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Water Prison
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{{stub}} {{Infobox arcana | name = Water Prison | image = Water Prison.png | description = Fire off a prison of water that envelops the first enemy it strikes! | element = Water | type = Standard | subtypes = Projectile | damage = 40 (15 + (5x5)) | hitCount = | knockback = 25 | cooldown = 5 | duration = | gemCost = 16 | goldCost = 150 | goldCostEnhanced = 175 | pool = 3 | enhancedDescription = Gain an extra prison charge and increases the prison's speed! | enhancedDamage = | enhancedHitCount = | enhancedKnockback = | enhancedDuration = }} '''Water Prison''' is a Standard [[Water]] [[Arcana]] in [[Wizard of Legend]] ==Description== Fires a ball of water that traps the first enemy it hits in a prison of water (hence the name). Enemies trapped by the Water Prison cannot move until it wears off (lasts roughly 5β6 seconds), although certain enemies like the [[Golem]] are immune to this, as well as bosses when they activate their Super Armor state. Water Prison deals 15 damage on impact and deals an additional 25 damage for it's duration over a period of 5 ticks worth 5 damage each. The Water Prison will ONLY vanish when it's duration expires or the target dies. Water Prison is an Ammo-type Arcana with 2 charges. The Enhanced version grants an additional charge, and if you include the {{ItemLink|Ring of Reserves}} it is possible to have up to 4 Water Prison charges. Multiple Water Prisons can be stacked on the same target for additional damage. ==Strategies== Water Prison is an exceptionally useful spell with a bare minimum of 2 charges which guarantees 40 damage per prison (15 + (5x5)). Grab a [[Ring of Reserves]] and manage to grab the enhanced version of the spell and you could stack 4 prisons onto a boss for 160 guaranteed damage and an easy way to ensure that they suffer a damage tick when their super-armor wears off, even if you've been hit by their final attack and are still recovering. Water Prison is, before anything else, a Crowd Control spell. Use it to lock down one or a few specific enemies to keep them occupied while you deal with others, or stack Water Prisons onto a singular enemy to add some extra Damage-Over-Time while you attack them in their helpless, trapped state. Water Prison is also excellent for preventing Signature Charge from fading, as the cooldown of a single charge is the same as its duration. ==Spell combos== * The signature or Enhanced version of {{ItemLink|Frost Fan}} can be handy for helping catch a particularly evasive enemy in your Water Prison. *Water Prison is weak against hordes of smaller enemies, so spells that cleave in an area pair with it well. [[Flame Cleaver]] is one such spell that also benefits from {{ItemLink|Ring of Reserves}} ==Item combos== * As mentioned before, the Ring of Reserves will add an extra charge to the Arcana, allowing up to 3 Water Prisons (4 if you get the Enhanced version). ==Additional notes== Although Water Prison will not be broken when you attack its victims, it will also prevent them from being moved by your other spells since the Water Prison holds them firmly in place similar to {{ItemLink|Embracing Vines}} or {{ItemLink|Grasping Earth}}. In this case, you may prefer to use a more typical freezing spell such as {{ItemLink|Frost Fan}} if you wish to take advantage of environmental kills, such as pushing your enemies into pits. However, it is worth noting that since Water Prison subdues enemies WITHOUT freezing them, it is useful against Water-element foes who are immune to freezing, but NOT to Water Prison. {{Nav arcana}}
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