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Aquamancer is a class in Warlords.

Aquamancer (Mage)[]

  • Health: 4000
  • Energy: 300
  • Energy Regen: +20/sec
  • Energy Per Hit: +14
  • Cost: 15000

The Aquamancer is the last Mage class. It is weak in close combat but can heal and snipe from long range. A great Ally to have in battle and can sustain allies and itself in battle. This class mainly serves to heal and has minor damaging abilities compared to other healing specializations but helps to keep people alive while helping deal damage.

Water Bolt[]

  • Energy Cost: 80
  • Crit. Chance: 15%
  • Crit. Multiplier: 150%
  • Damage: 233 - 301
  • Heal: 310 - 426

Shoot bolt of water that will burst for 233 - 301 damage and restore 310 - 426 health to allies. A direct hit will cause 15% increased damage or healing for the target hit. Has an optimal range of 40 blocks. Primary ability of the Aquamancer which houses most of it's overall healing. This ability allows Aquamancer to heal allies from behind the front lines while also helping deal minor damage.

Water Bolt can overheal allies for up to 10% of their max health as bonus health for 15 seconds.

Water Breath[]

  • Cooldown: 10.62 Seconds
  • Energy Cost: 60
  • Crit. Chance: 15%
  • Crit. Multiplier 150%
  • Heal: 511- 706

Breathe water in a cone in front of you, knocking back enemies and restoring 511 - 706 health to yourself and all allies hit. A greater healing ability. Although does not deal damage but can heal any allies in front of you while also knocking enemies back. Generally a useful ability when defending Flag Carriers.

Water Breath can overheal allies for up to 10% of their max health as bonus health for 15 seconds.

Time Warp[]

  • Cooldown: 40 Seconds
  • Energy Cost: 30

Activate to place a time rune on the ground. After 5 seconds, you will warp back to that location and restore 25% of your health.

Arcane Shield[]

  • Cooldown: 40 Seconds
  • Energy Cost: 40

Surround yourself with arcane energy, creating a shield that will absorb up to 1664 (40% of your maximum health) incoming damage. Lasts 6 seconds.

Healing Rain[]

  • Cooldown: 1 Minutes 30 Seconds
  • Energy Cost: 50
  • Crit. Chance: 25%
  • Crit. Multiplier: 175%
  • Heal: 100 - 125

Conjure rain at the targeted location that will restore 100 - 125 health every half second to allies. Lasts 12 seconds. This is a tide changer in battle when everyone is fighting in a mosh pit, this grants advantage to teammates by sustaining them to survive longer while eliminating enemies who don't receive healing. Especially great in Domination and TDM games.

Healing Rain can be recast, moving its location.

Healing Rain can overheal allies for up to 10% of their max health as bonus health for 15 seconds