Heroes Frostfire Magus - Tleety/rift-runners-wiki GitHub Wiki
Heroes: Wanderer · Frostfire Magus · Gravecaller · Blood Knight · Ranger
Frostfire Magus
Map version 1.6
A caster who juggles fire and ice.
Fire spells build Heat, ice spells build Cold; every swing of the gauge builds Flux, which cuts cooldowns. Frost spells Chill enemies. Every slot offers a Fire, a Frost and a Spam skill.
| Starting life | 375 (about +25 per level) |
| Attack | Ranged |
| Primary attribute | Intelligence |
| Availability | Free from the start |
Resource and innate
Temperature (from 100 Cold to 100 Heat): fire spells add Heat, ice spells add Cold; it drifts back to neutral over time. Each spell's Heat or Cold is listed at the end of its description.
- Heat: up to +60% spell damage. At 100 you overheat and explode, losing 50% of your max life (never lethal) and dealing that much to enemies around you.
- Cold: your Chill and freezes last up to 50% longer. At 100 you freeze solid for 2 seconds, taking 50% less damage.
- Chill: each stack slows by 15% for 4 seconds; the 3rd freezes the enemy for 1.5 seconds (half on bosses).
- Frostbite: Ice Shard, Frost Nova and Absolute Zero deal +10% damage per Chill stack on the target, +30% to frozen enemies.
- Flux: every 50 points the gauge moves, in either direction, takes 1 second off your cooldowns and bursts around you for 10 x your level damage.
Thermal Shock (innate): casting an ice spell at 50+ Heat releases a steam burst around you. Casting a fire spell at 50+ Cold shatters the ice around its target. Either deals 2.5 x your Heat or Cold (250 at full).
Builds
Every slot offers one skill from each of the hero's three builds. You can mix them freely, but many relics need a skill of one build ("Needs a ... skill"), so staying on a build pays off.
| Slot | Fire | Frost | Spam |
|---|---|---|---|
| Q | Fire Bolt | Ice Shard | Flicker Bolt |
| W | Combustion | Frost Nova | Vent |
| E | Flame Dash | Ice Slide | Blink |
| D | Cauterize | Glacial Barrier | Thermal Ward |
| R | Cataclysm | Absolute Zero | Absolute |
- Fire: big hits and burning ground, powered by Heat. Watch the overheat.
- Frost: Chill, freezes and Frostbite damage on chilled and frozen enemies.
- Spam: quick spells that swing the gauge back and forth for Flux.
Skills
Numbers written as a→b are the skill at level 1 → level 10. Regular skills have 10 levels, ultimates 3. At levels 3 and 6 (ultimates: 2 and 3) you pick an upgrade path instead of bigger numbers, so level 10 has eight steps of growth. Ultimate numbers never grow: their levels are all path picks.
Masteries. Every second-level path of a regular skill has a mastery: at level 10 that path gets a bigger version of itself (listed under it). A mastered skill's button gets a gold border.
Q - Light Spell
Fire Bolt
Fire · cooldown 2.75→2.36 s
Hurl a bolt of fire at an enemy, dealing 80→198 damage. +15 Heat.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Searing: The target burns for 40% of the bolt's damage over 3 seconds.
- Wildfire: When a burning enemy dies, its burn passes to the 2 nearest enemies.
- Mastery (level 10): The burn passes to the 4 nearest enemies, at its full 3 seconds.
- Stoke: Deals +50% damage to a burning enemy and refreshes its burn.
- Mastery (level 10): Deals +100% damage to a burning enemy.
- Wildfire: When a burning enemy dies, its burn passes to the 2 nearest enemies.
- Pyroblast: At 30+ Heat the bolt explodes, hitting every enemy within 200 for full damage.
- Overcharge: At 60+ Heat it deals double damage but adds double Heat.
- Mastery (level 10): The double damage no longer adds double Heat.
- Meltdown: Your overheat blast deals double damage and resets Fire Bolt's cooldown.
- Mastery (level 10): Your overheat blast deals 3x damage and also resets Combustion and Flame Dash.
- Overcharge: At 60+ Heat it deals double damage but adds double Heat.
Ice Shard
Frost · cooldown 2.25→1.86 s
Fire a shard of ice at an enemy, dealing 60→162 damage (+0.6→1.6 per Cold) and adding 1 Chill stack. +15 Cold.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Orbiting Shard: A shard circles you, adding 1 Chill stack to enemies it touches (once a second each). Ice Shard fires from it.
- Cold Snap: When Ice Shard freezes an enemy, its cooldown resets.
- Mastery (level 10): When the cooldown resets, a free shard flies at the nearest other enemy.
