Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
Using an ability provides 1 stack of Overload. Firing a basic attack consumed 1 stack of Overload and deals [20% INT] Magical Damage to enemies hit. This can trigger ability item effects.
Damage: 20
Max Stacks: 3
Overload Duration: 5s
Notes:
- Arcane: Conjure a celestial orb that grows in size as it travels, dealing [55% INT] Magical Damage repeatedly to enemies in an area and marking them.
- Marked enemies take additional [10% INT] Magical Damage if they stay within the outer range of Eclipse
- Marked enemies take damage every 0.4s while within the outer range of Eclipse
Damage: 50 / 75 / 100 / 125 / 150
Mark Damage Per Tick: 5 / 15 / 25 / 35 / 45
Tick Count: 9
Cooldown: 12
Cost: 60
Range: 9.6m
Radius: 0.8m
Notes:
- Arcane: Deploy a field of arcane energy. After a delay, the Vortex deals [70% INT] Magical Damage and Pulls enemies towards the center.
Damage: 65 / 95 / 125 / 155 / 185
Tick Count: 1
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 60 / 65 / 70 / 75 / 80
Range: 9.6m
Radius: 0.8m
Notes:
- Arcane: Heal 30% of the damage taken within the last 4s
Cooldown: 24 / 23 / 22 / 21 / 20
Cost: 70
Range: 4.8
Tap into your inner potential, exploding with energy in your current stance dealing [25% INT] Magical Damage to enemies hit.
Notes:
- After the explosion reaches its apex, it collapses in on itself dealing [25% INT] Magical Damage again
- During the explosion time, you can choose which stance to enter into next
- Arcane - Enemies hit are Knocked Up
Damage: 90 / 120 / 150 / 180 / 220
Tick Count: 2
Cooldown: 30 / 27.5 / 25 / 22.5 / 20
Cost: 40 / 40 / 50 / 60 / 70 / 80
Radius: 4m
Notes:
- Arcane: Conjure a celestial orb that grows in size as it travels, dealing [55% INT] Magical Damage repeatedly to enemies in an area and marking them.
- Marked enemies take additional [10% INT] Magical Damage if they stay within the outer range of Eclipse
- Marked enemies take damage every 0.4s while within the outer range of Eclipse
Damage: 50 / 75 / 100 / 125 / 150
Mark Damage Per Tick: 5 / 15 / 25 / 35 / 45
Tick Count: 9
Cooldown: 12
Cost: 60
Range: 9.6m
Radius: 0.8m
Notes:
- Arcane: Deploy a field of arcane energy. After a delay, the Vortex deals [70% INT] Magical Damage and Pulls enemies towards the center.
Damage: 65 / 95 / 125 / 155 / 185
Tick Count: 1
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 60 / 65 / 70 / 75 / 80
Range: 9.6m
Radius: 0.8m
Notes:
- Arcane: Heal 30% of the damage taken within the last 4s
Cooldown: 24 / 23 / 22 / 21 / 20
Cost: 70
Range: 4.8
Tap into your inner potential, exploding with energy in your current stance dealing [25% INT] Magical Damage to enemies hit.
Notes:
- After the explosion reaches its apex, it collapses in on itself dealing [25% INT] Magical Damage again
- During the explosion time, you can choose which stance to enter into next
- Arcane - Enemies hit are Knocked Up
Damage: 90 / 120 / 150 / 180 / 220
INT Buff: 40 + .5 per Level
INT Buff Duration: 10
Tick Count: 2
Cooldown: 20
Cost: 40 / 40 / 50 / 60 / 70 / 80
Radius: 4m
Elemental Mastery has a reduced cooldown [20 Seconds] and each time it is used, a random Stance is selected with 2 random primary abilities, Flicker will always persist. Using Elemental Mastery provides an Intelligence buff for a short duration.
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