Projectile
Projectile: Fireball and 36 more
Fires a shot that damages the enemy it reaches; some also push them back, burn, or freeze.
37 spells the game runs with the same code.
DamagesKnocks down or back· 9 of 37Burns· 8 of 37Freezes· 8 of 37Weakens· 3 of 37How is the total effect worked out?
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Level I
10 MP
- Lasts
- 0.6 s
Total damage
865 · 675 + Burn 10 × 19 (7 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 865 ÷ 10 = 86.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 99 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 2,595 and 11,245 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 2,595 and 11,245 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Unlike the rest of its level: Lasts 0.7 s
Total damage
570
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 570 ÷ 10 = 57. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 92 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,710 and 7,410 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,710 and 7,410 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
615 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 615 ÷ 10 = 61.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 98 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,845 and 7,995 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,845 and 7,995 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Lance
30 MP
- Lasts
- 0.6 s
Total damage
985 · 795 + Burn 10 × 19 (7 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 985 ÷ 30 = 32.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 70 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 985 and 3,940 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 985 and 3,940 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Unlike the rest of its level: Lasts 1 s
Total damage
570
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 570 ÷ 30 = 19. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 570 and 2,280 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 570 and 2,280 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
690 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 690 ÷ 30 = 23. It compares which spell gives more for the MP it costs.
Around the middle: it beats 60 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 690 and 2,760 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 690 and 2,760 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Unlike the rest of its level: Lasts 0.7 s
Total damage
645
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 645 ÷ 30 = 21.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 57 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 645 and 2,580 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 645 and 2,580 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Homing
50 MP
- Lasts
- 1 s
Total damage
1,210 · 1,020 + Burn 10 × 19 (15.2 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 10.2 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,210 ÷ 50 = 24.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 62 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,420 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,420 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total damage
1,005
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
1,005 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total damage
1,005
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Level IV
65 MP
- Lasts
- 3 s
Total damage
1,495 · 1,305 + Burn 10 × 19 (15.2 %) · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 10.2 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,495 ÷ 65 = 23. It compares which spell gives more for the MP it costs.
Around the middle: it beats 60 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total damage
1,170 · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 65 = 18. It compares which spell gives more for the MP it costs.
Around the middle: it beats 44 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
1,170 · Freeze, 7 %, 3 s · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 65 = 18. It compares which spell gives more for the MP it costs.
Around the middle: it beats 44 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total damage
1,245 · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,245 ÷ 65 = 19.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,490 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,490 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Rapid
30 MP
- Lasts
- 0.6 s
Most damage, if every hit lands
1,270 · 360 × 3 + Burn 10 × 19 (7 %) · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 1,270 ÷ 30 = 42.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 83 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,270 and 5,080 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,270 and 5,080 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Unlike the rest of its level: Lasts 0.7 s
Most damage, if every hit lands
831 · 277 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 831 ÷ 30 = 27.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 63 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 831 and 3,324 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 831 and 3,324 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Most damage, if every hit lands
876 · 292 × 3 · Freeze, 7 %, 3 s · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 876 ÷ 30 = 29.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 66 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 876 and 3,504 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 876 and 3,504 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Unlike the rest of its level: Lasts 0.7 s
Most damage, if every hit lands
1,035 · 345 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 1,035 ÷ 30 = 34.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 71 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,035 and 4,140 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,035 and 4,140 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Most damage, if every hit lands
990 · 330 × 3 · evasion −40, 22.3 %, 18 s · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 990 ÷ 30 = 33. It compares which spell gives more for the MP it costs.