- Twin Orbit: A second shard joins the orbit, and both fire when you cast.
- Mastery (level 10): 3 shards orbit you, and all of them fire.
- Cold Snap: When Ice Shard freezes an enemy, its cooldown resets.
- Splinter: On hit, 2 shards fly on to nearby enemies for 50% damage and 1 Chill stack each.
- Hailstorm: 4 shards instead of 2.
- Mastery (level 10): 8 shards.
- Shatter: Hitting a frozen enemy ends its freeze in a burst: 60% damage and 1 Chill stack to enemies within 250.
- Mastery (level 10): The burst reaches 500 and adds 2 Chill stacks.
- Hailstorm: 4 shards instead of 2.
Flicker Bolt
Spam · cooldown 1.55→1.47 s
Fire a bolt of the element you have least of, dealing 40→99 damage. While you are on the Heat side it is ice: it adds 25 Cold and 1 Chill stack. Otherwise it is fire and adds 25 Heat.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Mirror: Flips your Temperature instead (+40 becomes -40): every point it moves counts as Flux.
- Resonance: Every Flux pulse fires a free Flicker Bolt at a random enemy nearby.
- Mastery (level 10): Every Flux pulse fires 2 free bolts.
- Thermal Echo: Always sets off Thermal Shock; below the usual threshold at 50% strength.
- Mastery (level 10): Thermal Shock is always at full strength.
- Resonance: Every Flux pulse fires a free Flicker Bolt at a random enemy nearby.
- Rapid Flicker: Holds 2 charges.
- Quicksilver: Each hit takes 0.5 seconds off your other cooldowns.
- Mastery (level 10): Each hit takes 1 second off your other cooldowns.
- Arc: The bolt bounces to 2 more enemies for 60% damage; an ice bolt chills them.
- Mastery (level 10): The bolt bounces to 4 more enemies.
- Quicksilver: Each hit takes 0.5 seconds off your other cooldowns.
W - Heavy Spell
Combustion
Fire · cooldown 12.5→10.17 s
After 0.6 seconds the target area explodes, dealing 160→395 damage to enemies within 260→291. Heat raises its damage by up to another +60%. +40 Heat.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Inferno: The blast leaves the ground burning for 4 seconds (20% of its damage per second).
- Fuel: A fire spell landing in the burning area makes it erupt again for 50%.
- Mastery (level 10): Any spell you cast into the burning area makes it erupt, at full damage.
- Heatwave: While you stand in the fire, your spells deal +20% damage.
- Mastery (level 10): +40% damage, lasting 3 seconds after you leave the fire.
- Fuel: A fire spell landing in the burning area makes it erupt again for 50%.
- Volatile: Takes 1.2 seconds to go off, but deals +60% damage in a 30% bigger area.
- Supernova: At 80+ Heat it uses up all your Heat for +1% damage per point (no overheat).
- Mastery (level 10): +2% damage per point of Heat used.
- Echo Blast: Explodes again 1 second later for 50%.
- Mastery (level 10): Explodes a third time 1 second after the second.
- Supernova: At 80+ Heat it uses up all your Heat for +1% damage per point (no overheat).
Frost Nova
Frost · cooldown 11→9.44 s
Blast frost around you, dealing 100→261 damage and adding 2 Chill stacks to enemies within 380. +25 Cold.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Frost Ring: The nova rolls out as a ring to 600, hitting everything it passes.
- Blizzard: Leaves a storm for 4 seconds that adds 1 Chill stack per second to enemies in it.
- Mastery (level 10): The storm lasts 8 seconds and adds 2 Chill stacks per second.
- Avalanche: Pulls enemies within 500 to you before it blasts.
- Mastery (level 10): Pulls enemies within 1000.
- Blizzard: Leaves a storm for 4 seconds that adds 1 Chill stack per second to enemies in it.
- Permafrost: Adds 3 Chill stacks, so it freezes at once.
- Brittle: Frozen enemies take +25% damage from every source.
- Mastery (level 10): Frozen enemies take +50% damage from every source.
- Cold Front: Each enemy it freezes takes 1 second off its cooldown.
- Mastery (level 10): Each enemy it freezes takes 2 seconds off its cooldown.
- Brittle: Frozen enemies take +25% damage from every source.
Vent
Spam · cooldown 9.5→8.72 s
Release all your Heat or Cold at once: your Temperature drops to neutral and enemies within 350 take 30→81 damage, +0.9→2.4 per point released. The points released count as Flux.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Backlash: Venting Heat leaves burning ground for 3 seconds; venting Cold adds 2 Chill stacks to enemies hit.
- Bloom: Its radius grows with the points released (+60% at 100).
