If you like staying at a safe distance and watching enemies get destroyed by fire, frozen in place, or struck by lightning, Sorcerer is probably the class that will catch your attention in Deskrawl: Idle ARPG.
Unlike Warrior, who wants to be right in the middle of the fight, or Hunter, who relies on arrows and traps, Sorcerer is all about controlling the elements. You can burn enemies with Fire, slow and freeze them with Frost, or throw Lightning through groups of enemies. And as you level up, the class gets some seriously fun abilities that let you mix damage with defensive tools and temporary power boosts.
Sorcerer uses Intelligence as its primary stat and starts with the Hooked Bronze Staff. In this guide, I’ll go through every Basic Attack, Strong Attack, and Special currently available, explain what each spell actually does, and show how the different abilities fit into the Sorcerer’s overall playstyle.
Deskrawl Idle ARPG Sorcerer Class Guide – Special Attack
Sorcerer is a ranged elemental caster built around Fire, Frost, and Lightning damage.
Your Basic Attacks automatically fire and restore Mana, while Strong Attacks spend that Mana to unleash more powerful spells.
Then you have Specials, which add another layer to the class. Some deal huge bursts of elemental damage, while others summon creatures, freeze enemies, protect you from damage, or temporarily increase your critical-hit power.
The result is a class that can approach combat in several different ways.
You can focus on burning enemies, freezing groups, spreading Lightning damage, or combining different elemental abilities depending on what you’re fighting.
Sorcerer Basic Attacks
Sorcerer has four Basic Attacks that unlock as you progress.
You can equip one at a time, and your chosen attack automatically fires while also restoring Mana.
Fire Ball
Fire Ball is Sorcerer’s starting Basic Attack.
It creates a homing fireball that explodes when it hits, dealing 75% weapon damage to all enemies in a small area.
At level 10, the damage increases to 98% weapon damage.
It provides:
- +9 Mana
- 1.5-second cooldown
The homing effect makes Fire Ball very easy to use because you don’t have to worry too much about perfectly aiming every shot.
And because it explodes on impact, it isn’t restricted to a single target. If enemies are grouped together, the explosion can catch multiple enemies.
It’s a great introduction to Sorcerer’s elemental playstyle.
Ice Shards
At level 15, Sorcerer unlocks Ice Shards.
This one is much more focused than Fire Ball.
You launch an icy shard at a single enemy, dealing 90% weapon damage.
At level 10, it deals 117% weapon damage.
It provides:
- +9 Mana
- 1.5-second cooldown
There isn’t an additional status effect mentioned for the Basic Attack itself, but the higher single-target damage makes Ice Shards a useful alternative when you want to focus your attacks on one enemy.
Electrocute
At level 30, Sorcerer gains access to Electrocute.
This attack unleashes a fan of crackling Lightning that hits every enemy in front of you, dealing 70% weapon damage.
At level 10, the damage becomes 92% weapon damage.
It provides:
- +9 Mana
- 1.5-second cooldown
This is where Sorcerer’s Lightning side really starts to show.
Instead of targeting one enemy, you’re attacking everything in front of you, making Electrocute particularly useful when enemies are grouped together in your path.
Flame Lightning
The final Basic Attack unlocks at level 45, and it’s probably the most unusual one.
Flame Lightning calls down a bolt of Fire and Lightning on a random enemy.
It deals:
- 50% weapon damage as Fire
- 50% weapon damage as Lightning
At level 10, both portions increase to 63% weapon damage.
It provides:
- +9 Mana
- 1.5-second cooldown
So rather than specializing in one element, this attack combines two.
The random targeting is the main thing to keep in mind, though. You’re not manually choosing exactly which enemy receives the attack.
Sorcerer Strong Attacks
Strong Attacks are where Sorcerer really starts showing off its elemental power.
You can choose one of four, and they consume Mana for much heavier attacks.
Flame Breath
Unlocked at level 5, Flame Breath sends a stream of fire in a straight line.
It deals 180% weapon damage to enemies caught in its path and sets them Burning.
At level 10, the damage increases to 234% weapon damage.
It costs:
65 Mana
And has a:
1.5-second cooldown
The combination of line damage and Burning makes Flame Breath a very natural choice when enemies are grouped up in front of you.
You’re not just dealing a big hit and moving on. The Burning effect gives the attack additional damage potential afterward.
Ice Meteor
At level 20, Sorcerer gets Ice Meteor.
You call down a frozen meteor that creates a chilling field lasting 3 seconds.
The field deals 65% weapon damage per tick and chills enemies caught inside.
At level 10, this increases to 83% weapon damage per tick.
It costs:
80 Mana
And has a:
4-second cooldown
This is less about one giant instant hit and more about controlling an area.
If enemies remain inside the chilling field, they continue taking damage while being affected by the Frost effect.
It’s particularly useful when enemies are grouped together or when you can predict where they’re going to move.
Lightning Storm
Unlocked at level 35, Lightning Storm takes a different approach.
Instead of attacking one location, it summons a storm that strikes 3 random enemies, dealing 150% weapon damage to each.
At level 10, each strike increases to 218% weapon damage.
It costs:
50 Mana
Unlike some of Sorcerer’s other Strong Attacks, Lightning Storm doesn’t list a cooldown, so its Mana cost becomes the main limitation.
The random targeting means you don’t have complete control over which enemies are struck, but when there are several targets around you, the spell can spread a lot of damage very quickly.
Frost Beam
At level 50, Sorcerer unlocks Frost Beam.
