|Race||Human (Water elemental)|
|Hit point regeneration||Always|
|Hit point regen. rate||0.25 HP/sec.|
|Life span||60 sec.|
|Unit Classified As:||Ground|
|Build time||1 sec.|
|Requires||Summon Water Elemental|
|Gold Bounty Awarded||32-46|
|Normal attack:||20/35/45 avg|
|Can attack:||Ground, Structure, Air, Debris, Item, Ward|
|Defense Type||Heavy (Large)|
|Movement Speed||Slow (220)|
One of the greatest powers of the Archmage is their ability to summon mighty Water Elementals to aid the Alliance warriors in combat. These mindless, hulking forms of water can take massive punishment from enemy units while delivering fierce blows to their enemies. Water Elementals were a favorite tool of the Human Conjurors of the First War, and now they serve in the defense of Humanity once again.
There are 3 Levels of Water Elementals. Water Elementals are summoned, so they will disappear after 60 seconds. Each level of Water Elemental has a different appearance and size. The Level 3 Water Elemental is the largest and is a dark blue color.
Water Elementals cannot be upgraded.
Water Elementals are Summonable units so players can run away from them until the timer runs out. Another option is to use spells or abilities that damage Summonables such as Abolish Magic, Dispel Magic, Purge, and Wisp's Detonate.
- Note: The description is very similar to the one found in Battle.net, but many words are changed.
One of the Archmage's greatest powers is his ability to summon mighty Water elementals to aid his comrades in combat. These mindless, hulking forms of water can take massive punishment from enemy units while delivering tremendous blows in return. Water elementals were a favorite tool of the Conjurors of Azeroth during the First War, and now the enchanted creatures have come to aid the defenders of freedom once again.
World Editor descriptionEdit
Note: Description found in the ability.
- Summons a water elemental to attack the Archmage's enemies.