- Mastery (level 10): The radius grows twice as fast (+120% at 100).
- Vortex: Pulls enemies in before the blast.
- Mastery (level 10): Pulls from farther away, and the enemies pulled in are stunned for 1 second (not bosses or minibosses).
- Bloom: Its radius grows with the points released (+60% at 100).
- Release: Your next spell within 3 seconds has no cooldown (not ultimates).
- Recoil: That spell also refunds 50% of Vent's cooldown.
- Mastery (level 10): That spell refunds all of Vent's cooldown.
- Equalize: Vent always sets off a Flux pulse.
- Mastery (level 10): Vent sets off 2 Flux pulses.
- Recoil: That spell also refunds 50% of Vent's cooldown.
E - Movement
Flame Dash
Fire · cooldown 7.5→6.72 s
Blink to the target point, leaving a trail of fire for 3 seconds that burns enemies on it for 25→72 damage per second. +15 Heat.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Afterburn: Your fire trails last twice as long and deal +50% damage.
- Firewalker: While you stand on your fire trail, your Heat doesn't drift down.
- Mastery (level 10): After a dash your Heat doesn't drift down anywhere for 5 seconds.
- Backfire: When a fire trail ends, it explodes along its whole length.
- Mastery (level 10): The explosion deals double damage.
- Firewalker: While you stand on your fire trail, your Heat doesn't drift down.
- Comet: You land with an explosion that hits enemies within 250.
- Impact: The landing knocks enemies back 200.
- Mastery (level 10): Knocks enemies back 400; enemies knocked into another enemy are stunned for 1 second.
- Rekindle: If the landing hits 3 or more enemies, the cooldown resets.
- Mastery (level 10): Needs only 2 enemies hit.
- Impact: The landing knocks enemies back 200.
Ice Slide
Frost · cooldown 8.5→7.72 s
Slide to the target point, leaving a line of ice for 4 seconds. Enemies on it gain 1 Chill stack every 1 second. +15 Cold.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Frozen Path: Your ice lasts 8 seconds and chills twice as fast.
- Slipstream: You move 30% faster on your own ice.
- Mastery (level 10): You move 60% faster, until 2 seconds after you leave the ice.
- Frost Trap: Enemies that freeze on your ice stay frozen 1 second longer.
- Mastery (level 10): They stay frozen 2 seconds longer.
- Slipstream: You move 30% faster on your own ice.
- Ice Decoy: Leaves an ice statue where you started. It draws enemies for 2 seconds, then shatters, adding 2 Chill stacks around it.
- Mirror Ice: The statue fires small ice shards at nearby enemies.
- Mastery (level 10): The statue fires at 2 enemies at a time.
- Hollow Statue: The statue lasts 4 seconds and its shatter freezes enemies outright.
- Mastery (level 10): Leaves a statue at both ends of the slide.
- Mirror Ice: The statue fires small ice shards at nearby enemies.
Blink
Spam · cooldown 0.5 s
Blink to the target point. Holds 2 charges; each comes back after 7.5→6.7 seconds, and every other spell you cast takes 1 second off the recharge.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Thermal Step: Each blink moves your Temperature 20 toward the other side.
- Echo Step: The next spell you cast within 3 seconds of a blink is cast again for free at 50% damage.
- Mastery (level 10): The free cast deals full damage.
- Static Step: You arrive with a Flux pulse.
- Mastery (level 10): You also leave with a Flux pulse.
- Echo Step: The next spell you cast within 3 seconds of a blink is cast again for free at 50% damage.
- Haste: After a blink your cooldowns run 30% faster for 2 seconds.
- Third Charge: 3 charges.
- Mastery (level 10): 4 charges.
- Blink Strike: Enemies within 200 of where you leave and land take damage.
- Mastery (level 10): Hits a second time 0.4 seconds later.
- Third Charge: 3 charges.
D - Defense
Cauterize
Fire · cooldown 17→15.44 s
Sear your wounds, healing 14→30% of your max life at once. Mind the Heat: it can make you overheat. +40 Heat.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Ember Shell: Also gives a shield of 2 x your Heat for 5 seconds.
- Heat Sink: Damage the shield absorbs turns into Heat (0.1 per point).
- Mastery (level 10): 0.2 Heat per point absorbed.
- Flare: When the shield breaks, it explodes for its starting size around you.
- Mastery (level 10): The explosion deals double the shield's starting size.
- Heat Sink: Damage the shield absorbs turns into Heat (0.1 per point).
- Phoenix: An overheat within 4 seconds after Cauterize heals 25% of your max life instead of costing life.
- Pyre Born: Every overheat heals you instead of hurting you.
- Mastery (level 10): Overheats heal 50% of your max life.
