Summon Water Elemental

Summon Water Elemental is a level 12 Frost mage ability. It summons a combat Water Elemental to fight with the mage. The minion functions similarly to the warlock's minions or the hunter's pets. A pet action bar appears for the mage to command the elemental and control its spells.

Improvements

 * Chilled to the Bone causes Freeze to deal damage when the effects ends or is dispelled.
 * Mastery: Icicles (Frost mastery) increases the damage done by your Water Elemental by 18% (increased by mastery).

Water Elemental abilities
The water elemental has two abilities, Waterbolt and Freeze. Waterbolt is the elemental's primary spell, and it will automatically use this spell when attacking an enemy. If the elemental is out of mana or the Waterbolt spell is deactivated, it will move closer to the target, but not attack until enough mana is regenerated to cast. This may lead to awkward pathing, although it is negligible in most scenarios. Freeze must be cast explicitly by the mage, as it requires a ground area target.

The Elemental receives a third of its master's spell power, 30% of its master's Stamina and Intellect, and 35% of its master's Armor.

Waterbolt
The waterbolt spell is a direct damage frost-based attack with a range of 45 yards. The cast time is 2.5 seconds. Base damage is based on the level of the water elemental, which is equal to the level of the mage. Each Waterbolt receives a damage bonus of 40% of the Elemental's spell power.

Freeze
Freeze is a ground-targeted area of effect spell that freezes all enemies in an 8 yard radius from the targeted spot for up to 8 seconds. This is similar to the Frost Nova spell, except that it is ground-targeted, with a range of 45 yards from the elemental. The spell has a cooldown of 25 seconds.

Water Jet


Channels a jet of icy water at the target, dealing (112.8% of Spell power) Frost damage to the target over 4 sec. The mage's Frostbolts that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost.

Tips and tactics
The water elemental provides a nice amount of DPS in raid situations. The elemental can do a good bit of damage with its waterbolt, with a comparatively small mana cost and no threat for the mage. The waterbolt damage does scale slightly with the mage's frost damage, and the minion's mana pool scales as well. The Water Elemental inherits the spell hit rating on his master's gear.

The Freeze ability has many uses in PvP and in certain PvE situations. The ranged nature of the ability makes it useful for catching a runner out of reach of Frost Nova. It's also good in emergencies when the mage needs to escape and Frost Nova is on cooldown.

The Freeze ability can be cast and targeted at any time, which includes during a cast and while Ice Blocked. It does not affect the mage's global cooldown. This can be especially useful with Blizzard in both PvP and PvE. If the mage gets aggro from a group under his Blizzard, the Elementals' Freeze ability can be used in the middle of his casting, ensuring that the mage stays away from harm and the Blizzard is not interrupted.

Most frost mages rely on Shatter to out-dps an opponent in PvP by critting when they are frozen. Since it can often be troublesome to Frost Nova and charge up a Frostbolt due to the fact that the player will either escape the nova or it will be broken by an ally, the Elemental's Freeze ability becomes invaluable. Once you have established some distance between you and your target, charge up a Frostbolt and Freeze the target just before the Frostbolt hits them, and ice lance at the same time. This will ensure that the opponent has no chance to break the freeze, and your spells will get the crit bonus from shatter causing a huge burst of damage.

Helpful macros

 * Combined summon/freeze

/cast [nopet][@pet, dead] Summon Water Elemental /click PetActionButton5

This macro combines summoning the elemental and casting its Freeze spell into a single button. The first line will summon the elemental if it is not already out. If this line falls through, the next will cast the Freeze spell, bringing up the ground area target pointer. Note that the Freeze spell must be in the 5th button slot on the pet action bar, which is the default position for the spell.

This is useful in emergency situations where the mage needs the elemental's freeze ability right away. The freeze spell is then a simple two clicks. Also, combining these two functions into a single button saves space on a crowded action bar, with limited hotkeys.


 * Alternate summon/freeze

/cast [nopet][@pet, dead] Summon Water Elemental; Freeze
 * 1) showtooltip

This macro is similar to the above, but does not rely on pet casting bars to remain at default. As long as the elemental is active, the button will cast its targeted Freeze ability; otherwise it will summon the elemental. When the elemental is active, the cooldown and tooltip information for Freeze will be available; otherwise, the Elemental information will show.


 * Elemental auto-assist

/cast Frostbolt /stopmacro [@pettarget, exists] /petattack

Use this macro in place of your standard Frostbolt hotkey, and the water elemental will assist you if it is not already attacking something. This macro checks to see if the elemental has something targeted, and if not, it will assist you. If it is already attacking something, it will not change targets, allowing you to change targets as needed. This macro eliminates the need for a separate pet attack hotkey in most situations. However, if you need the elemental to change targets, it has to be commanded manually. Or, if you want it to always change to your current Frostbolt target, use the following macro:

/cast Frostbolt /stopmacro [nopet] /petattack


 * Joint conditional nova, elemental, and elemental's nova

/cast [mod:ctrl, nopet][@pet, dead] Summon Water Elemental; /petattack /cast [pet, nomod] Freeze /cast [nopet] Frost Nova; /cast [pet, mod:shift] Frost Nova
 * 1) showtooltip

If you don't have elemental out, it will cast Frost Nova. If you have him out, it will use Freeze, but if you hold shift and click, it'll use your nova regardless of whether or not he is out. If you control-click the macro, it will summon him, and if you control click it while he is already out, it will tell him to attack your new target. Note that depending on these conditions, including modifier keys, it will show the icon and the cooldown of the appropriate spell — so you can see the cooldown on summoning him, using freeze, and using nova all on the same button, whether he is out or not.

Countering Water Elementals in PvP
Most water elementals are relatively quick and easy to kill. The problem is that mages will generally re-summon their water elemental if they realise it's been destroyed. Summon Water Elemental has a 1-minute cooldown, so killing the elemental will only provide a small window of elemental-free play. Nonetheless this will significantly reduce the mage's damage and prevent them from using the Freeze ability until they can re-summon the elemental. Unless the Elemental has been recently summoned, attackers should be prepared to kill the Elemental twice in order to attain an Elemental-free period, since smart mages will simply re-summon it as soon as it is dispatched.

As it is an Elemental, warlocks can Banish it.

Background
This spell was one of the Conjurer's abilities in Warcraft: Orcs & Humans:

''The caster uses the forces of nature to create a water elemental. He summons the forces of air and water and combines them into a simulacrum to defend the lands. They are excellent creatures, and will never turn upon their creators. The element of water was chosen because it is persistent as in the state of erosion, and it is the opposite of fire, which seems to be the element that the Orcs favor.''

Trivia

 * Summon Water Elemental is one the spells available to the Jaina and Archmage units in Warcraft III: Reign of Chaos.
 * Summon Water Elemental is one of Jaina's Heroic Abilities in Heroes of the Storm.