Retribution/Chaos Sorcerer/Abilities
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Stats • Leveling • Weapons • Abilities • Upgrades • Strategy
Default abilities
Consume (Sorcerer) | |||||
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Unit(s) | Chaos Sorcerer | Consumes the life force of an allied non-hero infantry unit, killing it to restore 50 energy to the Sorcerer. 20 second cooldown. | |||
Requires | Default ability | ||||
Cost | 1 friendly model | ||||
Doombolt | |||||
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Unit(s) | Chaos Sorcerer | Fires three bolts of dark psychic power at the targeted area, each doing 18 plasma damage. If the Sorcerer has at least 40 energy after the initial casting, he fires an additional three bolts. 10 second cooldown. | |||
Requires | Default ability | ||||
Cost | 60 | ||||
Global abilities
Dark Flames | |||||
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Unit(s) | Chaos Sorcerer | Creates a line of fire with length 30 that does 7 ability flame damage per second to all targets. Units damaged by the flames will catch on fire, burning infantry units in radius 8 for 3 ability flame damage per second over 10 seconds. 90 second cooldown. | |||
Requires | Tier 1 | ||||
Cost | 150 | ||||
Mass Warp | |||||
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Unit(s) | Chaos Sorcerer | Teleports all of your units to the Sorcerer's location. 120 second cooldown. | |||
Requires | Tier 1 | ||||
Cost | 125 | ||||
Daemonic Summoning | |||||
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Unit(s) | Chaos Sorcerer | Brands a targeted location with a summoning circle from which a temporary Bloodletter will spawn 8 times over 24 seconds. These daemons do 50 dps heavy melee damage and will remain so long as they have energy, which drains over time. 180 second cooldown. | |||
Requires | Tier 2 | ||||
Cost | 250 | ||||
Empyreal Abyss | |||||
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Unit(s) | All Chaos heroes | After a 4 second delay, creates a horrific rift to the Warp for 15 seconds. Units in radius 12 of the rift are subject to 25 heavy melee damage every second, while those in radius 5 trapped within the Warp itself take an additional 200 heavy melee damage per second. Every second there is an 80% chance an infantry unit in radius 30 of the rift will be lashed by unholy chains, pulled into the abyss with ability knockback. Those escaping the profane circle are not yet safe, as the tainted shards that erupt from the ground around the rift also do 7 heavy melee damage every second to non-building targets in radius 5. 120 second cooldown. | |||
Requires | Tier 3 | ||||
Cost | 500 | ||||
Wargear abilities
Coruscating Flame | |||||
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Unit(s) | Chaos Sorcerer | Drapes a unit in a shield of unholy fire for 10 seconds, burning all those around them in radius 10 for 6 flame damage per second. 30 second cooldown. | |||
Requires | Sword of Flame | ||||
Cost | 30 | ||||
Warpfire | |||||
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Unit(s) | Chaos Sorcerer | Triggers a line of fiery detonations within radius 5 and length 20, doing 80 plasma cannon damage and weapon knockback to enemies caught in the wake. 40 range, 60 second cooldown. | |||
Requires | Rod of Warpfire | ||||
Cost | 65 | ||||
Warp (Sorcerer) | |||||
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Unit(s) | Chaos Sorcerer | Teleports to target location. 50 range, 11 second cooldown. | |||
Requires | Vestments of the Warp | ||||
Cost | 30 | ||||
Chains of Torment | |||||
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Unit(s) | Chaos Sorcerer | Summons a mass of sorcerous chains that snare enemy infantry in radius 15, immobilizing them so long as the central mass is not destroyed. 65 second cooldown. | |||
Requires | Robes of Torment | ||||
Cost | 50 | ||||
Daemonic Shield | |||||
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Unit(s) | Chaos Sorcerer | Raises a shield of Warp energy over radius 10 that lasts 30 seconds and reduces received ranged damage by 35%. 60 second cooldown. | |||
Requires | Daemon Armor | ||||
Cost | 45 | ||||
Warp Rift | |||||
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Unit(s) | Chaos Sorcerer | Tears an entrance to and exit from the Warp, teleporting nearby infantry from one to the other. The rift remains active so long as the Sorcerer channels energy to it. 100 second cooldown. | |||
Requires | Sigil of the Rift | ||||
Cost | 65 | ||||
Curse of Tzeentch | |||||
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Unit(s) | Chaos Sorcerer | Places a curse on an enemy non-hero infantry squad that lasts 10 seconds. Any member of the squad that perishes while under the effect of the curse will explode, doing 35 piercing damage and weapon knockback in radius 7. 40 second cooldown. | |||
Requires | Icon of Tzeentch | ||||
Cost | 40 | ||||
Subjugate | |||||
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Unit(s) | Chaos Sorcerer | Gains control of an enemy non-hero infantry unit for 15 seconds. The Sorcerer is immobile and immune to knockback during the subjugation. 80 second cooldown. | |||
Requires | Tome of Subjugation | ||||
Cost | 40 | ||||