The king of area effect damage and crowd control.
1.4s cast. Launches a frozen projectile at the target, dealing 500/650/800/950/1100 (+30% Crit) Magic damage. Adds 100% more damage to bosses. (5s CD) *40% to activate Ice Infusion for 10s.
1.5s cast. Blasts the enemy with freezing cold, dealing 500/600/700/800/900 Magic damage and even further decelerating the target. (M.Spd -50/53/56/59/62%, 5s). (6s CD) *100% to activate Ice Infusion for 10s.
An instant blast of frigid wind deals 135/150/165% Magic damage, interrupting target's actions. Ice Infusion required. (7s CD)
Infuses the target's weapon with frost, granting it 4/7/10% additional All Hit for 30 minutes.
1.5s cast. Freezes the enemy's blood, causing them to take 600/750/900/1050 Magic damage and making them slower and less susceptible to healing. (A.Spd -11/12/13/15%, Heal Received -10/20/30/40$, 7s) (8s CD) *[Ice Infusion required; in turn grants Advanced Ice Infusion for 3s (needed to cast ultimate ice magic and gives 20% Magic Penetration).]
Raises a wall of solid ice in front of yourself that greatly slows enemies' advance. (M.Spd -80/95% to enemies in the wall, wall lasts 10s) (1m CD) *40$ chance to grant Ice Infusion for 10s.
2s cast. Saturates an area (5m) with icy splinters, dealing 130/145/160% Magic damage and freezing the targets to the ground (Immobilization, 2/2.5/3s). (18s CD) *Adv. Ice Infusion required.
Encases the target into a thick block of ancient ice for 5 seconds, disabling it fully but making it immune from harm. (5s Stun, but Invulnerability) (3/2/1.5m CD) *[Castable on self and allies.]
10s Channelling Channelling the very primal essences of cold, you gradually drop the temperature in the target area to absolute zero, dealing 130/150% (25/35% ITD) Magic damage each second and rapidly sapping the area of heat. (3m CD, shares with Black Hole and Thunder Sunder) *[Adv. Ice Infusion required.]
Releases a pulse of force around you, knocking nearby targets back and dealing 500/750/1000 Magic damage. (13s CD, shares with tier 1/2's Magic Whip)
1.7s cast. Creates a vacuum zone at the target location (4/5/6m), dealing 1200/1600/2000 Magic damage every second and briefly staggering them. (0.8s Stun in process) (19s CD)
1s cast. Throws a close-range enemy 14 meters away from you, dealing him 100% Magic damage and stunning for 1s after landing. (30/25/20s CD)
5s Channeling. Massive void energies rip matter apart, summoning a crushing black hole (5m radius) that deals 120/140% Magic damage each second and tosses enemies about the infinite void. (Repeatedly knockbacks and stuns, -6% HP/s) (3m CD, shares with Ice Age and Thunder Sunder)
1.3s cast. Strikes the target with lightning, dealing 500/600/700/850/1000 (+20% Crit) Magic damage. Causes Conductivity. (10s) (5s CD)
Releases a powerful static discharge around the target (3m), dealing 600/700/800/900 Magic damage plus electrocution damage over time. (-1500/2000/2500 HP/s, Conductivity; 5s) (16s)
8s Channelling. Channels a mighty thunderstorm over a 4m area, dealing 700/900/1100 Magic damage every second. (24s CD)
Blasts the enemy with a violent discharge, dealing 135/150% Magic damage and stunning for 3 seconds. (14s CD)
Static electricity around you acts as an amplifier for your allies' arcane potency, boosting their M.Atk by 4/8%. (Aura).
4s cast. Unleashes the power of the sky to sunder the clouds apart and crash down onto a 6m area, causing 200/300% (50/70% ITD) Magic damage and heavily dazing everyone hit. (-40/60% M.Spd/A.Spd/Cast Speed, 10s) (3m CD, shares with Ice Age and Black Hole) *[Static Overcharge required.]
The target area (3m) rapidly builds up static energy to spectacularly overload 4s after, releasing a massive electromagnetic discharge that causes 20000/30000 unblockable damage and burns 50/80% MP from the enemies. (30s CD)
Ruthlessly shackle an unstable enemy with an immense discharge, dealing 800/900/1000 bonus damage and knocking him and his surroundings unconscious. (Conductivity on target required. Gives Static Overload buff enabling Thunder Sunder + 10% M.Atk).