
Build
The storm-zone control. Windstorm is the multiplier: the zone slows 20% and ticks - Ice Queen Wand's Ice Bound (10% slow per skill hit to 3 stacks) piles on every storm tick and Wind Blade hit, turning the zone into a crawl-field where his knockup (Windblow, 10s to 5.5s at this build's 45% CDR) becomes unmissable. Enchanted Talisman: 15% CDR plus mana - Windstorm 40s to 22s (17.6s fully leveled), the zone uptime his 78-mid plays around. Temporal Reign: after Windstorm, skills recover 1.5x for 4s - the second storm-window, the wind never stops. Magic Boots: 10% CDR plus 150 HP toward the 45 cap. Holy Crystal kept as the flat amp; Divine Glaive 6th for the MR-stack wall. No Glowing Wand here: this variant owns space with slow and uptime, the burn belongs to the damage build. 6th slot Divine Glaive: 20% conversion - the control mage still kills tanks.

Magic Boots
150 HP · 40 Movement Speed · 10 Cooldown Reduction
720 GOLD
Movement

Enchanted Talisman
75 Magic Power · 300 HP · 15 Cooldown Reduction
2070 GOLD
Magic
Mana Spring
Regenerates 15% of Max Mana every 10 seconds. | Max Cooldown Reduction is increased by 5%.

Lightning Truncheon
75 Magic Power · 10 Cooldown Reduction · +400 Mana
2250 GOLD
Magic
Resonate
Every 6 seconds, the next skill echoes, dealing 255 (+85% Magic Power) extra Magic Damage to all enemies in range.

Holy Crystal
165 Magic Power
3000 GOLD
Magic
Mystery
Gains 21%-35% extra Magic Power (scales with level).

Ice Queen Wand
60 Magic Power · 300 HP · 7 Movement Speed · 10 Spell Vamp
2040 GOLD
Magic
Ice Bound
When a skill deals damage to an enemy hero, it will also slow them by 10% for 2 seconds (stacks up to 3 times). This effect has a 0.4 second cooldown.

Divine Glaive
60 Magic Power
1970 GOLD
Magic
Spellbreaker
When attacking an enemy, gains 0.1% extra Magic Penetration for each point of the enemy's Magic Defense, capped at 20%.
Counter Builds
Vs Vale: his Wind Blade is a two-direction convergence - step THROUGH the gap between the blades, not back, the converge-point is the trap. Windstorm (32s fully leveled) is the zone: leave the circle the moment it drops, the 20% slow field is the kill-zone. His Windtalk (+8 MS per kill or assist, 10 stacks) is a snowball passive: deny the kills to keep him slow. He is 45/78/72 - the mid-game wind; Gloo-type DoT blobs are his wall, immobile drafts (Odette-style) are his food - and bring the heal-cut for his Glowing build.
Vs Magic

Athena's Shield
900 HP · 48 Magic Defense · +2% hp regen
2150 GOLD
Defense
Shield
Upon taking Magic Damage from enemy hero skills or Basic Attacks, reduces Magic Damage taken by 25% for 3 seconds (including the damage that triggers the effect)s. Regains this effect 5 seconds after leaving combat.

Radiant Armor
950 HP · 40 Magic Defense · +12% hp regen
1880 GOLD
Defense
Holy Blessing
Taking Magic Damage grants 5(+1*Hero Level) Magic Defense for 5 seconds, up to 6 stacks (can only gain 1 stack(s) every 0.4 seconds).

Immortality
850 HP · 15 Physical Defense
2120 GOLD
Defense
Immortal
Resurrect 2.5 seconds upon death and gets 16% Max HP and a shield that can absorb 150(+70*Hero Level)damage. Shield lasts 3 seconds. This effect has a 210 seconds cooldown.
Vs Physical

Antique Cuirass
920 HP · 40 Physical Defense · +4% hp regen
2170 GOLD
Defense
Deter
When hit by a skill, reduces the attacker's Physical Damage by 6% for 2 seconds (this effect stacks up to 3 times).

Dominance Ice
40 Physical Defense · 40 Magic Defense · 5 Movement Speed
2010 GOLD
Defense
Fortress Shield
For each enemy hero within 3.5 units, Hybrid Defense is increased by 8, up to 40. | Reduces the Shield and HP Regen effects of enemies within 3.5 units to 60% of normal.

Blade Armor
80 Physical Defense
1910 GOLD
Defense
Bladed Armor
When struck by a Basic Attack, deals Physical Damage equal to 30 (+2% Total Physical Defense)% of the incoming damage (calculated before Damage Reduction) to the attacker and slows them by 15% for 1 second.
