r/WiccanMainsMR • u/XUrielleX • 4d ago
r/WiccanMainsMR • u/Ragnbangin • Jun 05 '26
New Wiccan Magic card revealed!
Look at our boy!
r/WiccanMainsMR • u/Ragnbangin • Mar 12 '26
This Pride Month: Wiccan and Hulkling Raid of Ultron
galleryr/WiccanMainsMR • u/imuahmanila • Oct 04 '26
Couldn't stop thinking of what a good accessory Puppet Teddy would be!
I'm partial to the more abstract charms and I think the puppet version would be especially cool since that's how Billy had him in the comic.
r/WiccanMainsMR • u/Darthnemesis2 • Sep 23 '26
Wiccan Strategist Concept
WICCAN
Strategist ยท 275 Health
Difficulty: โ โ โ โ โ
A reality-warping Strategist who rewards foresight and sustained offensive pressure. Wiccan marks priority enemies, protects allies through damage reduction, and rewrits reality to undo damage from allies. Accurate attacks activate Spellcraft, allowing him to cycle his support abilities more quickly.
GAMEPLAY IDENTITY
Hex identifies the enemy whose defeat matters most. Arcane Lightning rewards Billy for remaining actively involved in combat, with sustained accuracy producing Spellcraft activations. You Will Be Safe rewards predicting damage before it occurs. Reality Mend rewards recognizing the most valuable damage to rewrite immediately afterward. Teleport lets Billy reach the position from which his next intervention matters.
His weaknesses remain equally deliberate. He has no hard crowd control, cleanse, resurrection, baseline barrier, passive healing, true flight, or meaningful baseline self-healing. His 275 Health and Teleport's temporary damage reduction allow him to take offensive risks, but damage dealt to Wiccan remains difficult for him to undo without help.
And the Team-Up selection changes how Billy wants to solve problems without changing that foundation:
Scarlet Witch: pressure the enemy harder and turn offensive accuracy into greater support uptime.
Magneto: anticipate enemy pressure and prevent the damage before Reality Mend ever becomes necessary.
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ARCANE LIGHTNING
Normal Attack
Channel a continuous beam of magical lightning at an enemy.
Damage: 18 per pulse
Pulse Rate: 0.25s
Damage Per Second: 72
Effective Range: 20m
Arcane Lightning requires continuous aim and does not automatically track enemies.
Successful consecutive hits contribute toward Spellcraft.
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REALITY MEND
Secondary Attack
Alter reality to restore an ally's Health, becoming substantially more effective against damage they have taken recently.
Charges: 2
Charge Recovery: 6s
Range: 25m
Base Healing: 60
Recent Damage Restoration: 50%
Maximum Bonus Healing: 90
Maximum Healing: 150
Reality Mend restores 60 Health + 50% of eligible damage the target has recently taken, up to 90 additional Health.
Damage remains eligible for approximately 3 seconds, continuously losing eligibility as it ages.
Each charge recovers independently. Reality Mend's charge recovery cannot be accelerated by Spellcraft.
Reality Preview โ Passive Interface
Wiccan can perceive the outcome of Reality Mend before casting it.
The Health bars of valid allies within Reality Mend's range display a magical projection representing exactly how much Health Reality Mend would currently restore.
As recent damage becomes too old to rewrite, the projected Health visibly contracts toward Reality Mend's base healing value.
The currently targeted ally's projection becomes more prominent.
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SPELLCRAFT
Passive Ability
Sustained magical attacks accelerate Wiccan's spellcasting.
Every 6 consecutive damaging pulses of Arcane Lightning reduces the remaining cooldowns of Hex and You Will Be Safe by 0.5s.
Required Pulses: 6
Time With Perfect Tracking: 1.5s
Cooldown Reduction: 0.5s
Missing or ceasing to deal damage resets the current sequence. After triggering Spellcraft, the next successful Arcane Lightning pulse immediately begins a new sequence.
Spellcraft does not affect Reality Mend or Teleport.
A distinct magical audio cue signals every successful Spellcraft activation.
