Creeping Tendrils

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Creeping Tendrils
Creeping Tendrils.png
Designed by Virtuoso Verdestrom, this arcana creates a tendril of water that binds and travels to any foes it hits!
Basic
Element Water Water.png
Type Standard
Subtypes Melee
Damage 25, 5
Hit Count 7
Cooldown 6s
Knockback 5
Cost 11 Chaos gem.png
150 Gold.png
Pool 2
Id ?
Enhanced
Tendrils spin faster and deal more damage!
Damage 25, 5
Hit Count 11
Cost 175 Gold.png

Creeping Tendrils is a Standard Water Arcana in Wizard of Legend

Description[edit | edit source]

Step forward and whip a short tendril of water around you. If the strike hits an enemy, it deals 25 damage and causes the tendril to latch onto them, dealing 6 hits of 5 damage while immobilising them for a duration. The end of the tendril spins anti-clockwise around the enemy, if this hits another enemy it will latch onto them, having the same effect as if it was from the initial strike.

If enhanced, damage is dealt more rapidly allowing 10 hits of 5 damage to be dealt and the end of the tendril spins around the enemy much faster.

The tendril cannot latch onto enemies that already have a tendril on them.

Strategies[edit | edit source]

Creeping Tendrils is excellent at immobilising large groups of enemies since the tendrils can spread through them very quickly if only one is hit. This makes it a useful arcana to start fights with as it allows you to freely move to a advantageous position before following-up on the immobilised enemies with other arcana.

Attaching a tendril onto a boss or miniboss at the beginning of a combo causes it to deal passive damage to them while you use other arcana.

Grouping enemies tightly together causes the initial strike to apply a tendril onto all of them at once.

Enemies that have a tendril on them can still be moved by external sources such as arcana. This allows you to drag the enemy with the tendril into other enemies that are out of reach by the spinning tendril, allowing you to immobilise all of them.

Keep in mind that enemies that are immune to knockback ( Macho Ghoul, Coffin Knight, Golem, Minibosses and Council Members) will not be immobilised by the tendril.

Try not to use Creeping Tendrils on enemies with low HP such as Blob, Ghoul, Turret or summons (particularly on floor 1) as they will be taken out by the initial strike causing no tendrils will form so no other enemies will be affected. This may take you off guard if you need to immobilise a large group of enemies so be wary when these enemies are in a room and take care when aiming Creeping Tendrils.

Spell combos[edit | edit source]

Item combos[edit | edit source]

  • Hunter's Stiletto has an unusual synergy with Creeping Tendrils as enemies with a tendril take 25% more damage form all sources while its is equipped, indicating that the tendrils are a status effect.
  • Dark Katana triples the chance for the 25 damage hit from a latching tendril to deal critical damage.
  • Due to its ability to deal a high number of hits, Creeping Tendrils pairs well with relics that have a chance to apply a status effect such as Tesla Coil, Phoenix Talon or Permafrost Cube.

Additional notes[edit | edit source]

  • Relics that guarantee critical hits such as Singing Bowl and Covert Ops Mask only cause the every 25 damage hit when a tendril latches onto an enemy to deal critical damage.
  • Since they are treated as a status effect, the additional hits of 5 damage cannot deal critical hits and do not give signature charge.