Water Dive
Summon 2 Bubblings, then command all Bubblings to immediately dash to the designated tile, dealing 100% of the caster's Magic Attack Power as magic damage and bursting immediately.
Damage
How the math works
After the spawn step, Water Dive fetches the caster's SKILL_DeepWater data and runs the same Deep Water progress step as a summon: +1 Deep Water stack and the milestone bonus check.
When it runs: After Water Dive spawns its THING_WaterDive units.
What it applies to: Only a caster that has SKILL_DeepWater; the progress step checks for the skill itself.
Things the tooltip does not tell you
- Read from the code, not tested in game. The progress step sits inside the spawn loop, so it is expected to run once per unit spawned.
Read out of the game binary of build 25846389. SKILL_WaterDive.<SkillRoutine>d__1.MoveNext@0x90EEB4, DeepWaterProgress.<CreateRoutine>d__0.MoveNext@0x930948
Numbers
| Range | 4 |
| Start delay | 0.2s |
| End delay | 0.2s |
| Cooldown | 24s |
| Energy cost | 5 |
| Durability cost | 2 (Primary) |
| Required equipment | Water Staff |
| Skill points to learn | 10 |
| Required level | 4 |
| Basic attack skill | no |
| Delay scales with attack speed | no |
| Can target over walls | no |
| Raw values | 100 |
Range and area

Blue caster; light blue range (4 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.
Skill animation
The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.
Prerequisites
Requires:
Embracing Wave
Glacier Drop
Tree position
Water Magic Skill Tree - Tier 2, column 3
