Spells & Sorceries
Gauntlets of different elements may be equipped in both the left (primary) and right (secondary) hand respectively.
The Gauntlets' imbued elements dictate which Spells & Sorceries the player has access to.
Without a Gauntlet equipped, they can only fire a weak arcane spell which deals 10 damage.
Players start the match with a Common Gauntlet in their primary hand, whose element will correspond to their chosen Class.
This primary Gauntlet can only be upgraded in rarity, unlike the offhand one which may be swapped out freely.
Gauntlets[edit | edit source]
|Description||Charge and unleash a deadly shard of ice. Charging decreases Run Speed, but increases Ice Lance's mana cost, velocity and damage (full at 1.75 s). Charge-up is audible to nearby players.|
|Mana Cost||30 - 60||27 - 54||24 - 48||21 - 42||20 - 40|
|Damage||15 - 45||19 - 57||21 - 63||22 - 66||24 - 72|
|Description||Chill the area around you, slowing opponents inside of it by up to 50% over 1.5 seconds before Freezing them.|
The edge of the area blocks Fire / Wind / Lightning projectiles. (6 m radius)
|Cooldown||15 s||Duration||3 s||Freeze Duration||2 s|
|Description||Rapidly fire lightning bolts at your opponents after a 0.4 s delay. Projectile spread increases during cast, excluding the first bolt. Damage falls off between 8 m - 34 m.|
|Damage||5 - 7||6 - 8||6 - 9||7 - 9||7 - 10|
|DPS||12.8 - 17.9||15.4 - 20.5||15.4 - 23||18.2 - 23.4||18.2 - 26|
|Description||Summon a lightning strike after a delay of 0.9 seconds. Damages and applies Shock to opponents hit.|
Can target caster. (5.75 m radius)
|Cooldown||15 s||Range||28 m|
|Damage||20||Shock Duration||2 s|
|Description||Send a scorching ball of fire flying towards your opponents. Explodes on contact, dealing damage based on proximity to center of explosion. Creates a lingering Flame Puddle for 6 seconds if it hits the ground.|
Can damage caster.
|Damage||8 - 25||8 - 30||8 - 34||8 - 36||8 - 38|
|DPS||8.3 - 26||8.3 - 31.3||8.3 - 35.4||8.3 - 37.5||8.3 - 39.6|
|Description||Conjure a wall of fire perpendicular to caster. Damages and applies Ignite to opponents hit for 2 seconds.|
Blocks Ice / Toxic projectiles. Can damage (but not ignite) caster.
|Cooldown||15 s||Duration||15 s||Range||28 m|
|DPS||12 (6 per tick)||Ignite DPS||4 (4 per tick)|
|Description||Spray 10 toxic streams in front of you. Deals damage based on the number of projectiles hit [1/4/7/9].|
Any toxic damage done applies Corrosion.
|Total On-Hit Damage||7/14/22/30||8/17/26/36||9/19/30/41||10/20/31/43||11/22/34/46|
|Description||Toss a toxic glob that expands into a toxic cloud on impact. Damages and applies Corrosion to opponents hit for 3 seconds. Can damage (but not corrode) caster.|
|Cooldown||15 s||Duration||5 s|
|DPS||12 (6 per tick)||Corrosion DPS||4 (4 per tick) to armor only|
|Description||Cause an eruption of fast-moving earth along the ground, passing through and dealing damage to opponents. Being grounded is a requirement to cast. Travels down slopes easier than upward slopes.|
Damage falls off between 25 m - 40 m.
|Damage||15 - 30||19.5 - 39||21 - 42||22 - 44||22.5 - 45|
|DPS||11.5 - 23.1||15 - 30||16.2 - 32.3||17 - 33.9||17.3 - 34.6|
|Description||Throw a massive boulder towards your opponent that explodes on impact, dealing damage based on time in the air and proximity to center of explosion. Can damage caster.|
|Cooldown||10 s||Damage||20 - 50|
|Description||Rapidly summon gusts of wind to damage your opponents and deflect their spells.|
Damage falls off between 5 m - 20 m.
|Damage||3 - 7||3 - 9||3 - 10||4 - 11||4 - 12|
|DPS||12 - 28||12 - 36||12 - 40||16 - 44||16 - 48|
|Description||Conjure a tornado to pull your opponents in towards its vortex.|
Pulls airborne opponents harder. Can pull caster. (13 m radius)
|Cooldown||15 s||Duration||4 s||Range||28 m|
Gauntlet Mechanics[edit | edit source]
There are a number of mechanics tied to specific Gauntlets and their corresponding Classes, but this section will only cover the universal ones.
The Spellslinger Talent unlocks the ability to store and swap Gauntlets through the hotbar. Gauntlet swapping resets Sorcery cooldowns.
Players start out with a base max mana of 50, which may be increased by equipping an Amulet.
This will limit the amount of Spells they can cast in quick succession. They also cannot cast Spells while levitating.
Aiming a Sorcery while airborne will cause a player to hover, greatly reducing the effect of gravity. May be cancelled with a Spell-input.
Casting Spells while airborne prevents acceleration and applies a small amount of friction.
Each Gauntlet's main Spell has a different cast time and recovery time, both collectively referred to as Cast Speed.
Cast time denotes the duration of the cast animation, whilst recovery time denotes when they can begin casting another spell or mana recharging after firing.
Some gauntlets also have a mana recharging delay that is added on top of their recovery time.
The Frost Gauntlet and Lightning Gauntlet each have an additional mana recharging delay of 0.5 s & 0.57 s respectively.
