The Sorceress has the lowest life of any class, 80, and the most Energy, 35. She clears from range with one element at a time;
Meteor and
Blizzard are her strongest evolutions and both come at level 24.

Fire, cold and lightning.
- Life
- 80
- Starting weapon
- Staff
Where the damage is
Her strongest evolutions at max level, for a new hero without gear:
Meteor,
Blizzard,
Chain Lightning.
| Name | Skill tree | Evolves from | Evolves with | |||
|---|---|---|---|---|---|---|
Meteor | Fire Spells | 24 | 1,209 | — | ||
Blizzard | Cold Spells | 24 | 1,160 | — | ||
Chain Lightning | Lightning Spells | 18 | 800 | — | ||
Fire Ball | Fire Spells | 12 | 660 | |||
Glacial Spike | Cold Spells | 18 | 436 | |||
Frozen Orb | Cold Spells | 30 | 432 | — | ||
Thunder Storm | Lightning Spells | 24 | 400 | — | ||
Fire Wall | Fire Spells | 18 | 86 | — | ||
Chilling Armor | Cold Spells | 24 | — | — | ||
Shiver Armor | Cold Spells | 12 | — |
Planning a build
- Fire:
Fire Bolt with
Warmth becomes
Fire Ball at 12, then
Meteor at 24 with
Enchant. - Cold:
Ice Blast with
Faster Cast Rate becomes
Glacial Spike at 18, then
Blizzard at 24 with
Replenish Life.
Ice Bolt with
Cold Mastery becomes
Frozen Orb at 30. - Lightning:
Charged Bolt becomes
Chain Lightning with
Energy Shield, which opens at 24, and
Nova becomes
Thunder Storm at 30 with
Lightning Mastery.
Hydra (level 30) has no evolution, but
Enchant doubles down on it: its bolts burn 80% harder.
Evolution lines
Each line takes the skill to its max level, holds the passive, and reaches the hero level; the next chest evolves it. A level marked with a passive is later than the evolved skill's own, because the passive opens later.
Staying alive
Energy Shield redirects damage into mana, up to 75% at rank 5; Energy, Warmth and Telekinesis support it.
Frozen Armor freezes the attacker whose blow lands, while
Shiver Armor and
Chilling Armor add their own protection. On 80 base life, a Vitality card or two early is worth more than it looks.
Attributes
Energy is her damage stat: +5% to every element a card.
Warmth and
Faster Cast Rate both shorten her recharge.
Masteries and immunities
Fire Mastery,
Cold Mastery and
Lightning Mastery now lower the matching enemy resistance, rather than adding elemental damage. Each gives -9% at rank 1 and -29% at rank 5. Against an immune enemy the reduction applies at one fifth strength, so these masteries can help break immunity. Gear and Charsi's Pierce wares add more ways to lower resistance; plan these alongside your main element.
Passives
| Name | Skill tree | At max level | ||
|---|---|---|---|---|
Warmth | Fire Spells | 1 | Skills recharge 26% faster | |
Enchant | Fire Spells | 18 | Your fire skills burn 40% harder, the Hydra's bolts 80% | |
Energy Shield | Lightning Spells | 24 | Absorbs 75% of every hit with mana instead of life | |
Cold Mastery | Cold Spells | 30 | -29% to Enemy Cold Resistance (a fifth of it if immune) | |
Fire Mastery | Fire Spells | 30 | -29% to Enemy Fire Resistance (a fifth of it if immune) | |
Lightning Mastery | Lightning Spells | 30 | -29% to Enemy Lightning Resistance (a fifth of it if immune) |



















