Water Ball

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Water Ball.png Water Ball
Water Ball Info.gif
Type: Offensive Skill
Levels: 5, selectable
SP Cost: 15/20/25
Fixed Cast Time: 0.08s + 0.08s Per level
Variable Cast Time: 0.32s + 0.32s Per Level
Cast Delay: None
Cooldown: None
Target: Enemy
Range: Magic
Property: Water
Prerequisites
(Mage) Cold Bolt Lv. 1, Lightning Bolt Lv. 1,

Water Ball (Alt: Water Ball) is a 2nd class offensive skill available as Wizard, and High Wizard.

Effect

Inflicts Water property Magic Damage to a single target multiple times in rapid succession. Requires to be in shallow water.

Notes

  • This skill can be cast on Sage's Deluge and Ninja's Watery Evasion, but it will use the cells and they will be removed after casting.
  • The number of water balls that can be launched depends on the amount of water the caster is standing in. Using higher levels of this skill without enough water will not produce the maximum number of hits.
  • There is a notable delay between the completion of casting and when water balls inflict damage. This can be used to escape.
  • Unlike the majority of magic skills, water balls inflict individual damage for each ball on each impact instead of a bundle of full damage on cast completion. This gives the opportunity for the opponent to change armors or cast skills.
  • Also unlike most skills, even if the cd and global cooldown is gone, the caster will suffer from a animation delay via the casting animation of throwing the balls in rapid succession, you will be unable to cast skills but will be able to move while this is in effect.
  • Some monsters have a more powerful variation of this skill, which draws water from a 9x9 area under the user and launches 100 water balls..
  • This skill can be prevented from casted by using Magnetic Earth below the caster of the skills. Note that the higher the level of Water Ball used, more cells have to be blanketed by Magnetic Earth to prevent it from being casted completely.
  • This skill can be stopped once it starts by using skills that occupies or removes ground cells, like Magnetic Earth. Since this skills consume cells 1 by 1 as its "ammunition" starting at bottom left cells and going to the right, row after row, it is better to put the cancelling skills on the top part of the Water Ball cells area, since the remaining cells is located at the top row, and the bottom row area has already been used to launch Water Ball.

External

See also


Level Damage (MATK) Hits Inflicted Required Area Fixed Cast Time Variable Cast Time SP Cost
1 130% 1 1x1 0.08s 0.32s 15
2 160% 9 3x3 0.16s 0.64s 20
3 190% 0.24s 0.96s
4 220% 25 5x5 0.32s 1.28s 25
5 250% 0.4s 1.6s