Around the middle: it beats 70 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 990 and 3,960 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 990 and 3,960 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Dark
Most damage, if every hit lands
966 · 322 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 966 ÷ 30 = 32.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 69 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 966 and 3,864 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 966 and 3,864 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Light
Wide
50 MP
- Lasts
- 1 s
Total damage
715 · 525 + Burn 10 × 19 (7 %) · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 715 ÷ 50 = 14.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 29 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,430 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,430 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total damage
360 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 360 ÷ 50 = 7.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 14 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 720 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 720 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Unlike the rest of its level: Lasts 0.5 s
Total damage
405 · Freeze, 7 %, 3 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 405 ÷ 50 = 8.1. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 17 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 810 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 810 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total damage
495 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 20 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Total damage
480 · evasion −40, 22.3 %, 18 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 480 ÷ 50 = 9.6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 19 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 960 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 960 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Dark
Total damage
465 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 465 ÷ 50 = 9.3. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 18 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 930 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 930 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Light
Maxi
65 MP
- Lasts
- 1 s
Total damage
760 · 570 + Burn 10 × 19 (7 %) · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 760 ÷ 65 = 11.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 24 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,520 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,520 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total damage
390 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 390 ÷ 65 = 6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 13 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 780 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 780 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
435 · Freeze, 7 %, 3 s · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 435 ÷ 65 = 6.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 14 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 870 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 870 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total damage
525 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 525 ÷ 65 = 8.1. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 17 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,050 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Earth
Total damage
510 · evasion −40, 22.3 %, 18 s · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 510 ÷ 65 = 7.8. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 16 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,020 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,020 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Dark
Total damage
495 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 495 ÷ 65 = 7.6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 15 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Light
King
50 MP
- Lasts
- 1.5 s
Total damage
1,930 · 1,170 + Strong burn 40 × 19 (always) · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,930 ÷ 50 = 38.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 76 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,860 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total damage
1,170 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 50 = 23.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 61 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total damage
1,170 · Long freeze, 6 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 100 %
- Status lasts
- 6 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 50 = 23.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 61 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Others
Total damage
915 · one shot of the 7 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 915 ÷ 90 = 10.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 21 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 915 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 70.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 915 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Unlike the rest of its level: hover over it or open it to see how.
Fire · Level I
Total damage
865 · 675 + Burn 10 × 19 (7 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 865 ÷ 10 = 86.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 99 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 2,595 and 11,245 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 2,595 and 11,245 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Water · Level I
Total damage
615 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 615 ÷ 10 = 61.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 98 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,845 and 7,995 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,845 and 7,995 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Wind · Level I
Total damage
570
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 570 ÷ 10 = 57. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 92 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,710 and 7,410 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 7.
With Isaac’s full bar he casts it 3 times in a row with 30 MP (level 1) and 13 times with 130 MP (level 50).
Together: 1,710 and 7,410 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.7 s
Fire · Lance
Total damage
985 · 795 + Burn 10 × 19 (7 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 985 ÷ 30 = 32.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 70 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 985 and 3,940 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 985 and 3,940 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Fire · Homing
Total damage
1,210 · 1,020 + Burn 10 × 19 (15.2 %)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 10.2 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,210 ÷ 50 = 24.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 62 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,420 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,420 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Fire · Level IV
Total damage
1,495 · 1,305 + Burn 10 × 19 (15.2 %) · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 10.2 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,495 ÷ 65 = 23. It compares which spell gives more for the MP it costs.
Around the middle: it beats 60 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 120 px · Lasts 3 s
Water · Lance
Total damage
690 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 690 ÷ 30 = 23. It compares which spell gives more for the MP it costs.
Around the middle: it beats 60 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 690 and 2,760 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 690 and 2,760 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Water · Homing
Total damage
1,005 · Freeze, 7 %, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Water · Level IV
Total damage
1,170 · Freeze, 7 %, 3 s · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 65 = 18. It compares which spell gives more for the MP it costs.
Around the middle: it beats 44 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 120 px · Lasts 3 s
Wind · Lance
Total damage
570
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 570 ÷ 30 = 19. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 570 and 2,280 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 570 and 2,280 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Wind · Homing
Total damage
1,005
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Wind · Level IV
Total damage
1,170 · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 65 = 18. It compares which spell gives more for the MP it costs.
