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Intimidating Shout

Spell

Intimidating Shout

Physical

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Instant cast1 min 30 sec cooldownEight yards

Causes the targeted enemy and up to 5 additional enemies to flee.

Intimidating Shout

Tooltip

Causes the targeted enemy and up to 5 additional enemies to flee.

How it works

Casting it triggers a 1.5 sec global cooldown. Its aura procs every time its trigger condition is met.

Intimidating Shout is built from 6 client effects, applied in this order:

  1. Effect 1 is Apply Aura (effect type 6). It applies aura type 7. Its base value is 5.
  2. Effect 2 is Apply Aura (effect type 6). It applies aura type 455. Its base value is 5.
  3. Effect 3 is Apply Aura (effect type 6). It applies aura type 7. Its area radius is 8 yards.
  4. Effect 4 is Apply Aura (effect type 6). It applies aura type 455. Its area radius is 8 yards.
  5. Effect 5 is Apply Aura (effect type 6). It applies aura type 191. Its base value is 7.
  6. Effect 6 is Apply Aura (effect type 6). It applies aura type 191. Its base value is 7. Its area radius is 8 yards.

What it does

Intimidating Shout is a spell with an instant cast, a range of 8 yards, a 90 sec cooldown and effects that last 6 sec. When cast it applies an aura and applies an aura in an 8 yard radius. The client files the whole spell under the fleeing mechanic.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolPhysical
Range8 yards (Eight yards)
Cast timeInstant
Cooldown90 sec
Global cooldown1.5 sec
GCD categoryCategory id 133
Duration6 sec
MechanicFleeing
Proc chanceAlways
Effect #1Apply Aura (6)
Aura type id 7
Value: 5
Misc value: 1
Effect #2Apply Aura (6)
Aura type id 455
Value: 5
Effect #3Apply Aura (6)
Aura type id 7
Misc value: 1
Radius: 8 yards
Effect #4Apply Aura (6)
Aura type id 455
Radius: 8 yards
Effect #5Apply Aura (6)
Aura type id 191
Value: 7
Effect #6Apply Aura (6)
Aura type id 191
Value: 7
Radius: 8 yards

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

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