Water Mage comes from the Summer Capsule, then evolves into Water Mage (Scholar) after you gather five requirements. Spend Sand Dollars during the live event, read the capsule tooltip before pulling, and check the Evolve panel before farming materials because limited-event labels and rates can change.
How to get Water Mage from the Summer Capsule

Water Mage is a Mythic Hydro/Magical unit added in Update 2.0. To find the capsule:
- Open Events and enter Tidal Siege or the current Summer event.
- Choose Summer Shop and buy a Summer Capsule for 100 Sand Dollars.
- Open the result panel and confirm Water Mage is part of the shared capsule pool.
Earn Sand Dollars from the event's live Tidal Siege or Summer Fish Fest activities and calendar rewards. The Tidal Siege event guide gives the wider event loop, including the places where that currency fits.
The capsule information currently reports Water Mage at 0.25%, but other rate listings disagree. Treat 0.25% as a reported live-panel value, not a permanent rate or a promise after any fixed number of pulls. Check the tooltip in your server before spending Sand Dollars.
How to evolve Water Mage into Scholar

Select Water Mage, open Evolve, and gather the checklist below:
- 25 Sprite (Red)
- 25 Sprite (Pink)
- 1 Sprite (Rainbow)
- 1 Spirit King's Cloak
- 10,000 Gold
The event route ties the Sprite materials to available Challenges and Grey Sprite crafting. The Summer Shop route lists Spirit King's Cloak for 10,000 Sand Dollars. Shop tabs and labels can vary, so use the live Summer Shop and Evolve panels as the final check before you spend currency.
Confirm that Water Mage is selected and that all five materials plus the Gold cost are ready before evolving into Water Mage (Scholar). If you are working on other units too, the Anime Expeditions evolution guide explains the broader evolution flow.
Why Scholar is useful in a lane

Scholar is a Mythic Hydro/Magical unit built around freezing, slowing, and trapping enemies in a lane. Its control kit is easiest to use in that order: freeze a priority target, punish frozen enemies, then set traps where a wave will bunch up.
Frost Bind freezes the strongest enemy every 15 seconds. The freeze lasts for up to 10 hits or 5 seconds, giving you time to handle a dangerous target without locking down an entire wave forever.
Shatter adds splash equal to 10% of current damage when Scholar hits a frozen target. After Freeze ends, that target is slowed by 35%. When a frozen enemy dies, Shatter splashes 25% of current damage to three nearby enemies, so place Scholar where its target and nearby lane traffic overlap.
Wall of Ice places up to three Ice Traps. Each trap starts at 100% of current damage and gains 20% HP per second, up to 500%. The skill has a 25-second local cooldown, so place traps at a choke point before a packed wave reaches it, then prepare the next setup in another lane while it resets.
Trait advice is a trade-off rather than a universal rule. If you choose Unbound, its listed modifiers are +350% damage, -5% SPA, and +10% range, making it the damage-first option. Primordial is a practical alternative when a more placement-friendly build matters more than the highest listed damage profile.
In practice, aim Frost Bind at the strongest enemy, let Shatter soften the nearby pack, and reserve Ice Traps for the lane that is about to become crowded.









