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Frost Feint
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Arcana
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Element | Water (Ice) | |
Type | Dash | |
Subtypes | Movement | |
Description | Race forward while leaving behind a frozen decoy! | |
Damage | 12 | |
Hit Count | 1 | |
Cooldown | 3.5s per charge | |
Duration | 2s | |
Cost | 10 50 | |
Pool | 2 | |
Enhanced
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Description | Leaves an extra decoy at the end of the dash! |
Frost Feint is a Dash Water Arcana in Wizard of Legend
Description[]
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.
Strategies[]
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[]
- Movement and jump arcana that cover a large area such as Glacial Cross, Thunder Drop, Tectonic Drill, Inferno Cannon or Heroic Leap are perfect for following-up on groups of enemies frozen by the decoys.
- After enemies are frozen by the decoys you have a large window of opportunity to charge up certain arcana (e.g. Ball Lightning, Raging Inferno, Furious Tempest, Violent Thornstorm, Aqua Breaker) without the threat of being interrupted by enemies.
- Frost Feint can be used to set up enemies for slow acting arcana such as Crashing Meteor or Ion Spike to ensure that they hit their target.
Item combos[]
- Stanza of Frost increases the damage of the decoy since it is an ice arcana.
- Soccer Cleats increases the damage of the decoy.
- Ring of Reserves adds an additional charge allowing this arcana to be used twice.
- Greased Boots will enhance this arcana and reduce its cooldown to 2.1s
- Leemo's Leaf causes you to evade all attacks while dashing.
- Boots of Frenzy can give this arcana unlimited uses upon defeating an enemy.
- Boots of Celerity causes arcana used after a dash to deal additional damage.
- Sturdy Shoebox increases health when this arcana is equipped.
- Gyroscopic Inkwell prevents signature charge from decaying while you are dashing.
- Jumper Cables reduces the cooldown to 2.6s.
- Breezy Gray Canvas adds a chance to restore a dash charge and evade all attack while dashing.
Additional notes[]
- The decoys can fall into pits and are pulled in by Wind Sovereign Shuu's Vortex attack.
Video demonstration[]
Normal