Around the middle: it beats 44 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 120 px · Lasts 3 s
Earth · Lance
Total damage
645
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 645 ÷ 30 = 21.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 57 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 645 and 2,580 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 645 and 2,580 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.7 s
Earth · Homing
Total damage
1,005
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Earth · Level IV
Total damage
1,245 · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,245 ÷ 65 = 19.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,490 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,490 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 120 px · Lasts 3 s
Fire · Rapid
Most damage, if every hit lands
1,270 · 360 × 3 + Burn 10 × 19 (7 %) · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 1,270 ÷ 30 = 42.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 83 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,270 and 5,080 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,270 and 5,080 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Fire · Wide
Total damage
715 · 525 + Burn 10 × 19 (7 %) · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 715 ÷ 50 = 14.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 29 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,430 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,430 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Fire · Maxi
Total damage
760 · 570 + Burn 10 × 19 (7 %) · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 760 ÷ 65 = 11.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 24 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,520 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,520 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Water · Rapid
Most damage, if every hit lands
876 · 292 × 3 · Freeze, 7 %, 3 s · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 876 ÷ 30 = 29.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 66 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 876 and 3,504 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 876 and 3,504 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Water · Wide
Total damage
405 · Freeze, 7 %, 3 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 405 ÷ 50 = 8.1. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 17 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 810 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 810 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.5 s
Water · Maxi
Total damage
435 · Freeze, 7 %, 3 s · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 4.7 %
- Status lasts
- 3 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 435 ÷ 65 = 6.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 14 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 870 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 870 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Wind · Rapid
Most damage, if every hit lands
831 · 277 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 831 ÷ 30 = 27.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 63 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 831 and 3,324 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 831 and 3,324 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.7 s
Wind · Wide
Total damage
360 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 360 ÷ 50 = 7.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 14 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 720 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 720 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Wind · Maxi
Total damage
390 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 390 ÷ 65 = 6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 13 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 780 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 780 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Earth · Rapid
Most damage, if every hit lands
1,035 · 345 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 1,035 ÷ 30 = 34.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 71 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,035 and 4,140 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 1,035 and 4,140 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.7 s
Earth · Wide
Total damage
495 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 20 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Earth · Maxi
Total damage
525 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 525 ÷ 65 = 8.1. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 17 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,050 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Light · Rapid
Most damage, if every hit lands
966 · 322 × 3 · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 966 ÷ 30 = 32.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 69 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 966 and 3,864 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 966 and 3,864 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Light · Wide
Total damage
465 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 465 ÷ 50 = 9.3. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 18 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 930 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 930 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Light · Maxi
Total damage
495 · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 495 ÷ 65 = 7.6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 15 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Dark · Rapid
Most damage, if every hit lands
990 · 330 × 3 · evasion −40, 22.3 %, 18 s · if all 3 shots hit it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Most damage for each MP point: 990 ÷ 30 = 33. It compares which spell gives more for the MP it costs.
Around the middle: it beats 70 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 990 and 3,960 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 990 and 3,960 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 0.6 s
Dark · Wide
Total damage
480 · evasion −40, 22.3 %, 18 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 480 ÷ 50 = 9.6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 19 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 960 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 960 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Dark · Maxi
Total damage
510 · evasion −40, 22.3 %, 18 s · one shot of the 5 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 510 ÷ 65 = 7.8. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 16 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,020 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,020 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Fire · King
Total damage
1,930 · 1,170 + Strong burn 40 × 19 (always) · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,930 ÷ 50 = 38.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 76 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 3,860 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1.5 s
Water · King
Total damage
1,170 · Long freeze, 6 s · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 100 %
- Status lasts
