Some Useful Characte Guides Of WonderKing
Aegis Aura (Passive) - Grants WonderKing immunity to holy elemental damage, immunity to darkness elemental damage to the Temple-Knight and lower percentages to party members. Holy elemental damage immunity should be higher than darkness immunity, but give no more than a 25% boost to holy elemental damage.
Right Hand of Michael (Active) - Dashes forward and slams the first thing which makes contact to into the air with his or her shield. The Temple-Knight then jumps into the air and the Holy Light Bringer sword are summoned. The Temple-Knight then slashes the opponent back into the ground, leaving him or her with a XX% of receiving the inverted effect. Only attacks one opponent. It is a good skill (WonderKing zed) to catch an opponent off-guard, and you could force them into a confusing situation. Moderate damage, long cool down, moderate fast cast-time and even moderate mana cost.
Left Hand of Raphael (Active) - A winged cross appears above the Temple-Knight, flashes a bright white and shoots out light rays. Anything could hit by the light or the radius, and the bright flash could receive moderate damage just as receiving a mana drain. By the way, you can enjoy professional WonderKing gold in our website at any time. Maximum mana drain should not exceed 30%. This is used to drain those pesky Necromancers and Exorcists to make casting skills more difficult for them. However, range isn't very high as long as the opponent is half a screen away, then they will not probably getting hit. Moderate damage, long cool down, moderate mana cost, and moderate cast-time.
Seraph (Active) - Six giant angel wings could form on the back of the Temple-Knight, and a large figure of Michael, the Archangel, appears behind him with a spear and shield. Both the Temple-Knight and Michael could perform a long-distance Soul Drive using the Divine Spear, dealing 8 hits instead of 4. During the cast-time of this skill, the Temple-Knight is immune to darkness elemental damage. Very High damage, very long cool down, very long cast-time, very high mana cost.