Spell Damage modifiers, as the name suggests, amplifies the damage of Spells. Stacks additively. (Base * Total Spell Damage %)
Projectiles can collide with both opponents and squadmates alike.
However, only damage and Status Effects the caster is capable of self-inflicting, can afflict their squadmates.
Finally, there is a special rule in place for very fast projectiles due to how the game calculates their trajectories:
"For targets closer than 10 meters, the Ice Lance and Lightning Bolt projectiles
will only hit if the player's crosshair was aimed directly at their hitbox upon firing."
The rule doesn't apply for distances above 10 meters, nor for other Spells.
Elemental Interactions[edit | edit source]
The following table lists all elemental interactions between Spells & Sorceries. Mouseover keywords to read their effects.
All the elemental interactions listed are universal. This means that anyone can affect and interact with the elements the same regardless of who they originated from.
|Flash Freeze refreezes water puddles into Ice Puddles.
Frozen players gain freeze immunity for 5 seconds.
Ice Lance shots can collide with each other.
|Lightning Strike electrifies water, Steam Puddles, Ice Puddles and blocks of ice, shocking nearby players.||The Flamewall cannot be spawned inside Flash Freeze.
Each part of the wall and Flame Puddles can block one Ice Lance shot before being extinguished. Similarly, Ice Lance also extinguishes Fireballs, melting in the process.
|Toxic Cloud freezes into a block of ice upon getting hit by Ice Lance or landing inside Flash Freeze. If a player is caught inside the cloud as it's frozen, it turns into Ice Mist instead.||Boulderfall will freeze solid upon blocking Ice Lance shots or by traveling into a Flash Freeze zone, creating Ice Mist on impact.
It can also create the mist by shattering Ice Puddles and ice blocks.
|The Tornado's gravity affects the trajectory of Ice Lance shots heavily.|
|Lightning Bolts electrify Ice Puddles and water puddles on contact with the puddle or a player standing on one.
The edge of Flash Freeze blocks Lightning Bolts.
|Shocked players gain shock immunity for 5 seconds.||Lightning Bolt passes through the Flamewall.||Lightning Bolt is blocked by and electrifies Toxic Cloud, including the projectile mid-flight, shocking nearby players in a 10 m radius.
It also electrifies Toxic Puddles on contact with them directly or a player standing on one.
|Boulderfall can block Lightning Bolts.||The Tornado's gravity doesn't affect the trajectory of Lightning Bolts.
If hit directly it absorbs them, and electrifies into a Lightning Tornado.
|Fireballs turn Ice Puddles into Steam Puddles on direct contact with the puddle or a player standing on one. They can also break ice blocks.
The Flamewall and Fireball extinguish upon hitting these puddles directly.
The edge of the zone blocks Fireballs.
|Using Lightning Strike near a Flamewall will redirect the lightning to it.||Fireball passes through Flame Puddles and the Flamewall.
Fireballs can collide with each other.
|On contact with fire Toxic Cloud ignites into a large explosion of Dragonfire that deals 2 ticks of 20 damage. The explosion clears fires.
Firing the projectile through fire will ignite it upon landing.
|Boulderfall can be set ablaze, leaving a large Flame Puddle on the ground.||The Tornado's gravity affects the trajectory of Fireballs heavily.
If hit directly it absorbs them, and ignites into a Fire Tornado.
If toxified, the Tornado explodes vertically.
|Toxic Spray turns Ice Puddles and water puddles into Toxic Puddles on contact with the puddle or a player standing on one.
Toxic Spray streams pass through the zone, but freeze into icicles that now interact as ice projectiles.
|Toxic Spray carries electricity to its puddles if fired through lightning, shocking players that touch them. The projectiles can also block Lightning Bolts.||Flame Puddles and the Flamewall can block an unlimited amount of Toxic Spray shots, turning into Dragonfire.
Toxic Spray is blocked by Fireballs.
|Toxic Spray passes through Toxic Clouds.||Boulderfall can block Toxic Spray and collide with the Toxic Cloud projectile.
Removes Toxic Puddles on impact.
|The Tornado's gravity affects the trajectory of Toxic Spray heavily.
If toxified, it turns into a Toxic Whirlwind.
If ignited, the Tornado explodes vertically.
|Shockwave shatters Ice Puddles and blocks, creating Ice Mists in their place. Also removes water puddles, but not Steam Puddles.||With perfect timing, Lightning Strike can stop Shockwave in its tracks.||Shockwave passes through fire, leaving a Fire Trail behind along its path.
Shockwave can block Fireballs.
|Shockwave removes Toxic Puddles from the ground, and passes through Toxic Clouds.||Both Shockwaves & Boulders can collide with each other.||The Tornado's gravity affects the trajectory of Boulderfall heavily.|
|Wind Shear shatters Ice Puddles on contact with the puddle or a player standing on one, creating Ice Mists in their place. Also removes water and Steam Puddles, but doesn't affect ice blocks.
The edge of Flash Freeze blocks Wind Shears.
|Wind Shear carries electricity if fired through lightning, shocking players on impact.
Lightning Strike will hit a player no matter how high up in the air they are.
|Wind Shear passes through and extinguishes an unlimited amount of Flame Puddles and parts of the Flamewall.
Wind Shears are blocked by Fireballs, but alter their trajectory slightly in the process.
|Wind Shear can affect Toxic Cloud's trajectory.
Wind Shear will also completely dissipate the cloud over five hits.
|Boulderfall can block Wind Shear, causing it to either lose or gain momentum, allowing it to be pushed further than usual.||The Tornado's gravity affects the trajectory of Wind Shears slightly. Wind Shears can collide with each other.|
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