- 6 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 50 = 23.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 61 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1.5 s
Wind · King
Total damage
1,170 · one shot of the 3 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,170 ÷ 50 = 23.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 61 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,340 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1.5 s
Wind · Others
Total damage
915 · one shot of the 7 in the fan
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 915 ÷ 90 = 10.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 21 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 915 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 70.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 915 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1.5 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Fireball
Fire · Level I
Cost
- MP (level 1–10)
- 10
- Runes
- I
- Stroke (rune widths)
- 2.2
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 108 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 420
Status
- Status chance
- 4.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- —
Ice Shot
Water · Level I
Cost
- MP (level 1–10)
- 10
- Runes
- I
- Stroke (rune widths)
- 2.5
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 380
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- —
Wind Blades
Wind · Level I
Unlike the rest of its level: Lasts 0.7 s
Cost
- MP (level 1–10)
- 10
- Runes
- I
- Stroke (rune widths)
- 2.8
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 168 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.7 s (42 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2 px per tick
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 350
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Knocks back
Fire Lance
Fire · Lance
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.3
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 108 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 500
Status
- Status chance
- 4.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Pierces
Homing Fire
Fire · Homing
Total damage
1,210
MP
50
24.2 per MP
1,020 + Burn 10 × 19 (15.2 %)
DamagesBurnsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- 5.62°
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 650
Status
- Status chance
- 10.2 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Pierces, Homing
Blazer
Fire · Level IV
Total damage
1,495
MP
65
23 per MP
1,305 + Burn 10 × 19 (15.2 %) · one shot per unit
Pays off per MPDamagesBurnsCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 5.7
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 540 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- 0 s (0 ticks)
- Shot speed
- 3 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 840
Status
- Status chance
- 10.2 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Locks on each target
Ice Lance
Water · Lance
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.7
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 430
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Pierces
Homing Ice
Water · Homing
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 4.8
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Hit radius
- 8 px
- Shot range
- 251.25 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- 5.62°
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4.19 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 640
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Pierces, Homing
Freezer
Water · Level IV
Total damage
1,170
MP
65
18 per MP
Freeze, 7 %, 3 s · one shot per unit
Pays off per MPEasy to drawDamagesFreezesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.1
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 720 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- 0 s (0 ticks)
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 750
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Locks on each target
Wind Lance
Wind · Lance
Unlike the rest of its level: Lasts 1 s
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.0
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2 px per tick
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 350
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Pierces, Knocks back
Homing Wind
Wind · Homing
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- 5.62°
- Knockback speed
- 2 px per tick
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 640
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Pierces, Homing, Knocks back
Blade Gale
Wind · Level IV
Total damage
1,170
MP
65
18 per MP
one shot per unit
Pays off per MPEasy to drawDamagesKnocks down or backCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 5.0
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 720 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2 px per tick
- Launch delay
- 0 s (0 ticks)
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 750
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Locks on each target, Knocks back
Rock Lance
Earth · Lance
Unlike the rest of its level: Lasts 0.7 s
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.6
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 126 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.7 s (42 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 400
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Pierces
Homing Rock
Earth · Homing
Total damage
1,005
MP
50
20.1 per MP
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- 5.62°
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 1
- Between shots
- —
- Power
- 640
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Pierces, Homing
Rocker
Earth · Level IV
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.1
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 720 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- 0 s (0 ticks)
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 800
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Locks on each target
Rapid Fire
Fire · Rapid
Most damage, if every hit lands
1,270
MP
30
42.3 per MP
360 × 3 + Burn 10 × 19 (7 %) · if all 3 shots hit it
Easy to drawDamagesBurnsCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.7
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 210
Status
- Status chance
- 4.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Rapid fire
Wide Fire
Fire · Wide
Total damage
715
MP
50
14.3 per MP
525 + Burn 10 × 19 (7 %) · one shot of the 3 in the fan
DamagesBurnsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 320
Status
- Status chance
- 4.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Spread
Maxi Fire
Fire · Maxi
Total damage
760
MP
65
11.7 per MP
570 + Burn 10 × 19 (7 %) · one shot of the 5 in the fan
DamagesBurnsCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.0
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 350
Status
- Status chance
- 4.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 10
Other
- Traits
- Spread
Rapid Ice
Water · Rapid
Most damage, if every hit lands
876
MP
30
29.2 per MP
292 × 3 · Freeze, 7 %, 3 s · if all 3 shots hit it
Easy to drawDamagesFreezesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 165
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Rapid fire
Wide Ice
Water · Wide
Total damage
405
MP
50
8.1 per MP
