Duelists of Eden/Spells/Laser: Difference between revisions

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(→‎Hydro Pump: Free card as of 2.22)
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Revision as of 22:30, 24 March 2024

Spells

Air Rifle

DoE AirRifle.png
Air Rifle
Air Rifle
Damage Startup Active Recovery Velocity
2 12 1 23 -
On Hit On Shield Cost Air Time Category
14 2 0 - Laser
  • Shoots in front a laser that Pushes on-hit.
  • Decent damage for a 0 cost spell.
  • Mostly used for combo links, with a limited frame data.

Crystal Rifle

DoE CrystalRifle.png
Crystal Rifle
Crystal Rifle
Damage Startup Active Recovery Velocity
4 14 1 23 -
On Hit On Shield Cost Air Time Category
16 4 2 - Laser
  • Shoot in front a laser that deals damage that increases by 2 for every Frost Frost damage dealt by you (summons and enemies do not count). Maximum of 14 damage.
  • Since it's a laser, can be used on neutral game or to cash out from Frost Frost damage.
  • Limited frame data means small options to combo from Crystal Rifle.

Hydro Pump

DoE HydroPump.png
Hydro Pump
Hydro Pump
Damage Startup Active Recovery Velocity
0x4 12 6 1 -
On Hit On Shield Cost Air Time Category
36 24 0 - Laser
  • Shoots two lasers above and below of your character, hits 4 times and Pushes enemies on-hit.
  • They spawn in the same column of your character, and can be an option to Push away summons like Bombs Bombs.
  • Since Hydro Pump deals no damage or applies Stun Stun, enemies can freely walk away.

Hyper Beam

DoE HyperBeam.png
Hyper Beam
Hyper Beam
Damage Startup Active Recovery Velocity
4x3 14 (mid. 12) 6 45 -
On Hit On Shield Cost Air Time Category
-6 -18 3 - Laser
  • Casts a beam in front and Pushes yourself back.
  • Dodge can be used on Hyper Beam startup, cancelling the animation.
  • The first hitbox is created after 14 frames, every other hitbox is created 12F later.

Sacrifire

DoE Sacrifire.png
Sacrifire
Sacrifire
Damage Startup Active Recovery Velocity
3 16 8 2 -
On Hit On Shield Cost Air Time Category
39 27 1 - Laser
  • Summon a cross behind your character, if it successfully hit a target, shoot a beam called Sacribeam.
  • Sacrifire can hit owner, and be shielded or deflected as well.
  • If Sacrifire cause Shield Break, Sacribeam will be prevented.
DoE Sacribeam.png
Sacribeam
Sacribeam
Damage Startup Active Recovery Velocity
9 4 6 17 -
On Hit On Shield Cost Air Time Category
12 0 0 - Laser
  • Shoot a beam in front, Sacribeam will create Flame Flames on target hit.
  • Sacribeam can cancel animation and anchoring from spells.
  • Sacribeam will not be cast if the owner gets Shield Break.

Venoshock

DoE Venoshock.png
Venoshock
Venoshock
Damage Startup Active Recovery Velocity
6+X 12 1 25 -
On Hit On Shield Cost Air Time Category
12 0 2 - Laser
  • Shoot in front a laser that deals damage equal to target Poison Poison and removes all remaining poison on-hit, then applies 6 Poison Poison.
  • Does decent damage at fast pace, and it's the primary cashout spell for Poison Poison focused decks.
  • Has a good synergy with Kunai Kunai and Toxicross Toxicross due to faster frame data.

Warp Rays

DoE WarpRays.png
Warp Rays
Warp Rays
Damage Startup Active Recovery Velocity
7 17, 31 6 35 -
On Hit On Shield Cost Air Time Category
7 -5 3 - Laser
  • Fire two lasers above and below of your character, on-hit teleport targets 4 tiles away and below. Each laser can hit once, dealing a total of 14 damage.
  • They spawn in the same column of your character, and can be an option to deal with summons, like Bombs Bombs.
  • If the first beam is deflected, it's possible to dodge or walk away from the second beam.

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