Ward of Winds

Ward of Winds is a Standard Air Arcana in Wizard of Legend

Description
Summon 1 stationary ward of air in front of you. The ward creates a blast of air when it is summoned which deals 30 damage, slows and pulls enemies into its area. Enemies take 20% more damage from air attacks and are slowed while within its area of effect.

If enhanced, enemies also take 20% more damage from fire attacks and the ward's area is much larger.

The ward lasts for 8 seconds before disappearing.

Wards have 50 health and can be destroyed by enemy attacks.

Strategies
Place wards in a room before a fight and try to keep enemies within its area to increase damage from other arcana.

Placing a ward on a boss at the beginning of their downphase can help to maximise damage dealt by your combo.

Prioritise picking up air and/or fire arcana when using Ward of Flames to benefit from its damage increase.

Spell combos

 * Generally, you'll want to use fire arcana as they'll benefit from the ward's effect.
 * Try to use arcana that have little knockback so you can keep enemies within the wards area of effect. Arcana that cover a large area such as, or  can also be effective as they cover the entire area of the ward.
 * An enhanced can linger within the ward's area, dealing increased damage for a long duration.
 * , and  can be very effective at pulling enemies into the ward's area of effect.

Item combos

 * , and  also deal more damage when their targets are within the ward's radius.
 * increases the ward's duration to 11.2 seconds.
 * increases the damage of the ward's attacks.
 * reduces the cooldown to 6 seconds.
 * increases the duration that the ward is active for to 16 seconds.
 * causes 2 wards to be summoned, with their areas overlapping.
 * heals you whenever a ward kills an enemy.

Additional notes

 * The ward increases the damage of its own attacks.
 * If the areas of several wards overlap, they still only increase damage by 20%.
 * In versus mode, wards can only be damaged by arcana that deal damage from above (,, and most jump arcana). They can take damage from any enemy attack in the Chaos Trials.
 * Its cooldown starts immediately after being summoned so if it expires without being destroyed, it can be immediately replaced.