Effect
Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds.
Runes
5 Runes
-
Phobia
Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. -
Stalker
Increase movement speed by 20% for 4 seconds after casting Horrify. -
Face of Death
Increase the radius of Horrify to 24 yards. -
Frightening Aspect
Gain 50% additional Armor for 8 seconds after casting Horrify. -
Ruthless Terror
Gain 55 Mana for every horrified enemy.
Horrify
Horrify dons a spirit mask that fills surrounding enemies with fear and briefly immobilises them. As a short cooldown it's a flexible panic button: you buy breathing room when you get surrounded, or lock down dangerous foes for a moment. The real value, though, often lies in the defensive runes.
Frightening Aspect is a strong pick, granting you a hefty armour bonus over several seconds after casting — turning the control spell into a reliable survival tool you press on cooldown. Stalker is the mobility alternative with a speed boost, well suited to fast farming or repositioning. Which rune fits depends on whether you prioritise defence or agility.
The remaining runes at a glance
Beyond the two common runes, Horrify has three more variants, each serving a different purpose:
- Phobia (level 14): enemies are not rooted but flee in Fear for 5 seconds. That gives you space, but scatters foes across the map – awkward when you want them bunched up for area damage.
- Face of Death (level 34): the radius grows from 18 to 24 yards. Useful when you want to catch larger groups in one cast.
- Ruthless Terror (level 56): you gain 55 Mana per horrified enemy. In dense packs this turns Horrify into a mana source every 10 seconds.
Frightening Aspect grants 50% additional Armor for 8 seconds and Stalker 20% movement speed for 4 seconds – both buffs expire well before the cooldown is ready again.
Tiklandian Visage stretches the lockdown
The voodoo mask Tiklandian Visage makes Horrify Fear and Root enemies around you for 6–8 seconds. Compared with the base spell's 3 seconds that is more than double, so a high roll translates directly into extra control time.
Fitting partners
Horrify pins enemies close to you – exactly where Soul Harvest needs to reach them. Grave Injustice shortens cooldowns when enemies die near you, which brings Horrify back sooner. Spirit Walk adds another escape option, while Piranhas further weakens the group you are holding in place.