Ward of Winds

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Ward of Winds
Ward of Winds.png
Summon a ward of air that slows enemies and increases all air damage done in the area!
Element Air Air.png
Type Standard
Subtypes summon, buff
Damage 30
Hit Count 1
Cooldown 8s
Knockback ?
Duration 8s
Cost 25 Chaos gem.png
125 Gold.png
Pool 5
Ward area is increased and also increases fire damage done in the area!
Cost 150 Gold.png

Ward of Winds is a Standard Air Arcana in Wizard of Legend

Description[edit | edit source]

Summon 1 stationary ward of air in front of you. The ward creates a blast of air when it is summoned which deals 30 damage, slows and pulls enemies into its area. Enemies take 20% more damage from air attacks and are slowed while within its area of effect.

If enhanced, enemies also take 20% more damage from fire attacks and the ward's area is much larger.

The ward lasts for 8 seconds before disappearing.

Wards have a set amount of health and can be destroyed by enemy attacks.

Strategies[edit | edit source]

Place wards in a room before a fight and try to keep enemies within its area to increase damage from other arcana.

Placing a ward on a boss at the beginning of their downphase can help to maximise damage dealt by your combo.

Prioritise picking up air and/or fire arcana when using Ward of Flames to benefit from its damage increase.

Spell combos[edit | edit source]

  • Generally, you'll want to use fire arcana as they'll benefit from the ward's effect.
    • Try to use arcana that have little knockback so you can keep enemies within the wards area of effect. Arcana that cover a large area such as Whirling Tornado, Scales of Babylon or Heroic Leap can also be effective as they cover the entire area of the ward.
    • An enhanced Breaking Twister can linger within the ward's area, dealing increased damage for a long duration.
  • Fading Petal, Tearing Whirlwind and Gust Burst can be very effective at pulling enemies into the ward's area of effect.

Item combos[edit | edit source]

Additional notes[edit | edit source]

  • The ward increases the damage of its own attacks.
  • If the areas of several wards overlap, they still only increase damage by 20%.