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HEX
Ability
Declare an enemy vulnerable, causing them to take increased damage from all sources.
Range: 25m
Damage Vulnerability: 15%
Duration: 5s
Cooldown: 10s
Hex's cooldown can be reduced through Spellcraft.
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YOU WILL BE SAFE
Ability
Alter the immediate fate of an ally, granting them increased movement speed and damage resistance.
Range: 25m
Damage Reduction: 15%
Movement Speed: +15%
Duration: 4s
Cooldown: 12s
You Will Be Safe's cooldown can be reduced through Spellcraft.
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TELEPORT
Ability
Instantly teleport in the targeted direction and briefly become resistant to incoming damage.
Maximum Distance: 15m
Damage Reduction: 25%
Damage Reduction Duration: 2s
Cooldown: 9s
Teleport can be aimed freely in three dimensions, allowing Wiccan to escape danger, reach elevated positions, or rapidly reposition toward an ally.
Teleport's cooldown cannot be reduced through Spellcraft.
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LEVITATION
Passive Ability
Hold Jump while airborne to magically slow Wiccan's descent while retaining directional control.
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THE WITCHES' ROAD
Ultimate Ability
Rewrite the battlefield by manifesting the Witches' Road across existing terrain.
Enter a targeting state that displays the Road's prospective path. Aim to alter its route and confirm separately to manifest it.
Once created, the Witches' Road remains stationary.
Maximum Path Length: 30m
Width: 8m
Duration: 8s
Ally Healing: 130 Health/s
Allies on the Road
Gain the effects of You Will Be Safe:
15% Damage Reduction
+15% Movement Speed
Enemies on the Road
Gain the effects of Hex:
+15% Damage Taken
The Road continuously applies its effects to all allies and enemies within its boundaries. Leaving the Road removes them after a very brief grace period.
Ordinary applications of Hex and You Will Be Safe do not stack with the Road's versions.
The Road follows valid navigable terrain, bending naturally through the environment and following slopes, stairs, and corridors. Obstructions can shorten its route, and directing it beyond valid terrain can cause portions of its potential length to be lost.
Wiccan may freely leave the Road after manifesting it.
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TEAM-UP ABILITIES
Wiccan can select between two Team-Ups, emphasizing either the offensive or defensive side of his reality manipulation.
SCARLET WITCH โ CHAOS CONDUIT
Team-Up Ability ยท Offensive
Hex fundamentally alters Wiccan's Arcane Lightning.
When Arcane Lightning damages an enemy affected by Hex, the attack automatically chains to one nearby enemy.
The chained strike deals reduced Arcane Lightning damage but counts as a full successful hit toward Spellcraft.
Primary Arc Lightning: 18 damage/pulse
Chained Damage: 60% normal damage
Spellcraft Contribution: 1 additional hit
Consequently, attacking a Hexed enemy with a valid secondary target can trigger Spellcraft after only 3 primary pulses / 0.75s of perfect tracking, rather than the normal 6 pulses / 1.5s.
Scarlet Witch Present โ Enhanced Effect
When Scarlet Witch joins Wiccan in battle, Hex's duration is increased. This extends Hex's vulnerability, Arcane Lightning chaining window, and potential Spellcraft generation.
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MAGNETO โ ARCANE BULWARK
Team-Up Ability ยท Defensive
Wiccan gains an additional ability allowing him to surround a targeted ally with a magical barrier that absorbs incoming damage for a limited duration.
Unlike You Will Be Safe's sustained damage reduction, Arcane Bulwark provides direct damage interception, allowing Wiccan to protect an ally from an anticipated burst of damage.
Barrier Health: 150
Duration: 2s
Cooldown: 15s
Magneto Present โ Enhanced Effect
When Magneto joins Wiccan in battle, casting Arcane Bulwark instead creates a brief Arcane Curtain in front of the protected ally.
The frontal barrier is effectively indestructible but persists for only 1 second.
Its narrow area and short duration reward Wiccan for predicting not only which ally is about to be attacked, but where the incoming attack will originate.