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Wizard Ice-Lightning

WizardAoE farming and party PvE (also the preferred PvP element pair)As of 2026-08 (SEA, Wizard stage Lv.40-69)

Water and Wind spells that set each other up: Storm Gust and Frost Diver freeze targets, which turns them Water-element so Lord of Vermilion and Jupitel Thunder hit much harder. Lord of Vermilion and Storm Gust are the auto-cast core, with Jupitel Thunder spammed between their cooldowns. It's the safer, more flexible pair, and the better choice for PvP.

Well sourced

Stat Priority

  1. 1. INT
  2. 2. DEX
  3. 3. VIT

Solo PvE: raise DEX until Variable Cast Time reduction reads -100%, then put the rest into INT. In a party with a Priest buff (worth about 37-38% VCT) you can stop around 66-67% from DEX and run INT 99. Some players prefer INT 99 / DEX 25 for PvE and shift points to DEX for PvP. Others need only about DEX 40 for -100% VCT, though the exact number depends on your gear. As a starting point, 70 INT / 40 DEX works well, with a little VIT after that.

Skills

  • Lightning BoltLv.10

    Summons lightning to attack the target, dealing 1000%+200 Wind MDMG.First-job Wind bolt; a staple pick for this Ice-Lightning build.
  • ThunderstormLv.10

    Calls down lightning from the sky, dealing 720%+300 Wind MDMG to up to 5 enemies within 2.5 m.First-job Wind AoE, used for solo grinding.
  • Cold BoltLv.10

    Summons 10 ice arrows to attack the target. Each ice arrow deals 100%+20 Water MDMG.First-job Water bolt and a prerequisite for the Water line.
  • Frost DiverLv.10

    Deals 200%+100 Water MDMG to the target, with a 65% chance to Freeze them for 2.6 sec.Freezes the target, turning it Water-element so Wind spells deal counter-element damage — roughly double damage on Jupitel Thunder.
  • Storm GustLv.10

    Summons a Storm Gust in the target area for 4.5 sec. Every 0.45 sec, deals 210%+250 Water MDMG to up to 10 enemies within 4.5 m, with a 42% chance to Freeze them for 2.5 sec.Main Water AoE with freeze; auto-cast core and crowd control for Endless Tower and GvG.
  • Lord of VermilionLv.10

    Calls down 4 lightning strikes in the target area. Each strike deals 800%+200 Wind MDMG to up to 10 enemies within 3.5 m, with a 60% chance to inflict Blind for 2.5 sec.Main Wind AoE. It can blind, and it deals counter-element damage on frozen targets.
  • Jupitel ThunderLv.10

    Launches an electric orb at the target, dealing 1200%+480 Wind MDMG and knocking them back 5 m. Knockback is ineffective against players.Spammable single-target Wind hit that fills the gap while Storm Gust and Lord of Vermilion are on cooldown; knocks back.
  • Frost NovaLv.10

    Unleashes frost around you, dealing 650%+350 Water MDMG to up to 5 enemies within 4.5 m, with a 86% chance to Freeze them for 3 sec.Freeze around yourself; peel and PvP escape.
  • WaterballLv.5

    Launches a water ball at the target, dealing 1300%+520 Water MDMG.Water single-target skill that fills out the rotation.
  • Energy CoatLv.1

    Guards the body with spiritual energy. Each time damage is taken, use 1% SP to reduce damage by an additional 6%. Lasts 600 sec.PvP only; skip it in PvE since it drains SP every time you're hit.

Rotation

  1. Party PvE: auto-cast only Lord of Vermilion and Jupitel Thunder.
  2. Solo grinding: add Storm Gust (and Thunderstorm) to the auto-cast set.
  3. Cast Storm Gust first so targets freeze, then Lord of Vermilion to hit the frozen (Water) targets, and fill with Jupitel Thunder.
  4. Or open with Jupitel Thunder, then Lord of Vermilion or Storm Gust, and weave Jupitel Thunder between cooldowns.

Equipment: Early game

Equipment: Mid game

Cards

WeaponMummy CardMDMG Bonus% +3.6%~6%Includes up to 2 random affixes.MDMG bonus; a general-purpose weapon card.WeaponSkeleton Worker CardDMG vs Medium% +10.8%~18%Includes up to 2 random affixes.Size or race cards like this beat generic MDMG cards once you know the target; otherwise swap in a card matching the enemy's element or race.WeaponHydra CardDMG vs Human% +12%~20%Includes up to 2 random affixes.Race card option for the weapon slot.HeadwearCramp CardATK +9~15M.ATK +9~15Includes up to 2 random affixes.ATK/MATK headwear card.HeadwearOrc Hero CardVIT +5Unique: Immune to StunPaid option for damage against medium-size targets; strong in PvP.FacewearCoco CardSleep RES +60~100Includes up to 2 random affixes.Facewear card for Sleep resistance.FacewearGoblin Leader CardDMG vs Human% +12%DMG vs Brute% +12%DMG vs Demon% +12%DMG vs Plant% +12%DMG vs Undead% +12%DMG vs Formless% +12%DMG vs Fish% +12%DMG vs Angel% +12%DMG vs Insect% +12%DMG vs Dragon% +12%DMG vs Mech% +12%DMG vs Orc% +12%Royal Might Damage+% +7.5%Damage to all Goblins +30%Facewear card option. Dracula Card (damage vs Demi-Human) is the best choice if you can get one.MouthwearElder Willow CardINT +3~5Includes up to 2 random affixes.Adds INT.ArmorBaby Desert Wolf CardM.DEF +4~6Includes up to 2 random affixes.Adds M.DEF; pairs well with Savage Card.ArmorSavage CardHP +180~300Includes up to 2 random affixes.Adds HP.ArmorSandman CardDefense attribute changes to EarthIncludes up to 2 random affixes.PvP swap to counter Earth-element Wizards.CapeFrilldora CardINT +3~5Includes up to 2 random affixes.Adds INT.CapeNine Tail CardINT +4~6Includes up to 2 random affixes.High-end INT cape card; worth running two if you can get them.ShoesMerman CardINT +3~5Includes up to 2 random affixes.Adds INT; the budget choice.ShoesSohee CardINT +6~10Includes up to 2 random affixes.The better INT shoe card (INT +6~10), but rare.AccessoryMimic CardRanged MDMG% +3%~5%Includes up to 2 random affixes.Ranged MDMG%; run up to four across the two accessories.BackwearGiant Hornet CardWind DMG Reduction% +3%~5%Includes up to 2 random affixes.Wind damage reduction for the backwear slot.

