Duelists of Eden/Spells/Shot

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Spells

Align

DoE Align.png
Align
Align
Damage Startup Active Recovery Velocity
1 11 100 18 8
On Hit On Shield Cost Air Time Category
32 20 2 - Shot
  • Fire a wide shot that teleports targets hit 4 tiles away from you.
  • Since the projectile is created inside your character, Align can be used to teleport structures away, like Bombs Bombs and Beam Crystal Beam Crystal.
  • Due to low recovery, Align lead to specific link combos and can be used to surprise off-guard opponents.

Anubis

DoE Anubis.png
Anubis
Anubis
Damage Startup Active Recovery Velocity
0 6 100 18 10
On Hit On Shield Cost Air Time Category
- - 2 - Shot
  • Fire a super wide piercing shot that apply 9 Poison Poison.
  • Anubis cover all rows at once, forcing opponents to dodge to avoid Poison Poison.

Blink

DoE Blink.png
Blink
Blink
Damage Startup Active Recovery Velocity
1 8 100 10 10
On Hit On Shield Cost Air Time Category
34 22 1 - Shot
  • Teleport to the first column and fire a shot that Pull on-hit.
  • Blink excels at fast punishes, since the teleport can get opponents off-guard.
  • Can be used for combos due to its speed.

Boomerang

DoE Boomerang.png
Boomerang
Boomerang
Damage Startup Active Recovery Velocity
9 2 84 16 -
On Hit On Shield Cost Air Time Category
10 -2 2 - Shot
  • Summon a piercing boomerang in the bottom left corner that circles the grid corners.
  • Technically, boomerang moves at velocity 11~12 (4F active per tile).
  • Great spell to force opponents to move or if they're too defensive around corners.

Bouncing Blade

DoE BouncingBlade.png
Bouncing Blade
Bouncing Blade
Damage Startup Active Recovery Velocity
4 8 100 19 10
On Hit On Shield Cost Air Time Category
27 15 1 - Shot
  • Fire a bouncing blade. On-hit, the blade will bounce into an allied tile and can be stepped on to cast Blade Catch Blade Catch.
  • If the player change row before the blade bounce, Blade Catch Blade Catch will follow the new row.
  • Bouncing Blade has a decent speed and damage, and can force opponents to respect the row.
DoE BladeCatch.png
Blade Catch
Blade Catch
Damage Startup Active Recovery Velocity
0 0 300 6 -
On Hit On Shield Cost Air Time Category
- - - 98 Utility
  • Serves mainly to function spell for Bouncing Blade.
  • Interacting with Blade Catch Blade Catch allows for animation and anchoring cancels.

Bow Snipe

DoE BowSnipe.png
Bow Snipe
Bow Snipe
Damage Startup Active Recovery Velocity
17 30 100 6 10
On Hit On Shield Cost Air Time Category
56 44 3 - Shot
  • Fire an arrow after a considerable delay, Bow Snipe can't pierce through targets.
  • Besides the high startup, has almost no recovery and some setups can be done after Bow Snipe shot, like Gravitas Gravitas.
  • Bow Snipe is the third-highest damaging spell in the game, behind Ultrangle Ultrangle and Ragnarok Ragnarok.

Break Shot

DoE BreakShot.png
Break Shot
Break Shot
Damage Startup Active Recovery Velocity
7 8 100 21 8
On Hit On Shield Cost Air Time Category
26 14 2 - Shot
  • TileBreak Break tiles above and below in front and fires two rock projectiles.
  • Since Break Shot TileBreak breaks tiles in front, using in front column can deny opponent some tiles.
  • Despite not the highest velocity, Break Shot can be used to deal with opponents off-set.

Cold Medicine

DoE ColdMedicine.png
Cold Medicine
Cold Medicine
Damage Startup Active Recovery Velocity
0 3 100 12 8
On Hit On Shield Cost Air Time Category
- - 0 - Shot
  • Fire a shot that HP Heals 2 but applies 1 Frost Frost to target hit. Cold Medicine cannot hit or heal owner.
  • Doing Frost Frost damage only with Cold Medicine can surpass Frost Frost damage, having total HP HP gain as 1.
  • As expected, Cold Medicine can HP heal neutral structures like Armor Drop Armor Drop and SentryTurret SentryTurret, but it can't bypass the HP HP threshold.

Diag Beam

DoE DiagBeam.png
Diag Beam
Diag Beam
Damage Startup Active Recovery Velocity
4x2 10, 14 60 12 -
On Hit On Shield Cost Air Time Category
22 10 2 = Shot
  • Fire 2 shots diagonally in front that bounce on grid limit. Each shot of Diag Beam will always travel up-forward.
  • Shots will not travel on TileBreak Broken tiles and will change their path away from it.
  • Diag Beam can threaten a lot of angles due to unusual movement, especially if combined with TileBreak Broken tiles.

Escalation

DoE Escalation.png
Escalation
Escalation
Damage Startup Active Recovery Velocity
2 11 200 28 2
On Hit On Shield Cost Air Time Category
37 25 2 - Shot
  • Fire a shot from every tile in front. Escalation does not pierce and can hit the same target multiple times.
  • Shots can be created from a TileBreak Broken tiles or even occupied ones.
  • Escalation has a good value to pressure a row, since it can cover entirely with projectiles.

Flamberge

DoE Flamberge.png
Flamberge
Flamberge
Damage Startup Active Recovery Velocity
4 8 100 12 8
On Hit On Shield Cost Air Time Category
50 38 2 - Shot
  • Fire a projectile that casts Flamberst Flamberst on-hit.
  • Characters like Hazel, Neera and Queen can synergy better with Flamberge due to structures in their weapons.
DoE Flamberst.png
Flamberst
Flamberst
Damage Startup Active Recovery Velocity
8 7 12 - -
On Hit On Shield Cost Air Time Category
27 15 - - Wave
  • Similar to Fire Breath Fire Breath, hit in a cone behind the target hit by Flamberge Flamberge.
  • The first hitbox appears after 7F, then creates every other hitbox 3F later in a specific pattern.
  • Has a generous frame data and can lead to confirms due to big coverage.

Frost Barrage

DoE FrostBarrage.png
Frost Barrage
Frost Barrage
Damage Startup Active Recovery Velocity
4 8, 11, 14 100 26 8
On Hit On Shield Cost Air Time Category
21 (on-Frost: 35) 9 2 - Shot
  • Fire 3 ice bolts above, below and from your character that apply Frost Frost on-hit. Frost Barrage will always prioritize creating the second bolt above your character.
  • All hitboxes are created on the same column of your character, can be used as an option to deal with summons summons.
  • Despite noticeable recovery, Frost Barrage can threaten 3 rows at the same time.

Gust

DoE Gust.png
Gust
Gust
Damage Startup Active Recovery Velocity
0 4, 5, 6 100 16 8
On Hit On Shield Cost Air Time Category
- - 0 - Shot
  • Fire 3 wind bolts above, below and from your character that Pushes on-hit. Gust will always prioritize creating the second bolt above your character.
  • All hitboxes are created on the same column of your character, can be used as an option to deal with summons summons.
  • Gust can be used to move opponents and structures to an undesirable position, or traps like Claw Trap Claw Trap or Mine Mine.

Inverter

DoE Inverter.png
Inverter
Inverter
Damage Startup Active Recovery Velocity
4×3 6, 20, 34 100 12 8
On Hit On Shield Cost Air Time Category
33 21 2 - Shot
  • Fire 3 projectiles in front that teleports targets to inverse tile on-hit. Inverter can hit the same target multiple times.
  • Player can move after casting Inverter, but getting hit between the projectiles will interrupt the spell.
  • Inverter will teleport neutral structures to their current grid side.

Javelin

DoE Javelin.png
Javelin
Javelin
Damage Startup Active Recovery Velocity
3 6 100 24 8
On Hit On Shield Cost Air Time Category
21 9 1 - Shot
  • Fire a spear that apply 1 Mark Mark on-hit.
  • Hitting Javelin will bounce back to player current location, and can catch to gain 1 Spear Spear.
  • Javelin is considered one of the most solid spells in the game, since Mark Mark can either pressure opponents or can be used to link spells.

Knife

DoE Knife.png
Knife
Knife
Damage Startup Active Recovery Velocity
3 6 18 16 10
On Hit On Shield Cost Air Time Category
28 16 2 - Shot
  • Fire a knife up to 5 tiles away that apply 2 Mark Mark on-hit.
  • Can be an alternative to Javelin Javelin due to its speed and extra Mark Mark stack, in exchange for additional Mana mana cost and limited range.
  • Hitting 2 Mark Mark can considerably increase the value of this spell, leading to 9 damage for 2 Mana mana.

Kunai

DoE Kunai.png
Kunai
Kunai
Damage Startup Active Recovery Velocity
3 6 18 14 10
On Hit On Shield Cost Air Time Category
30 18 1 - Shot
  • Fire a kunai up to 5 tiles away that apply 5 Poison Poison on-hit.
  • Has a great synergy with Venoshock Venoshock due to fast damage and great frame data.
  • Kunai is considered one of the most solid spells in the game for both Mana mana cost and combo potential.

Minigun

DoE Minigun.png
Minigun
Minigun
Damage Startup Active Recovery Velocity
2×4 4, 12, 20, 28 100 20 10
On Hit On Shield Cost Air Time Category
22 10 2 - Shot
  • Fire 4 shots in front. Minigun can hit the same target multiple times.
  • Has both potential of row coverage and melee pressure, due to small startup.
  • Minigun excels as a combo tool, having a great frame data overall and damage tool, being able to deal up to 8 damage.

Monsoon

DoE Monsoon.png
Monsoon
Monsoon
Damage Startup Active Recovery Velocity
0 Notes 100 (Each projectile) 14 7
On Hit On Shield Cost Air Time Category
- - 2 - Shot
  • Fire 20 waves of projectiles in all rows that Pushes on-hit. The player can move after casting Monsoon, but getting hit between the projectiles will interrupt the spell.
  • Besides frame data notes startup at 4, the first projectile that interact with viable tile appears after 18F, then it'll create another projectile after 20F.
  • Every 60F, Monsoon will send two projectiles per wave, totalizing 24 projectiles per cast. Monsoon waves are not randomly sorted between all rows.

Northwind

DoE Northwind.png
Northwind
Northwind
Damage Startup Active Recovery Velocity
3 11 100 21 8
On Hit On Shield Cost Air Time Category
29 17 1 - Shot
  • Fire a wide shot that Pushes target upwards.
  • Since the projectile is created inside your character, Align can be used to teleport structures away, like Bombs Bombs and Beam Crystal Beam Crystal.
  • Northwind has a good row coverage due to its wide hitbox, and can lead to others spells links.

Power Drain

DoE PowerDrain.png
Power Drain
Power Drain
Damage Startup Active Recovery Velocity
4 9 40 22 10
On Hit On Shield Cost Air Time Category
25 13 2 - Shot
  • Fire two bolts above and below, gains 2 SP Spell Power for each successfully hit, maximum of 4 SP Spell Power per cast.
  • Both projectiles are created from the same column of your character, and can be used to capitalized from back column summons back column summons.
  • Power Drain has a great synergy with characters that creates structures structures, like Hazel, Neera and Queen

Pull

DoE Pull.png
Pull
Pull
Damage Startup Active Recovery Velocity
1×3 9, 15, 21 100 21 8
On Hit On Shield Cost Air Time Category
27 15 1 - Shot
  • Fire 3 projectiles in front that Strong Pull targets on-hit. Pull can hit the same target multiple times
  • Mostly used as combo starter, since it has a considerable startup for combos, Pull can also be used to catch opponents stepping between rows.
  • Pull has a great synergy with Kinetic Wave Kinetic Wave from both long and close range.

Purgatory

DoE Purgatory.png
Purgatory
Purgatory
Damage Startup Active Recovery Velocity
2×5 Notes 100 0 8
On Hit On Shield Cost Air Time Category
42 30 2 - Shot
  • Fire 2 waves of 5 fire projectiles from behind in middle rows, creating Flame Flames on-hit. Purgatory can hit the same target multiple times and can hit the owner.
  • Besides frame data notes startup at 3, the first projectile that interact with viable tile appears after 16F, then it'll create another projectile after 12F.
  • Always summons the first projectile on the second row, the wave at third row starts after 20F, having the same amount of delay between projectiles.

Pyroblast

DoE Pyroblast.png
Pyroblast
Pyroblast
Damage Startup Active Recovery Velocity
2 Notes 100 26 10
On Hit On Shield Cost Air Time Category
20 8 2 - Shot
  • Fire a projectile from behind that casts Pyroburst Pyroburst on-hit.
  • Besides frame data notes startup at 8, the projectile interact with viable tile appears after 14F.
  • Characters like Hazel, Neera and Queen can synergy better with Flamberge due to structures in their weapons.
DoE Pyroburst.png
Pyroburst
Pyroburst
Damage Startup Active Recovery Velocity
6 11 4 - -
On Hit On Shield Cost Air Time Category
35 23 - - Melee
  • Hit in a 3×3 area from the target hit, then creates Flame Flames in a small cross.
  • Pyroburst and Pyroblast can both hit the same target, dealing a total of 8 damage.

Quadclaws

DoE Quadclaws.png
Quadclaws
Quadclaws
Damage Startup Active Recovery Velocity
1×4 10, 22, 34, 46 40 22 10
On Hit On Shield Cost Air Time Category
26 14 2 - Shot
  • Fire 4 hands projectile in front that Eject Ejects on-hit. Quadclaws can hit the same target multiple times.
  • One of the most niche spells in the game, has a great reward on-hit since hitting opponents with less than 3 available cards can force Shuffle.
  • Quadclaws can leave your character vulnerable due to long animation length.

Salamander

DoE Salamander.png
Salamander
Salamander
Damage Startup Active Recovery Velocity
6 13 100 22 4
On Hit On Shield Cost Air Time Category
35 23 2 - Shot
  • Fire a projectile from existent Flame Flames, that creates Flame Flames on-hit.
  • Salamander projectile is created inside the Flame Flames, forcing opponents to be careful when stepping into it.
  • Mostly used to spread Flame flames, using in conjunction with Brushfire Brushfire can cover the grid with Flame flames.

Salvo

DoE Salvo.png
Salvo
Salvo
Damage Startup Active Recovery Velocity
8 Notes 100 30 8
On Hit On Shield Cost Air Time Category
20 8 3 - Shot
  • Fire a projectile in each row. Salvo can hit the same target multiple times.
  • Besides frame data notes startup at 11F, the first projectile that interact with viable tile appears after 14F, then it'll create another projectile after 26F.

Shadow Shift

DoE ShadowShift.png
Shadow Shift
Shadow Shift
Damage Startup Active Recovery Velocity
2×2 3, 15 18 16 10
On Hit On Shield Cost Air Time Category
25 13 1 - Shot
  • Dash to inverse tile and fire 2 kunais up to 5 tiles away that apply 3 Poison Poison each. Shadow Shift can hit the same target multiple times.
  • Shadow Shift can rapidly reposition your character around the grind, and due to fast startup can also be used to surprise opponents.
  • Shares the same thematic of movement and damage with Fadeaway Fadeaway, but Shadow Shift can be avoided if owner is Root Rooted.

Shield Throw

DoE ShieldThrow.png
Shield Throw
Shield Throw
Damage Startup Active Recovery Velocity
X 7 100 (Throw), 6 (Return) 24 (Throw), 60 (Return) 8
On Hit On Shield Cost Air Time Category
22 10 2 60 (Return) Shot (Throw), Utility (Return)
  • Spends all current Shield Shield and fires a projectile that deals damage equal Shield Shield spent.
  • Pushes on-hit, returns to your current tile, and can catch to restore all Shield Shield spent.
  • Shield Throw has a great synergy with Reva and Entrench Entrench due to Shield Shield restoration.

Slowball

DoE Slowball.png
Slowball
Slowball
Damage Startup Active Recovery Velocity
6 14 400 16 1
On Hit On Shield Cost Air Time Category
72 60 1 - Shot
  • Fire a slow sword projectile in front that deals bonus damage equal to current Spear Spears stacks.
  • Bonus damage is applied on-hit, allowing to increase Spear Spears stacks after casting Slowball.
  • One of the slowest projectiles in the game, but strong Pulls like Pull Pull and Tax Return Tax Return allows safely confirms.

Spear Wave

DoE SpearWave.png
Spear Wave
Spear Wave
Damage Startup Active Recovery Velocity
4 10 100 26 8
On Hit On Shield Cost Air Time Category
23 11 3 - Shot
  • On cast, gain 1 Spear Spear and fire a wide shot in front.
  • Fires an extra projectile for each Spear Spear stack, consuming them, up to 3 projectiles. Every additional wave is created 5F after.
  • Can fire the maximum number of waves at 2 Spear Spears stacks, due to 1 extra gain from cast.

Tailwind

DoE Tailwind.png
Tailwind
Tailwind
Damage Startup Active Recovery Velocity
0 Notes 100 16 8
On Hit On Shield Cost Air Time Category
- - 0 - Shot
  • Fire 3 wind projectiles behind enemy grid that Pull on-hit. Share same thematic with Gust Gust.
  • Besides frame data notes startup at 4F, the first projectile that interact with viable tile appears after 12F, then it'll create another projectile after 1F.
  • Tailwind can be used to move opponents and structures to an undesirable position, or traps like Claw Trap Claw Trap or Mine Mine.

Triple Barrel

DoE TripleBarrel.png
Triple Barrel
Triple Barrel
Damage Startup Active Recovery Velocity
5×3 9, 33, 57 100 18 10
On Hit On Shield Cost Air Time Category
29 17 2 - Shot
  • Fire 3 shots in front that Pushes on-hit. Triple Barrel can hit the same target multiple times.
  • In some cases, getting hit too close or shielding Triple Barrel can make it uncombo, increasing the vulnerability.
  • Triple Barrel shares a few similarities with Minigun Minigun, in both visual and sound.

Unleash

DoE Unleash.png
Unleash
Unleash
Damage Startup Active Recovery Velocity
2 16 19 36 7
On Hit On Shield Cost Air Time Category
19 7 X - Shot
  • Spends all current Mana Mana and fires a wide projectile in front for each Mana Mana spent. Each wave is created 8F after the first.
  • Has a great synergy with Mana Mana management spells like Innervate Innervate and ManaCatch ManaCatch.
  • Unleash cost cannot be reduced with spells like Study Study or Fling Fling.

Vivisection

DoE Vivisection.png
Vivisection
Vivisection
Damage Startup Active Recovery Velocity
5×3 18, 30, 42 200 12 9
On Hit On Shield Cost Air Time Category
44 32 1 - Shot
  • Fire 3 knifes from tile behind. Vivisection can hit the same target multiple times. Can hit self.
  • Player can move after casting Vivisection, but getting hit between the projectiles will interrupt the spell.
  • Vivisection is one of the most damaging spells for its mana cost.

Volley

DoE Volley.png
Volley
Volley
Damage Startup Active Recovery Velocity
6 8 100 20 8
On Hit On Shield Cost Air Time Category
27 15 1 - Shot
  • Fire a shot in front of each active structure structure in the grid.
  • Volley prioritizes structures placed. Each shot is created 6F after the first.

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