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Frost Feint
Frost Feint.png
Race forward while leaving behind a frozen decoy!
Element Water (Ice) Water.png
Type Dash
Subtypes movement
Damage 12
Hit Count 1
Cooldown 3.5s per charge
Knockback ?
Duration 2s
Cost 10 Chaos gem.png
50 Gold.png
Pool 2
Id ?
Leaves an extra decoy at the end of the dash!
Cost 75 Gold.png

Frost Feint is a Dash Water Arcana in Wizard of Legend


This arcana passively builds charges up to a maximum of 2. Each cast uses one charge, causing you to dash forward in the direction you are moving, leaving behind a frozen decoy of the player at the starting location of the dash which lasts for 2 seconds. The decoy attracts enemy aggression and when struck by an enemy attack it will shatter dealing 12 damage and freezing enemies in a short radius around it.

If enhanced, a second decoy is placed at the end point of the dash.

This arcana can be cast when on cooldown but the decoys will not be created.


Frost Feint is an excellent dash for newer or less experienced players to use as it can help to alleviate pressure from large numbers of enemies since the decoys act as a reliable distraction and open up enemies for a safe follow-up if they are frozen.

The decoy is best utilised by dashing away from incoming enemies. This ensures that the enemies will target it instead of the player.

This dash is most reliable against melee based enemies (Rogues, Knights, Lancers, Ghouls etc) since their attacks force them to be within range of the freezing blast when the decoy is struck. It still serves utility against projectile based or ranged enemies (Mages, Archers, Cyclopes) since it will usually draw their aim away from the player, allowing you to engage them while they are preoccupied.

Enemies with a jump attack (Lancers and Coffin Knights) are particularly susceptible to the decoy since their attack draws them in to the decoy form a long range, grouping them up and also ensuring that they will take damage since they will be within range of the blast. Keep in mind that Coffin Knights will not be frozen since they are immune to freeze.

Minibosses and Council Members will not target the decoy over the player whatsoever.

The enhanced version may be somewhat of a downgrade since the second decoy can draw enemies to the player's location. However the second decoy allows multiple groups of enemies to be frozen if position yourself in such a way that you dash between them, increasing its crowd control abilities.

Spell combos[]

Item combos[]

Additional notes[]

  • The decoys can fall into pits and are pulled in by Wind Sovereign Shuu's Vortex attack.

Video demonstration[]