Warcraft III, Spellcraft

[LAPD]Cheetah

Veteran X
If anyone plays Warcraft III custom game "Spellcraft", you may find this usefull:

[X/X/Y] FIRE/WATER/EARTH/LIGHT/DARK/ENERGY/STORM/
[X/Y/Z} FIRE/WATER/EARTH/LIGHT/DARK/ENERGY/STORM/

Elemental Specialists
Fire/Fire/****
Fire/Fire/Fire: Flame Strike (AOE flame from the ground)
Fire/Fire/Water: Reign of Fire (like blizzard, but with fire)
Fire/Fire/Earth: Endurance aura (movement + attack speed)
Fire/Fire/Light: Breath of Fire (works well with drunken haze)
Fire/Fire/Dark: Immolation (aoe dot)
Fire/Fire/Energy: Fire Bolt (single target dmg + stun)
Fire/Fire/Storm: Shockwave (sends a wave of dmg towards targeted area)

Water/Water/****
Water/Water/Fire: Summon Water Elemental
Water/Water/Water: Crushing Wave (targeted aoe)
Water/Water/Earth: Brilliance Aura (mana over time to entire team)
Water/Water/Light: Devotion Aura (+2 to entire teams armor (level 1))
Water/Water/Dark: Frost Nova (targeted AOE)
Water/Water/Energy: Frost Bolt (single target dmg + stun)
Water/Water/Storm: Blizzard (aoe dmg)

Earth/Earth/****
Earth/Earth/Fire: Faerie Fire (reduces armor, gives vision of target)
Earth/Earth/Water: Force of Nature (summons treants (req: trees))
Earth/Earth/Earth: Entangle Roots (roots target in roots)
Earth/Earth/Light: Abolish Magic (Removes positive buffs from enemy units, negative buffs from allies, and does large damage to summoned units. Single target auto cast)
Earth/Earth/Dark: Shadow Strike (75 initial dmg, DOT, slow movement speed. single target)
Earth/Earth/Energy: Anti-Magic Shell (lasts 90 seconds, stops 150 spell damage, costs 100mana, single target)
Earth/Earth/Storm: Fan of Knives (aoe dmg centered around caster)

Light/Light/****
Light/Light/Fire: Inner Fire (increases targets dmg by 10% and armor by 5. Single target auto cast. lasts 60 seconds)
Light/Light/Water: Heal (single target heal for 20 hp, low recast and autocastable)
Light/Light/Earth: Rejuvenation (heals target for 400 hp over 12 seconds)
Light/Light/Light: Holy Light (heals single target for 200hp)
Light/Light/Dark: Banish (12 seconds. Enemy slowed and turned ethereal. They can still cast, cannot physical attack though)
Light/Light/Energy: Healing Ward (drops a ward on the ground that heals 2% of allies hp every second, for 30 seconds)
Light/Light/Storm: Divine Shield (invincibility for 10 seconds)

Dark/Dark/****
Dark/Dark/Fire: Unholy Aura (movement speed + life regen of allies)
Dark/Dark/Water: Sleep (puts target to sleep)
Dark/Dark/Earth: Raise Dead (ownz, summons skeleton warriors)
Dark/Dark/Light: Cripple (movement, speed, attack reduced (single target large mana))
Dark/Dark/Dark: Death Coil (direct dmg)
Dark/Dark/Energy: Impale (AOE: Enemies fly up on spikes then hit the ground hard being stunned for 2 seconds (level 1 at least))
Dark/Dark/Storm: Unholy Frenzy (Sucks)

Energy/Energy/****
Energy/Energy/Fire: Shackles (binds enemy for 5 seconds where it cannot attack or move, also deals small dmg (15dmg@lvl1)
Energy/Energy/Water: Frost Arrows (autocast slows attack and movement speed and deals small dmg)
Energy/Energy/Earth: Slow Poison (slows attacks/slows movement/dot) **
Energy/Energy/Light: Evasion (gives % chance to evade an attack)
Energy/Energy/Dark: Curse (autocastable, target has 25% to miss an attack)
Energy/Energy/Energy: Poly Morph (change target into a sheep for 60 sec, 250 mana cost though: Leveling this skill up merely reduces the mana cost. Ex: from 250(level1) to 175(level 2))
Energy/Energy/Storm: Summon Bear (summon a 600 hp bear, lasts 60 seconds)

Storm/Storm/****
Storm/Storm/Fire: Thunderclap (aoe around caster, stuns + dmg)
Storm/Storm/Water: Forked Lightning (dmg at 3+ targets)
Storm/Storm/Earth: Lightning Shield (cant target self, only allies, deals dmg to enemies surrounding ally that was targeted by this spell)
Storm/Storm/Light: Storm Bolt (single target dmg via magical hammer, + stun)
Storm/Storm/Dark: Serpent Ward (immobile summon)
Storm/Storm/Energy: Stasis Trap (stuns target that gets close, small stun time)
Storm/Storm/Storm: Chain Lightning (lighting that follows a chain of targets doing less dmg with each additional target)

