


The Arcane Hydra version does benefit from the Temporal Flux passive skill to everything within the area of effect of each bolt, turning it into a very effective AoE DPS and Crowd Control turret. Hydra is a popular kiting build spell, as it can attack independently from the Wizard, and regardless of its master's movement. Hydra will not attack Treasure Goblins beyond 10 yards of itself if those are not yet in combat. In return, Hydra's attacks will not cause Wizard to take damage from the Reflects Damage monster affix. In other words, Wizard will not gain any healing for Hydra's attacks, and these attacks will not trigger any 'on hit' special effects. Another Hydra is summoned, causing the old one to despawn.Īttack Speed of Hydra depends on that of its master, and each head spits independently.Hydra cannot be directly controlled, is unable to move, does not block path, and may not be targeted with any attacks and spells, only disappearing in three cases: Normally only one Hydra per Wizard can be summoned. Costs 15 Arcane Power, and has no cooldown. All Hydra heads try, but do not have to fire at a single target. Each head rapidly spits high-speed firebolts, causing 165% damage as Fire to the first enemy they hit (missiles have a limited range). Summons a single three-headed Hydra at the targeted location anywhere within approximately 60 yards (not necessarily within line of sight).
