Wynncraft Wiki
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! Attack Speed !! Regular Trigger Chance for Life and Mana Steal !! Shaman Trigger Chance for One Bolt
 
! Attack Speed !! Regular Trigger Chance for Life and Mana Steal !! Shaman Trigger Chance for One Bolt
 
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|-
| Super Fast || 7% || 2.33%
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| Super Fast || 7.8% || 2.6%
 
|-
 
|-
| Very Fast || 10.4% || 3.47%
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| Very Fast || 10.7% || 3.57%
 
|-
 
|-
| Fast || 13.2% || 4.4%
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| Fast || 13.3% || 4.43%
 
|-
 
|-
| Normal || 17.4% || 5.8%
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| Normal || 16.3% || 5.43%
 
|-
 
|-
| Slow || 22.3% || 7.43%
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| Slow || 22.2% || 7.4%
 
|-
 
|-
| Very Slow || 40% || 13.33%
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| Very Slow || 40.2% || 13.33%
 
|-
 
|-
| Super Slow || 66.2% || 20.07%
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| Super Slow || 65.4% || 21.8%
 
|-
 
|-
 
|}
 
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Revision as of 05:29, 25 March 2021

Shaman
Shaman
Attributes
☍ Damage ■ ■ ■ ■ ■
♥ Defence ■ ■ ■ ■ ■
➵ Range ■ ■ ■ ■
⊛ Spells ■ ■ ■ ■
Difficulty ★ ★ ★
Weapon Relik
Donor-Exclusive Reskin Skyseer
The Shaman benefits from powerful buffs, displacement, and crowd-control abilities at the cost of low defences. Using spell combinations, they can aggressively engage large amounts of enemies or simply sit back and support their team.
~ Official website

The Shaman is one of five playable classes in Wynncraft and uses a relik as its weapon. Its base defense is 50%, making the Shaman the least tankiest class in the game. Having a 50% base defense rating means it takes 1.5 times more damage than a 100% base defense class would. The Shaman excels at crowd-control due to its high area damage and mob control.

Overview

The Shaman's main attack fires three bolts, one going straight and the others going to the sides, each dealing 33% of the main attack's damage. The bolts spread out over a distance, so enemies close up take the most damage.

The Shaman's first spell, Totem, provides area damage, buffs the damage of nearby players (35% damage buff to the player holding the totem, and a 15% damage buff to allies), and can even heal players once upgraded. Totem is the Shaman's most vital spell, as the class's second and third spell require an active totem to function. The totem has a 20 second duration that despawns once it runs out of time. Some Major IDs can affect the way the Totem spell works, too.

The Shaman's second spell, Haul, is a mobility tool that launches the player towards their totem. At higher levels, its cost becomes very cheap which makes it good for spell cycling, spamming certain spells in a repeated pattern, and the spell can damage and knock upwards nearby enemies where you land.

Its third and most powerful spell, Aura, fires a wave of particles out from the totem that damages anything in its path in a circle around the totem. Mobs hit by Aura will be pulled towards the totem, barring mobs with crowd control immunity. This covers a very large horizontal area and can even trap mobs at higher levels, making them unable to escape.

Finally, the Shaman's fourth spell, Uproot, is a ranged blast that can pull enemies toward you, freeze them, and even reposition your totem. Its final upgrade, at level 66, allows it to push entities instead as well as refresh the timer of your totem.

Main Attack

The Shaman's main attack fires three bolts in a frontal arc, each dealing 33% of the main attack's damage, after all damage-boosting calculations. Like other classes' main attacks, the bolts can pierce through mobs and deal damage to multiple enemies. Enemies up close will be hit by more bolts and suffer more damage, while enemies further away will only take 33% of the damage.

Identifications like life steal and mana steal are also affected by the nature of the Shaman's main attack, reducing the chance to activate to only 33% of the original chance to activate, per bolt. Hitting the same mob with multiple bolts will each have a chance to trigger life steal and mana steal individually.

