Tooltip
Escapes to the Master. Flee removes all stuns and roots.
How it works
Each cast of Flee costs 20 Energy. It does not trigger the global cooldown, so it can be used between other casts.
Flee is built from 3 client effects, applied in this order:
- Effect 1 is Apply Aura (effect type 6). It applies aura type 77.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 77.
- Effect 3 is Trigger Spell (effect type 64). Its base value is 1. It triggers Flee.
What it does
Flee is a Fire spell with an instant cast, a range of 40 yards, a 20 sec cooldown and effects that last 0.2 sec. When cast it applies an aura. It also casts Flee (record #93282).
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the MoP Classic client, build 5.5.4.70631. Effects the client marks as internal hooks are left out.
Spell Details
| School | Fire |
|---|---|
| Cost | 20 Energy |
| Range | 40 yards (Long Range) |
| Cast time | Instant |
| Cooldown | 20 sec |
| Global cooldown | None |
| Duration | 0.2 sec |
| Effect #1 | Apply Aura (6) Aura type id 77 Misc value: 7 |
| Effect #2 | Apply Aura (6) Aura type id 77 Misc value: 12 |
| Effect #3 | Trigger Spell (64) Value: 1 Trigger spell: Flee |
Raw client values from the MoP Classic client, build 5.5.4.70631. Where the game data carries no name for an id, the id is shown as is.
Used by
Where is this spell used?
Flee appears in: 2 skill lines.
Skill lines
- Pet - Imp, learned automaticallySkill line
- Fel Imp, learned automaticallySkill line
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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