Naga Sea Witch Spells Abilities
Calls forth a cone of lightning to damage enemies. Hits a maximum of 3 units.
Forked Lightning Information
Make sure you are close enough to three units when casting Forked Lightning. Unlike Chain Lightning, the Naga must be within range for all three targets.
|Frost Arrows (Autocast)
Adds a cold effect to each attack, slowing a target enemy unit's attacks and movement.
Frost Arrows Information
This ability is very useful for preventing enemy units or Heroes from running away. Combine with Forked Lightning to kill units that try to escape. Switch targets after firing to slow down multiple units at once.
Because it takes up a lot of her valuable mana, you may want to toggle Frost Arrows off during minor battles and have the Naga attack several different targets in large battles.
Creates a shield that absorbs damage by using the Sea Witch's mana. Blocks 100% of incoming damage.
Mana Shield Information
This ability is useful to prevent the Naga Sea Witch from dying. If the enemy targets her, turn on Mana Shield. Be sure to turn it off when she is no longer under attack. You can use Mana Potions to keep the shield up longer.
Before you load up on mana potions to feed your mana shield, remember that until you have level 3 mana shield, Health Potions provide more damage recovery for your gold.
Summons a fierce controllable Tornado that slows enemy units' movement speed, randomly tosses enemy ground units into the air and damages enemy buildings. The Tornado does 50 damage per second to buildings under it, and 7 damage per second to buildings in its general vicinity. Lasts 40 seconds.
The main use of this ability is to destroy buildings.
Tornado does extreme damage to nearby buildings, light damage to buildings in the general vicinity, slows units by a large amount, and tosses nearby units and Heroes up into the air randomly. If you put a Tornado between two buildings, you can get a large damage rate split between them. Tornado is "siege for free" in that you can generally kill all of their towers with it.
Tornado brings units to minimum speed unless they are speed 350 or faster. There are only 2 or 3 such units in the game. Tornado also slows air units, unlike Earthquake. The Tornado slow area is 60 (600 in-game). Tornado tosses units every 3 seconds, and the toss lasts for 12 seconds. Tornado cyclones a particular unit once every 22 seconds. The Tornado's speed is 75. That means that Tornado more or less disables 4 units continuously. It can also toss Heroes and break channel spells potentially.
This spell must be maintained to get the full effect. If the Naga Sea Witch moves, the spell will not do its full damage. Force the Naga Sea Witch to move from her location. This will stop the Tornado.
You can interrupt this spell with spells such as:Humans: Sorceress - Polymorph (uncastable on heroes)
Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
Humans: Mountain King - Storm Bolt
Humans: Mountain King - Bash (uncastable on air units)
Orcs: Raider - Ensnare
Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
Orcs: Shadow Hunter - Hex
Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
Undead: Crypt Fiend - Web (uncastable on ground units)
Undead: Dread Lord - Sleep
Undead: Dread Lord - Inferno (uncastable on air units)
Undead: Crypt Lord - Impale (uncastable on air units)
Neutral: Dark Ranger - Silence
Neutral: Dark Ranger - Charm (uncastable on heroes)
Neutral: Goblin Tinker - Cluster Rockets
Neutral: Pit Lord - Doom (uncastable on heroes)
Neutral: Fire Lord - Soul Burn
Neutral: Fire Lord - Volcano