Attack Speed Regular Trigger Chance for Life and Mana Steal Shaman Trigger Chance for One Bolt
Super Fast 7.8% 2.6%
Very Fast 10.7% 3.57%
Fast 13.3% 4.43%
Normal 16.3% 5.43%
Slow 22.2% 7.4%
Very Slow 40.2% 13.33%
Super Slow 65.4% 21.8%

Spells

Totem

Mouse Activation: (Right-Left-Right)

The Totem spell is the Shaman's most important spell. When cast, a totem is tossed out in the direction the player is facing. A Shaman must have a Totem up before being able to cast Haul and Aura. The Totem has around a 10 block radius, outlined by green particles (or white particles if you are a Skyseer), and any enemies standing within the radius will be damaged continuously. At Grade II, allies standing within the radius will recover HP. Totem lasts for 20 seconds, and after that timer goes to zero, the Totem disapears, and a new one must be casted.

Grade I (Lv. 1)

  • Mana: 4
  • Damage: 20% per second
  • Air Damage: +20%
  • +35% damage bonus to self
  • +15% damage bonus to allies

Grade II (Lv.16)

  • Mana: 4
  • Damage: 20% per second
  • Air Damage: +20%
  • + Regeneration: heals 3% of your max HP per second

Grade III (Lv.36)

  • Mana: 4
  • Damage: 20% per second
  • Air Damage: +20%
  • Fire Damage: +20%
  • + Totemic Smash: deals 100% damage when touching the ground after being thrown

Haul

The Haul spell is the Shaman's movement spell. When cast, the player is pulled towards the Totem's current position. Because a Totem is required to cast this spell, Haul is the most expensive movement spell to cast out of all classes, in terms of mana. However, when not casting the spell to travel the world, Haul is very useful when in combat. Swift movement over the Totem proves to be essential towards dodging attacks, especially when in a large crowd of enemies.

Mouse buttons: (Right-Right-Right)

Grade I (Lv.11)

  • Mana: 3

Grade II (Lv.26)

  • Mana: 2
  • + Nature's Jolt: deal 100% damage when hauling into mobs and throw them upwards

Grade III (Lv.46)

  • Mana: 1
  • + Stagnation: mobs hit are also slowed down by 60% for 3 seconds

Aura

The Aura spell is the Shaman's damage-dealing spell. When cast, a wave of particles are fired from the base of the Totem, extending to about 15 blocks in radius, damaging all enemies hit and pulling them towards the Totem. The wave can hurt enemies 1 block above and below it as well.

Mouse buttons: (Right-Left-Left)

Grade I (Lv.21)

  • Mana: 8
  • Damage: 200%
  • Water Damage: +20%

Grade II (Lv.36)

  • Mana: 8
  • Damage: 200%
  • Water Damage: +20%
  • + Rebound: the aura effect bounces back to hit a second time

Grade III (Lv.56)

  • Mana: 8
  • Damage: 200%
  • Water Damage: +30%
  • + Enclosure: creates a temporary cage near the totem which traps mobs in

Uproot

The Uproot spell is the Shaman's utility spell. When cast, a large projectile is fired, exploding on impact with an enemy or terrain. The explosion damages all enemies hit and pulls them towards the player. It is also able to move the Totem around. At Grade III, this spell is given the ability to reset the Totem's timer, which proves to be useful especially when in situations where casting a new Totem could be detrimental.

Mouse buttons: (Right-Right-Left)

Grade I (Lv.31)

  • Mana: 6
  • Damage: 50%
  • Earth Damage: +10%

Grade II (Lv.46)

  • Mana: 6
  • Damage: 50%
  • Earth Damage: +20%
  • + Ancient's Grasp: uproot becomes controllable by moving your head

Grade III (Lv.66)

  • Mana: 6
  • Damage: 100%
  • Earth Damage: +30%
  • + Overseer: holding shift while casting Uproot will push mobs instead of pulling them and reset your totem timer

Trivia

  • The Shaman was added in the Silent Expanse Update, being the first class added since Wynncraft's inception more than six years prior.
  • The Shaman is the first class to have an Attribute rating of zero.
  • The Shaman is the first class to have spells dependent on/able to interact with another spell.