Elemental Varied Compounds (I realize I didn't start with fire here, but o well, the result is the same)
Dark/Fire/Water: Mana Burn (burns up enemies mana + deals dmg equal to mana burnt up)
Dark/Fire/Earth: Envenomed Shot: DOT (Sucks)
Dark/Fire/Light: Feedback (combusts 10 mana from target every time you deal dmg)
Dark/Fire/Energy: Parasites (does dmg then summons parasite minions)
Dark/Fire/Storm: Blood Lust (single target, autocastable attack speed and movement increase)
----------------------------------------------------------------------------------------------
Dark/Water/Earth: Life Drain (Drains Life over 8 seconds)
Dark/Water/Light: Frost Armor (adds armor + slows those who attack you)
Dark/Water/Energy: Devour Magic (dispell magic in aoe)
Dark/Water/Storm: Breath of Frost (sends a wave of frost dealing dmg to targets in line of sight)
----------------------------------------------------------------------------------------------
Dark/Earth/Light: Roar (allies around you, including you, gain 20% dmg increase for 45 seconds)
Dark/Earth/Energy: Carrion Beetles (summons carrion beetles from dead corpses)
Dark/Earth/Storm: Hex (turn target into harmless creature for 15 seconds @lvl1)
----------------------------------------------------------------------------------------------
Dark/Light/Energy: Essence of Blight (restores 10 hp to units around you, autocastable, short recast)
Dark/Light/Storm: Silence (target cant cast spells)
----------------------------------------------------------------------------------------------
Dark/Energy/Storm: Orb of Annihilation (autocastable, adds 20 dmg to your attacks + makes your attacks do aoe)
----------------------------------------------------------------------------------------------
Energy/Fire/Water: Spell Steal (steals positive spell from enemy and gives it to friendly, or steals negative spell from friendly and gives it to enemy)
Energy/Fire/Earth: Critical Strike (chance to deal a % base increase in dmg)
Energy/Fire/Light: Searing Arrows (adds 10 dmg to attack, autocastable, takes mana away each shot)
Energy/Fire/Storm: Control Magic (takes control of an enemy summoned unit, mana cost is equal to 30% of the summoned units HP)
----------------------------------------------------------------------------------------------
Energy/Water/Earth: Mirror Image (creates copies of yourself that merely take dmg, but do not deal dmg. also dispells any magic effects you may have)
Energy/Water/Light: Bash (chance to stun enemy with each normal attack)
Energy/Water/Storm: Drunken Haze (slow movement/miss attack)
----------------------------------------------------------------------------------------------
Energy/Earth/Light: Blink (teleports caster a short to mid range distance of your choice)
Energy/Earth/Storm: War Stomp (slams the ground dealing dmg and stunning enemies within your area)
----------------------------------------------------------------------------------------------
Energy/Light/Storm: Wind Walk (makes you invisible, increases your run speed, and gives you a bonus to your first normal attack give when in invisible mode)
----------------------------------------------------------------------------------------------
Water/Fire/Earth: Cyclone (tosses enemy unit into air for short period of time)
Water/Fire/Light: Healing Wave (heals target, then bounces to other targets in need of heal, healing less each time)
Water/Fire/Storm: Slow (slows movement and attack speed of target, autocastable)
----------------------------------------------------------------------------------------------
Water/Earth/Light: Dispell Magic (removes all buffs within a target area)
Water/Earth/Storm: Mana Shield (1mana for 1 dmg @ lvl 1)
----------------------------------------------------------------------------------------------
Water/Light/Storm: Ray of Disruption (bounding beam of dispelling magic, also deals large dmg to summoned units)
----------------------------------------------------------------------------------------------
Earth/Fire/Light: Trueshot Aura (gives a % increase to dmg for entire party)
Earth/Fire/Storm: Feral Spirit (summons feral dogs to attack your opponents)
----------------------------------------------------------------------------------------------
Earth/Light/Storm: Purge (removes buffs from target and slows)
----------------------------------------------------------------------------------------------
Light/Fire/Storm: Command Aura (allies get 10% bonus dmg to attack)


Classes: (note: 7 slots to fill)

Magician:
Water/Water/Fire: Summon Water Elemental
Earth/Earth/Water: Force of Nature (summons treants (req: trees))
Energy/Energy/Storm: Summon Bear (summon a 600 hp bear, lasts 60 seconds)
Storm/Storm/Dark: Serpent Ward (immobile summon)
Dark/Fire/Energy: Parasites (does dmg then summons parasite minions)
Dark/Earth/Energy: Carrion Beetles (summons carrion beetles from dead corpses)
Earth/Fire/Storm: Feral Spirit (summons feral dogs to attack your opponents)
Dark/Dark/Earth: Raise Dead (ownz, summons skeleton warriors)
 
Back
Top