Mysterious casters from beyond the Planes, Chloromancer's basic attacks heal allies, damage enemies, and grow their plants faster. Leafy Lashers snare foes and deals damage, Blooming Pollinators deals damage and heal allies, and Sow Chaos grows many plants quickly to turn the tide of battle.
Phytobarrier (Level 0)
Automatically creates a shield that absorbs damage when your health falls below 50%.
Leafy Lasher (Level 1)
Lob a seed that grows into a plant that will damage and snare nearby enemies when fully grown. Healing your plants will make them grow faster.
Blooming Pollinator (Level 3)
Throw a seed that grows into a plant. When fully grown, it will explode in a burst of pollen that heals allies and damages enemies. Healing your plants will make them grow faster.
Sow Chaos (Level 5)
Randomly throws a number of Lasher and Pollinator seeds around you in quick succession.
As a Chloromancer, you need to constantly barrage the battlefield with your plants while supporting your team with supplemental heals, do note that it's very difficult for even the best chloromancers to keep your teammates healed, as the healing amount of both your basic attack and the pollinators are based off their max health, not your damage or own max health.
Hold your basic attack and throw out pollinators constantly, as to keep up both damage and healing to kill enemies and sustain yourself, throw out a leafy lasher if there is none out, or the current one is about to disappear.
For your ultimate, one thing to note is that if you're standing ontop of an enemy, all the plants will be thrown at your feet instead of around you randomly, great for a quick refill on plants, burst damage and a full heal!
For longer fights where you're playing as a DPS chloro, try and time your potions (arcane emblem buff) with the bullets salves your green gatling shoots, aswell as when alot of your pollinators are about to explode, to maximize your long term dps.
[gear=Staff]Magic Damage,Critical Damage,Critical Hit/Jump,Energy Regeneration[/gear]
[gear=Hat]Maximum Health,Critical Damage,% Maximum Health,Attack Speed[/gear]
[gear=Face]Maximum Health,Critical Damage,Magic Damage,Attack Speed[/gear]
[gear=Ring]Magic Damage,Energy Regeneration[/gear]
- [ally=dragon_starlight] (For DPS Shadow Towers)
- [ally=qubesly_penguin_gentleman] (For DPS Adventuring)
- [ally=butterfly_firered] (For Tanking)
- [flask=vial_auto] (if using surestrike, or if tanking)
- [flask=vial_multiminion] (if using evil eye, not for tanking)
- [emblem=effect_crit] (if crit hit is needed)
- [emblem=effect_onhitheal] (If extra tanking is needed)
- [emblem=effect_minionspawn_rangedmagic] (if crit hit is not needed, used with minion vial)
- Magic Damage on Everything
- Critical Damage on Everything
- Critical Hit on Enough Gems to Reach 100% (Swap Surestrike with Evil Eye)
- Maximum Health on Everything
- % Maximum Health where possible
- Magic Damage where possible
- Critical Damage where possible
- Critical Hit where possible
Empowered Water Gem for the Chloromancer. Spawning a Leafy Lasher or Blooming Pollinator has a chance to spawn a Green Gatling. It grows very quickly and unleashes a rapid stream of projectiles at enemies. Only one such Gem may be socketed at a time.
Empowered Water Gem for any class. Killing an enemy has a chance to generate a flaming disc that damages nearby enemies. Only one such Gem may be socketed at a time.
Empowered Water Gem for any class. Dealing damage applies damage-over-time effects to enemies. Only one such Gem may be socketed at a time.
Empowered Water Gem for any class. Taking damage has a chance to spawn a ring of snaring projectiles, reducing enemy Movement Speed. Only one such Gem may be socketed at a time.
Empowered Water Gem for any class. Taking damage has a chance to spawn a ring of projectiles, applying damage-over-time to enemies based on your max health. Only one such Gem may be socketed at a time.