- Searing Heal: Heals twice as much at 60+ Heat.
- Mastery (level 10): Heals 3 times as much at 60+ Heat.
- Pyre Born: Every overheat heals you instead of hurting you.
Glacial Barrier
Frost · cooldown 14→10.89 s
Encase yourself in ice that absorbs 100→288 damage (+1.5→4 per Cold) for 8 seconds. Enemies that hit you gain 1 Chill stack (at most once a second each). +20 Cold.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Endless Ice: The barrier lasts until it is broken. Casting it again replaces it.
- Regrowth: The barrier regains 5% of its size per second while you have Cold.
- Mastery (level 10): Regains 10% of its size per second.
- Cold Shoulder: Hits on the barrier add 2 Chill stacks instead of 1.
- Mastery (level 10): Hits on the barrier freeze the attacker at once.
- Regrowth: The barrier regains 5% of its size per second while you have Cold.
- Frozen Core: While it holds, your frost spells add 1 more Chill stack.
- Iceborn: Each enemy you freeze adds 25% of its base size to the barrier.
- Mastery (level 10): Each freeze adds 50% of its base size.
- Winter's Grasp: While it holds, it adds 1 Chill stack every second to enemies within 250.
- Mastery (level 10): Adds 2 Chill stacks every second to enemies within 500.
- Iceborn: Each enemy you freeze adds 25% of its base size to the barrier.
Thermal Ward
Spam · cooldown 13→11.44 s
A ward that absorbs 60→162 damage for 6 seconds. Every spell you cast while it holds adds 23→63 to it.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Overflow: When the ward runs out, the absorb left explodes as damage around you.
- Capacitor: Every Flux pulse also adds to the ward.
- Mastery (level 10): Every Flux pulse adds twice as much.
- Recharge: When the ward breaks or runs out, your cooldowns drop by 2 seconds.
- Mastery (level 10): Your cooldowns drop by 4 seconds.
- Capacitor: Every Flux pulse also adds to the ward.
- Reflex: While the ward holds, your cooldowns run 25% faster.
- Steady Hands: While warded you can't overheat or freeze.
- Mastery (level 10): Lasts until 3 seconds after the ward ends.
- Long Ward: The ward lasts twice as long.
- Mastery (level 10): The ward lasts 3 times as long.
- Steady Hands: While warded you can't overheat or freeze.
R - Ultimate
Cataclysm
Fire · cooldown 60 s
Call down 6 meteors on the target area over 2 seconds, each dealing 50 damage, up to double with full Heat.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Meteor Shower: +4 strikes.
- Rain of Ash: Every strike leaves burning ground for 3 seconds.
- Pyre Ritual: Uses up all your Heat for +1% damage per point.
- Doom Meteor: The last strike is a giant meteor in the middle: 3x damage in a twice as big area.
- Crater: The giant meteor leaves a large burning area for 5 seconds.
- Shockwave: The giant meteor stuns enemies for 1.5 seconds.
Absolute Zero
Frost · cooldown 55 s
Freeze every enemy within 450 of the target point for 2 seconds (half on bosses), dealing 210 damage. While frozen they take +25% damage from everything.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Deep Freeze: The freeze lasts 2 seconds longer.
- Shatterpoint: Enemies that die while frozen explode, dealing damage and adding 2 Chill stacks around them.
- Stillness: Bosses are frozen for the full time.
- Winter Field: Leaves a frozen field for 6 seconds that adds 1 Chill stack per second to enemies in it.
- Ice Age: Your frost spells freeze enemies in the field at once.
- Moving Front: The field follows you.
Absolute
Spam · cooldown 75 s
For 8 seconds your Temperature is locked: you can't overheat or freeze, you get the full bonus of both Heat and Cold, every spell triggers Thermal Shock at full strength, and your cooldowns recover twice as fast.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Overdrive: Your spells have no cooldown for the first 2 seconds.
- Flux Storm: Every spell you cast during it sets off a Flux pulse.
- Aftermath: When it ends, it releases 20% of the damage you dealt during it around you.
- Stasis: Lasts 4 seconds longer.
- Balance: Every spell you cast during it heals 2% of your max life.
- Afterglow: After it ends you keep half its bonuses for 5 seconds.
Tips
- Swinging the gauge is the point: every 50 points of movement is a Flux pulse (cooldowns and a burst).
- Thermal Shock rewards switching: cast ice at high Heat, or fire at high Cold.
- Cauterize adds 40 Heat. At high Heat it can tip you into an overheat.
- Absolute locks the gauge for 8 seconds: both bonuses, no overheat or freeze, Thermal Shock on every spell and cooldowns twice as fast. Save it for a boss phase.