|This article is a stub. You can help Wizard of Legend Wiki by .|
|Launch into the air and crash down on all nearby foes to stun them!|
|Launches even higher and summons rippling earth waves on landing!|
Description[edit | edit source]
Seismic Entry is a jumping melee arcana that has certain properties not many have. It can be used to jump room gaps, as well as large barrels and projectiles. The standard version does 50 damage upon landing, while the enhanced and signature does 65 if all rippling waves hit. The power in this arcana comes from the signature's ability to navigate the battlefield while avoiding damage and dealing devastating attacks.
Strategies[edit | edit source]
The stunning effect of this arcana can be useful in rounding up enemies and extending combos on council members. The standard arcana avoids all damage while airborne, but if the player lands within an attack such as a magic bolt or a self immolating knight or on top of a blob, the attack will complete, but the player will receive damage. The charged signature jumps three times and can be redirected mid attack: additionally, the charged signature can avoid enemy attacks and stage hazards like poison and fire damage while jumping (not effective upon third landing).
Strategies revolving around using robes and relics to maximize signature charge in order to benefit battlefield mobility and invulnerability rely on multihit arcana, such as: Shock Assault (also benefiting from invulnerability), Tectonic Drill, Volt Pinball, Spark Array, Tearing Whirlwind, etc.
Strategies revolving around straight aggression benefit from knock back and melee arcana and the Dark Katana. Basics like Flame Strike, or Wind Slash, in combination with Wave Front, and the Scales of Babylon will let you tear through the battlefield.
Spell combos[edit | edit source]
Item combos[edit | edit source]
- Dark Katana triples critical chance with this aracna
As a signature, Seismic Entry benefits from: