Duelists of Eden/Spells/Missile

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Spells

Bomb Toss

DoE BombToss.png
Bomb Toss
Bomb Toss
Damage Startup Active Recovery Velocity
8 (Bomb), 12 (Explosion) 0 (Bomb), 11 (Explosion) 1 (Bomb), 4 (Explosion) 22 (Bomb) -
On Hit On Shield Cost Air Time Category
44 (Bomb), 35 (Explosion) 32 (Bomb), 23 (Explosion) 2 42 (Explosion) Missile (Bomb), Melee (Explosion)
  • Summon and launch a 8HP bomb 4 tiles away.
  • When bomb HP reaches 0HP, it explodes in a 3×3 area, the explosion can hit any viable target.
  • Bomb summon can be denied with dodge or shield before landing.

Cataclysm

DoE Cataclysm.png
Cataclysm
Cataclysm
Damage Startup Active Recovery Velocity
6 Notes 4 22 -
On Hit On Shield Cost Air Time Category
8 -4 2 - Missile
  • Summons 8 beam in 4th and 5th columns that TileCrack Crack tiles.
  • The first hitbox appears after 6F in the 4th column, then intersperse between the columns every 3F.
  • Cataclysm has a great value to force opponents out of front columns.

Claw Trap

DoE ClawTrap.png
Claw Trap
Claw Trap
Damage Startup Active Recovery Velocity
1 0 300 18 -
On Hit On Shield Cost Air Time Category
42 30 1 36 Missile
  • Launch a trap 4 tiles away. The trap stays on the ground for 5 seconds.
  • The trap will damage and apply 1 Mark Mark and Root Root to any viable target.
  • Claw Trap has a notable use against Step Spells Step Spells.

Downfall

DoE Downfall.png
Downfall
Downfall
Damage Startup Active Recovery Velocity
3 0 8 16 -
On Hit On Shield Cost Air Time Category
23 11 2 Notes Missile
  • Launch 4 missiles at column 4 tiles away, each missile Pulls targets downwards. Downfall can hit the same target multiple times.
  • First missile is created on the first row 4 tiles away after 15F, then hits all subsequent tiles in the column every 7F.
  • Downfall can be used to adjust opponents into traps traps spells or specific range specific range spells.

Ember

DoE Ember.png
Ember
Ember
Damage Startup Active Recovery Velocity
1 0 4 18 -
On Hit On Shield Cost Air Time Category
22 10 0 18 Missile
  • Launch a fireball 4 tiles away that creates Flame Flames on-landing.
  • Ember can be used in 4 tiles away combos due to decent frame data and cost.

Eruption

DoE Eruption.png
Eruption
Eruption
Damage Startup Active Recovery Velocity
12 4 2 8 -
On Hit On Shield Cost Air Time Category
52 40 1 36 Missile

Fadeaway

DoE Fadeaway.png
Fadeaway
Fadeaway
Damage Startup Active Recovery Velocity
12 0 6 12 -
On Hit On Shield Cost Air Time Category
44 32 1 32 Missile
  • Teleports to inverse tile and launch a missile 4 tiles away that TileBreak Break tile on land.
  • Although Fadeaway could be hard to hit, Align Align has a great synergy due to teleport on-hit.

Firewall

DoE Firewall.png
Firewall
Firewall
Damage Startup Active Recovery Velocity
1 0 4 16 -
On Hit On Shield Cost Air Time Category
24 12 2 Notes Missile
  • Launch 4 fireballs at column 4 tiles away, creating Flame Flames on-landing.
  • First missile is created on the first row 4 tiles away after 16F, then hits all subsequent tiles in the column every 6F.
  • Firewall has notable synergy with Salamander Salamander, making hard to avoid.

Freezer Burn

DoE FreezerBurn.png
Freezer Burn
Freezer Burn
Damage Startup Active Recovery Velocity
0 0 1 8 -
On Hit On Shield Cost Air Time Category
- - 0 8 Missile
  • Launch a fireball at Frost Frosted targets that create Flame Flames.
  • Freezer Burn hits all Frost Frosted targets at once.

Golf Bomb

DoE GolfBomb.png
Golf Bomb
Golf Bomb
Damage Startup Active Recovery Velocity
3 (Bomb), 10 (Explosion) 4 (Bomb), 8 (Explosion) 4 18 (Bomb) -
On Hit On Shield Cost Air Time Category
24 (Bomb), 32 (Explosion) 12 (Bomb), 20 (Explosion) 1 18 (Bomb) Missile (Bomb), Melee (Explosion)
  • Launch a grenade 4 tiles away, dealing damage on landing.
  • If the grenade lands on TileBreak Broken tile, explodes in a 3×3 hitbox.
  • Golf Bomb has a great synergy with Wrecking Ball Wrecking Ball due to easy setup for the explosion and reliable Mana mana cost.

Heatseekers

DoE Heatseekers.png
Heatseekers
Heatseekers
Damage Startup Active Recovery Velocity
0 0, 34 4 14 -
On Hit On Shield Cost Air Time Category
On-Frost: 44 - 1 20 Missile
  • Launch 2 homing missiles at all viable targets, applying Frost Frost on-landing.
  • Heatseeker can be landed successful on targets after Frost Frost damage.
  • Has a decent synergy with Step Slash Step Slash and Auto Slash Auto Slash.

Jackhammer

DoE Jackhammer.png
Jackhammer
Jackhammer
Damage Startup Active Recovery Velocity
0 0 6 6 -
On Hit On Shield Cost Air Time Category
38 26 1 20, 32, 44, 56, 68 Missile
  • Launch 5 missiles 4 tiles away that TileCrack Cracks tiles on-landing.
  • Due to notable low recovery, Jackhammer missiles can be moved to increase the number of TileCrack Cracked tiles on grid.
  • Mostly used for setups using TileBreak Break focused decks.

Lasso

DoE Lasso.png
Lasso
Lasso
Damage Startup Active Recovery Velocity
1 0 5 18 -
On Hit On Shield Cost Air Time Category
28 16 0 22 Missile
  • Throw a lasso 4 tiles away, on-hit drags the target to the tile in front.
  • Lasso can be used to drag targets for setups or into traps traps, allowing for easier hitconfirms.

Mine

DoE Mine.png
Mine
Mine
Damage Startup Active Recovery Velocity
14 0 300 18 -
On Hit On Shield Cost Air Time Category
56 44 2 56 Missile
  • Launch a mine 4 tiles away. The mine stays on the tile for 5 seconds.
  • Has a considerable number of active frames, and can be used to deny tiles or to slow down the pace of the match.
  • Mine, like Bomb Toss Bomb Toss and Claw Trap Claw Trap, can be denied with dodge or shield on-landing.

Missiletow

DoE Missiletow.png
Missiletow
Missiletow
Damage Startup Active Recovery Velocity
3×2 1, 13 4 16 -
On Hit On Shield Cost Air Time Category
29 17 2 21 Missile
  • Launch 2 homing missiles at opponent, dealing damage on-landing.
  • Missiletow can be used to start combos if used in conjunction to Step Step spells.

Needler

DoE Needler.png
Needler
Needler
Damage Startup Active Recovery Velocity
0 0 4 0 -
On Hit On Shield Cost Air Time Category
- - 1 18 Missile
  • On cast, gain 2 Spear Spears, then spends all current Spear Spears to launch homing missiles that apply Mark Mark on opponent.
  • All subsequent missiles are created 12F after and the player can move after casting Needler, but getting hit between the projectiles will interrupt the spell.
  • The number of missiles launched are equal to Spear Spears spent on-cast.

Rage

DoE Rage.png
Rage
Rage
Damage Startup Active Recovery Velocity
8+X 0 4 18 -
On Hit On Shield Cost Air Time Category
32 20 2 26 Missile
  • Launch 5 fireballs in a small cross 4 tiles away.
  • Each fireball deals 1 additional damage per Flame Flame on grid.
  • Rage can be considered a cash-out spell for Flame Flame focused decks.

Rocket

DoE Rocket.png
Rocket
Rocket
Damage Startup Active Recovery Velocity
10 6 4 22 -
On Hit On Shield Cost Air Time Category
30 18 2 28 Missile
  • Launch a grenade at Mark Marked targets that explodes in a 3×3 area on landing.
  • Rocket will launch a grenade at every Mark Marked targets, and the explosion can hit the same target multiple times.
  • If Rocket is cast at the end of Mark Mark, it can create hard to avoid situations for opponents.

Snowfall

DoE Snowfall.png
Snowfall
Snowfall
Damage Startup Active Recovery Velocity
4 13 3 20 -
On Hit On Shield Cost Air Time Category
17 (On-Frost: 31) 5 2 - Missile
  • Call hail down in a small column 4 tiles away, applies Frost Frost.
  • Spells that adjusts opponents, like Align Align and Vortex Vortex, can pair well with Snowfall.

Starfield

DoE Starfield.png
Starfield
Starfield
Damage Startup Active Recovery Velocity
0 (Missile), 8 (Explosion) 0 (Missile), 4 (Explosion) 4 26 (Missile) -
On Hit On Shield Cost Air Time Category
28 (Explosion) 16 (Explosion) 1 14 (Missile) Missile (Missile), Melee (Explosion)
  • Launch missiles into every TileBreak Broken tile and explode in a cross on-landing.
  • Targets can be hit by multiple explosions, but after first explosion each does half damage.
  • Counterable while traveling.

Stinger

DoE Stinger.png
Stinger
Stinger
Damage Startup Active Recovery Velocity
1 0 4 12 -
On Hit On Shield Cost Air Time Category
39 28 2 27 Missile
  • On cast, drain all Shield Shield and launch homing missiles at opponent that creates Flame Flames on landing.
  • All subsequent missiles are created 10F after.
  • The number of missiles launched is equal to half of the shield drained, with a minimum of 1 and a maximum of 5.

Strangle

DoE Strangle.png
Strangle
Strangle
Damage Startup Active Recovery Velocity
3×2 (Vine), 3 (Hit) 0, 4 (Vine), 9 (Hit) 4 (Vine), 9 (Hit) 24 (Vine), 16 (Hit) -
On Hit On Shield Cost Air Time Category
22 (Vine), 17 (Hit) 10 (Vine), 9 (Hit) 2 22 (Vine) Missile (Vine), Melee (Hit)
  • Hits 4 tiles in front and Root Root targets.
  • Also launch 2 homing vines at Root Rooted targets, doing damage and applying Root Root.

Strip Mine

DoE StripMine.png
Strip Mine
Strip Mine
Damage Startup Active Recovery Velocity
5 0 120 26 -
On Hit On Shield Cost Air Time Category
43 31 2 45 Missile
  • Launch mines at column 4 tiles away. Mines stay on tile for 2 seconds.
  • First mine is launched on the first row 4 tiles away after 45F, then hits all subsequent tiles in the column every 4F.
  • Strip Mine can damage the same target multiple times for full damage.

Sweeper

DoE Sweeper.png
Sweeper
Sweeper
Damage Startup Active Recovery Velocity
8 10 4 30 -
On Hit On Shield Cost Air Time Category
0 -12 3 6 Missile
  • Hits all enemy tiles in a sweeper pattern.
  • The first active frame appears at the first row of enemy grid, then hits all subsequent tiles every 4F in a sweeper pattern.

Ultrangle

DoE Ultrangle.png
Ultrangle
Ultrangle
Damage Startup Active Recovery Velocity
44 0 6 16 -
On Hit On Shield Cost Air Time Category
392 380 3 384 Missile
  • Launch an arrow 4 tiles away that falls down after 6.4 seconds.
  • After cast Ultrangle, the arrow will mark its position. Hitting the owner will not stop the arrow.
  • Ultrangle is highest damage spell in the game.

Vine Pull

DoE VinePull.png
Vine Pull
Vine Pull
Damage Startup Active Recovery Velocity
3 0 6 14 -
On Hit On Shield Cost Air Time Category
20 -8 1 10 Missile
  • Launch homing vines at Root Rooted targets, dealing damage and strong Pulling on-contact.
  • Vine Pull will launch a vine at every Root Rooted targets.
  • Also casts Snare Snare.
DoE Snare.png
Snare
Snare
Damage Startup Active Recovery Velocity
2 4 100 - 3
On Hit On Shield Cost Air Time Category
33 21 - - Shot
  • Shoots a spinning vine that Root Roots on-hit.
  • Slow velocity makes it difficult to fit Snare into spell combos.

Vortex

DoE Vortex.png
Vortex
Vortex
Damage Startup Active Recovery Velocity
4 3 4 18 -
On Hit On Shield Cost Air Time Category
36 24 2 30 Missile
  • Launch a missile 4 tiles away that explodes in a 3×3 area, dragging targets to center.
  • The explosion priories opponents rather than structures.
  • Vortex can be an alternative to Align Align due to specific range.

Wrecking Ball

DoE WreckingBall.png
Wrecking Ball
Wrecking Ball
Damage Startup Active Recovery Velocity
3 4 6 22 -
On Hit On Shield Cost Air Time Category
26 14 0 20 Missile
  • Launch a ball 4 tiles away, dealing damage and TileBreak Breaking tile on landing.
  • Deals decent damage and can be used to set up others spells, like Golf Bomb Golf Bomb, due to 0 Mana Mana cost.

Zenith

DoE Zenith.png
Zenith
Zenith
Damage Startup Active Recovery Velocity
10 3 4 12 -
On Hit On Shield Cost Air Time Category
86 74 1 74 Missile
  • Launch a grenade at own tile, on landing explodes in a 3×3 area.
  • Mostly used with Step Step spells and Selicy, but can be also used to deal with structures structures.

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