Freeze, 7 %, 3 s · one shot of the 3 in the fan
Easy to drawDamagesFreezesUnlike the rest of its level: Lasts 0.5 s
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 120 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.5 s (30 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 240
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Spread
Maxi Ice
Water · Maxi
Total damage
435
MP
65
6.7 per MP
Freeze, 7 %, 3 s · one shot of the 5 in the fan
DamagesFreezesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 260
Status
- Status chance
- 4.7 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Spread
Rapid Wind
Wind · Rapid
Most damage, if every hit lands
831
MP
30
27.7 per MP
277 × 3 · if all 3 shots hit it
Easy to drawDamagesKnocks down or backUnlike the rest of its level: Lasts 0.7 s
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 210 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.7 s (42 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2.5 px per tick
- Launch delay
- —
- Shot speed
- 5 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 155
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Rapid fire, Knocks back
Wide Wind
Wind · Wide
Total damage
360
MP
50
7.2 per MP
one shot of the 3 in the fan
DamagesKnocks down or backCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.3
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 300 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2.5 px per tick
- Launch delay
- —
- Shot speed
- 5 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 210
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread, Knocks back
Maxi Wind
Wind · Maxi
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 5.4
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 300 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 2.5 px per tick
- Launch delay
- —
- Shot speed
- 5 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 230
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread, Knocks back
Rapid Earth
Earth · Rapid
Most damage, if every hit lands
1,035
MP
30
34.5 per MP
345 × 3 · if all 3 shots hit it
Easy to drawDamagesUnlike the rest of its level: Lasts 0.7 s
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.0
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 126 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.7 s (42 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 200
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Rapid fire
Wide Earth
Earth · Wide
Total damage
495
MP
50
9.9 per MP
one shot of the 3 in the fan
DamagesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 180 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 300
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread
Maxi Earth
Earth · Maxi
Total damage
525
MP
65
8.1 per MP
one shot of the 5 in the fan
DamagesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 180 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 3 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 320
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread
Rapid Light
Light · Rapid
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.2
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 185
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Rapid fire
Wide Light
Light · Wide
Total damage
465
MP
50
9.3 per MP
one shot of the 3 in the fan
DamagesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 280
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread
Maxi Light
Light · Maxi
Total damage
495
MP
65
7.6 per MP
one shot of the 5 in the fan
DamagesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 7.6
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 300
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread
Rapid Dark
Dark · Rapid
Most damage, if every hit lands
990
MP
30
33 per MP
330 × 3 · evasion −40, 22.3 %, 18 s · if all 3 shots hit it
Easy to drawDamagesWeakensCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.4
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 144 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.6 s (36 ticks)
- Spread angle
- —
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- 15
- Power
- 190
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Other
- Traits
- Rapid fire
Wide Dark
Dark · Wide
Total damage
480
MP
50
9.6 per MP
evasion −40, 22.3 %, 18 s · one shot of the 3 in the fan
DamagesWeakensCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.0
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 290
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Other
- Traits
- Spread
Maxi Dark
Dark · Maxi
Total damage
510
MP
65
7.8 per MP
evasion −40, 22.3 %, 18 s · one shot of the 5 in the fan
DamagesWeakensCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 240 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1 s (60 ticks)
- Spread angle
- 22.5°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4 px per tick
- Shots
- 5
- Between shots
- —
- Power
- 310
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Other
- Traits
- Spread
Fire King
Fire · King
Total damage
1,930
MP
50
38.6 per MP
1,170 + Strong burn 40 × 19 (always) · one shot of the 3 in the fan
Pays off per MPDamagesBurnsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 10 px
- Shot range
- 405 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1.5 s (90 ticks)
- Spread angle
- 21.09°
- First shot after
- 0.5 s (30 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4.5 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 750
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 40
Other
- Traits
- Spread, Delayed
Ice King
Water · King
Total damage
1,170
MP
50
23.4 per MP
Long freeze, 6 s · one shot of the 3 in the fan
DamagesFreezesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 7.6
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 10 px
- Shot range
- 405 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1.5 s (90 ticks)
- Spread angle
- 21.09°
- First shot after
- 0.5 s (30 ticks)
- Homing turn
- —
- Knockback speed
- —
- Launch delay
- —
- Shot speed
- 4.5 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 750
Status
- Status chance
- 100 %
- Status lasts
- 6 s (360 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Spread, Delayed
Wind King
Wind · King
Total damage
1,170
MP
50
23.4 per MP
one shot of the 3 in the fan
DamagesKnocks down or backCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 8.4
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 10 px
- Shot range
- 450 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1.5 s (90 ticks)
- Spread angle
- 21.09°
- First shot after
- 0.5 s (30 ticks)
- Homing turn
- —
- Knockback speed
- 2.5 px per tick
- Launch delay
- —
- Shot speed
- 5 px per tick
- Shots
- 3
- Between shots
- —
- Power
- 750
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread, Delayed, Knocks back
Wind Lord
Wind · Others
Cost
- MP (level 1–10)
- 90
- Runes
- IIIIII
- Stroke (rune widths)
- 9.4
Range and area
- Cast range
- —
- Homing radius
- —
- Hit radius
- 8 px
- Shot range
- 540 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 1.5 s (90 ticks)
- Spread angle
- 45°
- First shot after
- 0.13 s (8 ticks)
- Homing turn
- —
- Knockback speed
- 3 px per tick
- Launch delay
- —
- Shot speed
- 6 px per tick
- Shots
- 7
- Between shots
- —
- Power
- 580
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Spread, Knocks back
Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.