- Winters Grasp (freezes a single target. 200% weapon damage, 4s duration, 8s chill, 16s cooldown. Cost: 65 Mana, upgrade grants 3m AoE chill effect)
- Fade Step (Evade ability. 2s Duration, 12s cooldown. Upgrade grants 300% weapon damage and 8s chill when passing through enemies)
- Blizzard (AoE cast which can be toggled on and off. 150% weapon damage per second. 8s chill. 8m AoE. 24s Cooldown. Cost: 5 mana per second active. Upgrade grants 75% bonus damage and progressively chills enemies in radius till frozen)
- Walking Bomb (200% weapon damage per second. 10s duration. When detonated (remotely or when 10s has expired, explosion deals 600% weapon damage. 5m radius. 20s Cooldown. Cost: 65 mana. Upgrade enables walking bomb to spread to nearby targets if it kills the first enemy for more explosions)
- Blinding Terror (15% damage vs panicked enemies. +3 magic)
- Conductive Current, (5% damage for every 10% mana missing)
- Hastened Demise (2% damage for each 10% missing enemy health)
- Simulacrum (When downed, you become a spirit for 10s. Casting costs no mana. Needs reviving when spirit disappears. +3 willpower)
- Death Siphon (20 mana and 10% health restored when an enemy is killed near you. +3 constitution)
- Gathering Storm (0.5s cooldown reduction per attack. +3 willpower)
- Clean Burn (1s cooldown reduction per spell cast. +3 willpower)
- Ice Armor (50% damage reduction when near a frozen enemy or in Blizzard radius. +3 willpower)
- Tricks of the Trade (10% damage and duration to all team status effects. +3 willpower)
- Frost Mastery (25% freeze and chill duration. +3 magic)
For single targets, alternate between walking bomb and winters grasp depending on the need. Remember to incapacitate ranged units because they are very strong on higher difficulties. Use Blizzard for DR if possible.