Frostbolt
FrostLaunches a bolt of frost at the enemy, causing 26 Frost damage and reducing movement speed by 36% for 4 sec.
Hits can grant Fingers of Frost.
Keep melee slowed with Frostbolt and out of reach. Frost Nova and Polymorph buy time, and Ice Lance cashes it in.
Frostbolt hits have a 35% chance (100% into your Frost Nova root) to bank Fingers of Frost, max 2. Frost Nova banks one. Your next Ice Lance spends it, treats the target as frozen, and can be thrown even while Ice Lance is on cooldown (that Lance doesn't use the cooldown, which keeps ticking).
Fire (Combustion) only: a Fire spell crit is Heating Up (Inferno Blast glows; its sure crit finishes the pair); a second crit in a row is Hot Streak, and your Pyroblast is instant and hits for 69. A Fire spell that doesn't crit cools Heating Up off; Pyroblast's own crits don't count (except Combustion's fat Pyroblasts, which give Heating Up).
Blink grants a 3.8 sec absorb worth 55% of your last hit taken in 5 sec (8–24% of max health).
Hover or tap a spell for its in-game tooltip. Default keybinds.
Launches a bolt of frost at the enemy, causing 26 Frost damage and reducing movement speed by 36% for 4 sec.
Hits can grant Fingers of Frost.
Blasts enemies within 7 yd of the target point for 11 Frost damage and roots them for 2.2 sec.
Your spells except Ice Lance critically strike them for 4 sec.
Blasts the enemy for 34 Fire damage.
Always critically strikes in your Frost Nova window.
Deals 17 Frost damage, 70% more to rooted or frozen targets.
Fingers of Frost makes it count as frozen and skip the cooldown.
Transforms the enemy into a sheep for 4.3 sec. Damage breaks the effect.
The target heals to full.
For 8 sec your spells cast 30% faster, Frostbolt hits grant Fingers of Frost and Ice Lance recharges 2 times as fast.
Off the global cooldown.
Immune to all damage and crowd control for 3 sec, but you cannot move or act.
Usable while stunned. Press again to cancel.
Teleports you 28 yd forward, breaking stuns. Usable while casting.
Your next Frostbolt soon after casts in half the time.
Interrupts spellcasting and prevents any spell in that school from being cast for 3 sec.
Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.
One pick per row, or leave a row on the stock kit.
Cast Frostbolt while moving at full speed.
Frostbolt can be cast while moving, at full run speed (otherwise moving cancels it). It's Frost's only move-cast.
Frostbolt slows by 28% (was 36%).
Take it into melee teams that never let you stand still.
Launches a bolt of frost at the enemy, causing 26 Frost damage and reducing movement speed by 28% for 4 sec.
Hits can grant Fingers of Frost.
Talent: Ice Floes — Cast Frostbolt on the move
Blink leaves a Frost Nova where you started.
Enemies where you Blinked from are rooted for 2 sec.
Blink cooldown is 11 sec (was 8).
Wait until the melee is on you, then Blink so they stay behind.
Teleports you 28 yd forward, breaking stuns. Usable while casting.
Your next Frostbolt soon after casts in half the time.
Talent: Frost Trail — Blink roots where you left
Become a Fire Mage.
Fireball, Dragon's Breath, Inferno Blast, Pyroblast and Combustion replace your Frost spells. Crits chain into instant Pyroblasts.
No root or slows. Dragon's Breath breaks on any hit, and Ice Block comes back later.
Take it when your team can make space for one big Combustion.
For 8 sec your Fire spells always critically strike and Inferno Blast recharges 3 times as fast.
Pyroblasts have a 20% chance to stun for 1 sec.
Frost Nova roots for longer, or Dragon's Breath disorients for longer as Fire.
Frost: Frost Nova roots for 3 sec (was 2.2). Fire: Dragon's Breath disorients for 4 sec (was 3).
Frost Nova / Dragon's Breath cooldown 2.5 sec longer.
The longer root buys a full Frostbolt, or a full Fireball as Fire.
Blasts enemies within 7 yd of the target point for 11 Frost damage and roots them for 3 sec.
Your spells except Ice Lance critically strike them for 4 sec.
Talent: Ice Ward — Longer Nova root
Blink rewinds the damage you take right after it.
For 4 sec after you Blink, the damage you take is recorded; it's then healed back to you over 6 sec (up to 30% of your health). Healing cuts (Mortal Strike, Aimed Shot) still apply.
Blink cooldown 10 sec (was 8). Damage taken before the Blink doesn't count.
Blink just as their go lands, not after it.
Teleports you 28 yd forward, breaking stuns. Usable while casting.
Your next Frostbolt soon after casts in half the time.
Talent: Temporal Shield — Damage after Blink heals back
Blink gets two charges, but it can no longer be used while stunned.
Blink has 2 charges (each recharges in 8 sec): blink out of a dive and still have one for the next.
Blink no longer breaks stuns: you cannot Blink while stunned (roots and slows still can be blinked out of).
Spend one Blink early to reset a melee, and keep the second to get away once their stun ends. Save your trinket for the stun.
Teleports you 28 yd forward. 2 charges. Can't be used while stunned. Usable while casting.
Your next Frostbolt soon after casts in half the time.
Talent: Shimmer — Blink: 2 charges, no stun escape
Frost: frozen Ice Lances hit 20% harder. Fire: crits bring Combustion back sooner.
Frost: frozen or rooted Ice Lances hit 20% harder (about 56 instead of 47). Lancing a target your partner rooted banks Fingers of Frost. Fire: each spell crit takes 1 sec off Combustion.
You take 5% more damage from everything.
Frost for big Lance hits, especially with a partner who roots. Fire if you crit a lot.
Deals 17 Frost damage, 70% more to rooted or frozen targets.
Fingers of Frost makes it count as frozen and skip the cooldown.
Talent: Shatter — Frost: bigger frozen Lances. Fire: Combustion sooner
Ice Block comes back sooner, your big cooldown later.
Ice Block cooldown 35 sec (was 45).
Icy Veins / Combustion cooldown +15 sec.
Take it into heavy melee pressure, where you'll Block more than you burst.
Immune to all damage and crowd control for 3 sec, but you cannot move or act.
Usable while stunned. Press again to cancel.
Talent: Cold Snap — Ice Block comes back sooner
Counterspell locks longer and comes back sooner when it interrupts.
Counterspell locks for 4 sec (was 3); a real interrupt cuts its cooldown to 14 sec.
No refund on a fake cast or a miss.
Wait for the real cast on the healer.
Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
Talent: Quickened Mind — Counterspell rewards real kicks