Rune Engine

  • AoE AmplificationSlot 1

    Increases AoE skill DMG multiplier by 2~12%Most Wizard spells are area skills, so this is the key damage rune. Counts as an Aqua (blue) effect.
  • Bloodthirsty BladeSlot 2

    Increases DMG multiplier by 4~24% to targets with HP above 70%Higher damage multiplier against targets above 70% HP. Aqua effect.
  • Desperate StrikeSlot 3

    Increases P.ATK and M.ATK by 2~12%. Reduces P.DEF and M.DEF by 2~12%Raises MATK but lowers DEF. Pyro effect.
  • Agile DefenseSlot 4

    Increases DMG by 1~6% when stationary. Reduces DMG taken by 1~6% when movingMore damage while standing still and less damage taken while moving. Gale effect.
  • Abnormal Damage BoostSlot 5

    Increases DMG multiplier by 2~12% to targets with abnormal statusWizard spells freeze, blind and stun, so bonus damage against targets with a status effect pays off. Opens at Lv.67. Pyro effect.

ResonanceTwo approaches: build Aqua (blue) first, then Lumina (yellow), since Lumina's 4-mark tier adds damage against targets with a status effect and cuts damage taken while you have one. Or keep a full Gale (green) page for cast speed (7 marks gives Fixed Cast Time -25% and ASPD +8%) plus a Lumina page, switching to full Aqua when you want maximum damage (it ignores P/M.DEF). Gale plus a second colour active can outperform Aqua alone in practice.

Relics

  • INT relic set (blue 2-piece and purple sets)

    Turn on INT set resonance on every relic set; a blue set needs only 2 pieces for its bonus, easier to complete than a purple 4-piece set.

Special Skills (Affixes)

  • Cold BloodlineAccessory

    Water DMG dealt +0.6~33%.+15% Water damage; partners with Frost Impact for an Ice specialization.
  • Dual RoarAccessory

    When casting Lord of Vermilion, has a 2~20% chance to cast again on the target.Gives Lord of Vermilion a chance to cast again.
  • Frost ImpactAccessory

    After Storm Gust is cast, creates an ice spike area every second. After a delay, it explodes, dealing 90~1050% Neutral MDMG to up to 10 enemies in range. Ice spikes deal 25% more damage to Frozen targets, Bosses, Minis, and MVPs.Storm Gust leaves exploding ice spikes; pairs with Cold Bloodline for an Ice-focused setup.
  • Lightning ConductionAccessory

    When Lord of Vermilion hits an enemy, applies Lightning Rod for 4~6s. Targets with Lightning Rod take 0.6~33% more Wind DMG from the source and are struck by lightning every 1s, taking 135~540% Wind MDMG.Run it on an accessory when the weapon holds Ritual Casting.
  • Weak SenseAccessory

    When applying a status effect to any unit, MDMG dealt +0.5~26.4% for 6~12s.+12% MDMG after you apply any status effect, which Wizards do constantly.
  • Duelist GuardArmor

    DMG taken from players -0.5~27.5%.Less damage from players.
  • Duelist GuardCloak

    DMG taken from players -0.5~27.5%.The PvP cloak choice.
  • Medium GuardCloak

    DMG taken from medium units -0.5~27.5%.Less damage from medium-size units; the PvE cloak choice.
  • Lightning ConductionWeapon

    When Lord of Vermilion hits an enemy, applies Lightning Rod for 4~6s. Targets with Lightning Rod take 0.6~33% more Wind DMG from the source and are struck by lightning every 1s, taking 135~540% Wind MDMG.Mandatory for a Lord of Vermilion build: the target takes more Wind damage. Pairs well with Dual Roar.
  • Ritual CastingWeapon

    After standing still for 3s, gains 10~15% Variable Cast Time Reduction and MDMG dealt +0.6~28.6%.PvE weapon pick: after standing still for 3s you get -10% Variable Cast Time and +13% MDMG.

Pets

Tips

  • Only the weapon and the two accessories carry build-defining special skills, so you get three slots total — commit to one element pair instead of mixing.
  • Level up the guild skill that gives MATK, DEF and HP; easy to forget.
  • Raise pet affection only on the four battle pets you actually use, since affection costs that pet's own fragments.
  • Refine to about +12 across the board. Enchant with the Spell or Magic Essence gem sets. The Arcane Spirit gem (basic MATK) is a paid Guild-auction option.
  • Earth-Fire has more MVP counters, but Ice-Lightning combos better, is more flexible, and is preferred for PvP because meteors are easy to dodge.

Sources