You channel a beam of Frost for 3 seconds, striking every enemy in its path.
Each tick deals 60% weapon damage.
At level 10, each tick increases to 78% weapon damage.
It costs:
45 Mana
And has a:
3.25-second cooldown
This is another sustained-damage ability rather than a single burst.
The beam can hit every enemy standing in its path, so positioning becomes important. If you can line enemies up, you can get a lot more value from the channel.
Sorcerer Special Abilities
Sorcerer’s Specials are where the class gets some of its most interesting tools.
You’ve got freezing, summons, invulnerability, huge meteor damage, critical-hit buffs, and Lightning storms.
Ice Nova
Ice Nova unlocks at level 10.
You release a Frost nova around yourself, dealing 10% weapon damage to nearby enemies and freezing them solid.
Interestingly, the level 10 version still lists 10% weapon damage, so the main benefit remains the freezing effect.
It has a:
22-second cooldown
This is primarily a defensive control ability.
If enemies manage to get close to your Sorcerer, Ice Nova gives you a way to freeze them rather than simply trying to tank their attacks.
For a ranged class, having a reliable emergency crowd-control button can be extremely useful.
Fire Elemental
At level 15, you unlock Fire Elemental.
This Special summons a Fire Elemental that attacks an enemy by shooting fireballs.
The fireballs deal 80% of your weapon damage.
At level 10, that increases to 107% weapon damage.
The cooldown is:
30 seconds
The interesting part about this ability is that it adds another source of damage to your character.
Instead of simply casting an attack yourself, you’re putting a summoned creature into the fight that continues attacking an enemy.
Ice Block
At level 25, Sorcerer gets one of its most useful defensive abilities: Ice Block.
You encase yourself in ice for 4 seconds.
While inside the Ice Block, you:
- Cannot act
- Are immune to all damage
At the end, the ice shatters and deals Cold damage to nearby enemies.
At level 10, the duration increases to 4.9 seconds.
The cooldown is:
30 seconds
This is basically Sorcerer’s emergency survival button.
Sometimes the best way to survive isn’t dealing more damage — it’s simply becoming impossible to hurt for a few seconds.
The downside is that you can’t act while you’re frozen, so timing matters. You’re trading your ability to attack for complete protection during the Ice Block duration.
Fire Meteor
Unlocked at level 30, Fire Meteor is one of Sorcerer’s biggest burst-damage abilities.
You call down a blazing meteor that explodes on impact, dealing 400% weapon damage to all enemies caught in the blast and setting them Burning.
At level 10, the damage increases to 490% weapon damage.
It has a:
24-second cooldown
A 400% weapon-damage AOE hit is already huge, and the Burning effect adds even more value.
This is the kind of ability you want to save for a good group of enemies rather than dropping it on one weak target.
Flame Aura
At level 40, Sorcerer gets Flame Aura.
You surround yourself with flames for 5 seconds, gaining:
- 10% Critical Hit Chance
- 50% Critical Hit Damage
At level 10, the Critical Hit Damage bonus increases to 68%, while the Critical Hit Chance remains at 10%.
It has a:
21-second cooldown
This is a pure burst-window ability.
Instead of directly attacking enemies, Flame Aura temporarily makes your other attacks much more dangerous.
If you’re planning to unload your strongest abilities, activating Flame Aura beforehand can give you a short period where your critical hits become considerably more valuable.
Lightning Cloud
The final listed Sorcerer Special unlocks at level 45.
Lightning Cloud summons a storm cloud over your target.
The cloud calls down 8 Lightning bolts over 4 seconds.
Each bolt deals 50% weapon damage to nearby enemies and has a 20% chance to inflict Short Stun.
At level 10, each bolt deals 68% weapon damage, while the Short Stun chance increases to 29%.
It has a:
24-second cooldown
This is another ability that combines damage with crowd control.
The Lightning bolts repeatedly hit the area, and the chance to Short Stun can interrupt enemies while the storm is active.
Sorcerer Skill Progression
Here’s a quick look at when the Sorcerer’s abilities unlock:
| Level | Skill |
|---|---|
| Starting | Fire Ball |
| 5 | Flame Breath |
| 10 | Ice Nova |
| 15 | Ice Shards |
| 15 | Fire Elemental |
| 20 | Ice Meteor |
| 25 | Ice Block |
| 30 | Electrocute |
| 30 | Fire Meteor |
| 35 | Lightning Storm |
| 40 | Flame Aura |
| 45 | Flame Lightning |
| 45 | Lightning Cloud |
| 50 | Frost Beam |
The class keeps opening up new elemental options as you level, so the way Sorcerer plays at level 50 is considerably more varied than it is at the beginning.
Sorcerer is all about elemental damage and controlling the battlefield from range.
Fire gives you explosive attacks and Burning, Frost gives you chilling and freezing effects, while Lightning lets you hit multiple enemies and add Short Stun chances.
The class also gets some really useful utility as you progress.
Fire Elemental gives you a summoned source of damage, Ice Block gives you complete damage immunity, Fire Meteor provides a huge AOE burst, Flame Aura creates a critical-hit burst window, and Lightning Cloud combines repeated damage with crowd control.
What I like most about the class is that it doesn’t feel like you’re just pressing different versions of the same spell. Each element has its own identity, and the later abilities give you plenty of room to experiment.
If you enjoy staying at range, managing Mana, controlling groups of enemies, and throwing elemental spells around the battlefield, Sorcerer gives you a lot to work with as you progress through Deskrawl.