its the only healing ability she has. Use Forbid Soil to push them out of Sanctuary. With dampening kicking in and you kiting, you will eventually win as the healer goes oom (out of mana).

### Against a Judicator (Medium)

Always try to interrupt Healing Light to keep pressure and force them to heal and not damage you. Eventually you will win with the dampening kicking in, because they were busy healing them selfs and not attacking you. Kiting is also important, since you only have two abilities that can be used as interrupt. Many games will lead to 4 Shadow Orbs spawned on the map, make sure to save your CC for that stage to force them into the Orbs while you are in the safe zone. Eventually healer will go oom (out of mana)

### Against a Naturalist (Medium)

Naturalist is the one class who can kite and do decent damage. You'll have to keep a lot of pressure with your DoTs and use your combo's carefully. Basically keep all DoTs up, use Ward of Malevos on the target, and try to get close as you're about to do it. If he's running away from your Ward of Malevos use your Rite of Translocation as you stand underneath the Ward, to maintain even more pressure on the enemy, making him go oom (out of mana).

### Against a Beast Mistress (Medium)

Start of with applying your DoTs on both targets, because you want to charge your ultimate really fast. One of the options is that you can kill the pet behind an object like a rock or pillar. Other option is that you swap the pet then try to burst him (Not recommended, but can some times work). Beast Mistress can have a lot of burst damage if she gets her Frenzy, so be sure to use Forbid Soil when she uses Frenzy to prevent the burst. If the Beast Mistress is far away and she uses her Frenzy you can use Rite of Translocation to swap places with her to kite out her Frenzy.

### **Against a Witch (Medium)**

The first person to successfully fear the opponent will have a large advantage. Do your best to stack all your DoT skills on the opponent while prevent getting CCed. If your Ward of Malevos connects use that time to punish your opponent and then kite to prevent counter play.

### Against an Outlaw (Hard)

This is a hard matchup as you have many strong abillities the Outlaw can easily kite around your cooldowns. Don’t use Fear when they Roll as they are immune during the animation. Also save Forbid Soil when they start bursting (only use it after they started their burst otherwise you will be vulnerable) or if you're on low health. Apply DoTs then use a lot of Deteriorate since it increases the damage and heals back some HP. He will kite around pillars and other objects to line you as much as possible.

### Against a Ranger (Hard)

If you're unable to get close to the ranger in this matchup, you have to try and use hellblast as often as you can because this ability has the longest range. Bait their Evasion by stopping your skill casting right before it is meant to be completed and then recasting the skill. Focus on upkeeping your Detoriate and try to make the match last longer. If you manage to hit a Fear you gain a large advantage as Rangers has less health sustain than a Witch.

### Against a Warrior (Hard)

Try to make them waste their Leap/Shoulder Charge while you're riding at the start. If you get engaged on, use Forbid Soil to break their combo. Try to kite and cast Ward of Malevos on yourself, then focus on punishing your opponent with as many DoTs/DMG skills as you can until the Ward times out and you go back to less aggressive gameplay.

### Against a Exile (Hard)

Exile is hard because they have both mobility and lock down. Try to swap him as he's using his mobility in the beginning, then try to fear him if he trinkets. Now if he trinkets you just play around your cooldowns. Use Forbid Soil if necessary and after that use Ward of Malevos for more pressure. If he dosen't use trinket then get distance and DoT him with Mark of Black Fire and then use Hellblast. Always trinket his first stun, since it deals damage and you will make him do his combo for free, which is bad since Exile has hard burst.

### Against a Wizard (Hard)

Try to DoT him and spam Deteriorate to make your DoTs tick harder and at the same time heals you back some HP. Save Rite of Translocation for when he freezes you, so you dont get deep freezed (stun). Use Ward of Malevos to keep pressure , also interrupting and refreshing your DoTs.

## References

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