Duelists of Eden/Spells/Strike

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Spells

Acid Rain

DoE AcidRain.png
Acid Rain
Acid Rain
Damage Startup Active Recovery Velocity
3×2 13, 40 2 34 -
On Hit On Shield Cost Air Time Category
-4 -16 3 - Strike
  • Call down 2 waves of arrows in a 3×3 area 4 tiles away that applies 6 Poison Poison on-hit. Applies additional 2 Poison Poison per Frost Frost stack.
  • Each arrow from each wave is created 2F after the one. Acid Rain hit first 4 tiles away, then in a clock-wise pattern.
  • Acid Rain is one of the few spells that uses two Keywords to interact with each-other.

Backstab

DoE Backstab.png
Backstab
Backstab
Damage Startup Active Recovery Velocity
6 6 4 18 -
On Hit On Shield Cost Air Time Category
12 0 1 - Strike
  • Hits the last column of enemy grid and Pull on-hit.
  • Due to fast startup, Backstab can be used to force opponents to move to the front.
  • One of the most solid spells in the game, for both combo, neutral and pressure tools.

Barricade

DoE Barricade.png
Barricade
Barricade
Damage Startup Active Recovery Velocity
6 9 1 17 -
On Hit On Shield Cost Air Time Category
16 (On-Frost: 30) 4 2 - Strike
  • Hits in a small column 3 tiles away and applies Frost Frost.
  • Also summons 3 ice blocks with decaying 6HP. Can only summon the ice block if the tile is occupied.
  • Ice Blocks can be avoided if owner is hit on startup.

Brushfire

DoE Brushfire.png
Brushfire
Brushfire
Damage Startup Active Recovery Velocity
4 9 2 22 -
On Hit On Shield Cost Air Time Category
11 -1 1 - Strike

Combust

DoE Combust.png
Combust
Combust
Damage Startup Active Recovery Velocity
8 9 2 22 -
On Hit On Shield Cost Air Time Category
11 1 1 - Strike
  • Hits tiles with Flame Flames and refresh their duration.
  • Fairly fast and a considerable option to increase Flame Flames counter on the grid.
  • Combust synergies with Flame Flame deck focused, and can be a considerable option to Gunner.

Compactor

DoE Compactor.png
Compactor
Compactor
Damage Startup Active Recovery Velocity
8 (HalfHit: 4) 12, 40, 68, 96 6 32 -
On Hit On Shield Cost Air Time Category
4 -8 2 - Strike
  • Hits and TileCrack Cracks in front up to 4 tiles. Compactor can hit the same target multiple times but with HalfHit reduced damage.
  • Compactor will only hit tiles inside the grid, losing its potential if used too close of grid limit.
  • This spell is Uncounterable, getting hit will not interrupt the spell.

Crackroots

DoE Crackroots.png
Crackroots
Crackroots
Damage Startup Active Recovery Velocity
3 12 9 24 -
On Hit On Shield Cost Air Time Category
4 -8 1 - Strike
  • Hits TileCrack Cracked tiles in a small column and applies Root Root on-hit.
  • Creates the first hitbox inside the TileCrack Cracked tile, then above and below 2F later.
  • Crackroots prioritizes TileCrack Cracked tiles close to despawn first.

Crevasse

DoE Crevasse.png
Crevasse
Crevasse
Damage Startup Active Recovery Velocity
9 Notes 1 20 -
On Hit On Shield Cost Air Time Category
9 (On-Frost: 23) -3 4 - Strike
  • Hit and summons ice blocks with decaying 9HP in the 1st and 4th row, applying Frost Frost on targets hit. Crevasse can't hit owner.
  • Crevasse creates the first ice block on 4th row after 5F, then intersperse between the lines every 3F.

Dark Grasp

DoE DarkGrasp.png
Dark Grasp
Dark Grasp
Damage Startup Active Recovery Velocity
4, 4 10, 18 4 18 -
On Hit On Shield Cost Air Time Category
16, 42 4, 30 1 - Strike
  • Hits 5 tiles away and Pull on-hit. If Dark Grasp hits any target, hits in a small column 4 tiles away and Pull again.
  • Follow-up can be triggered with structures structures, creating different angles.
  • Dark Grasp is the only spell in the game that hits exactly 5 tiles away.

Earthquake

DoE Earthquake.png
Earthquake
Earthquake
Damage Startup Active Recovery Velocity
6 6 6 12 -
On Hit On Shield Cost Air Time Category
18 6 1 - Strike
  • Hits all TileCrack Cracked tiles and Pull targets on-hit.
  • Due to Pull, Earthquake can transform TileCrack Cracked tiles into TileCrack Broken tiles.
  • Mostly used for combo tool, and holds great synergy with Terra due to her Terraform Terraform.

Glitter

DoE Glitter.png
Glitter
Glitter
Damage Startup Active Recovery Velocity
7 Notes 4 16 -
On Hit On Shield Cost Air Time Category
52 40 2 - Strike
  • Marks 10 random tiles and hit after a small delay. Glitter will not mark TileBreak Broken tiles.
  • The first marked tile appears after 6F, then marks subsequent tiles every 3F. After 50F, it'll hit the first marked tile, the second tile after 6F and subsequent tiles every 3F.
  • Getting hit when Glitter is marking tiles will interrupt the spell.

Guillotine

DoE Guillotine.png
Guillotine
Guillotine
Damage Startup Active Recovery Velocity
14 or 20 40 10 14 -
On Hit On Shield Cost Air Time Category
50 38 2 - Strike
  • Hits in a small column 4 tiles away.
  • Targets hit by Guillotine will take 6 bonus damage if their current HP is 20 or less.
  • This spell is Uncounterable, getting hit will not interrupt the spell.

Hailstone

DoE Hailstone.png
Hailstone
Hailstone
Damage Startup Active Recovery Velocity
1 13 2 20 -
On Hit On Shield Cost Air Time Category
17 (On-Frost: 31) 5 0 - Strike
  • Hits 4 tiles away and apply Frost Frost.
  • Mostly used as combo-filler due to good synergy with weapons and spell that hits 4 tiles away.
  • Hailstone can be a viable alternative to Cold Medicine Cold Medicine for Frost Frost-focused decks.

Ion Cannon

DoE IonCannon.png
Ion Cannon
Ion Cannon
Damage Startup Active Recovery Velocity
5 6 4 16 -
On Hit On Shield Cost Air Time Category
14 2 2 - Strike
  • Hits 4 center tiles of enemy grid and TileCrack Cracks them.
  • Fairly fast and being able to deny a lot of space with TileCrack Cracked tiles.

Lockdown

DoE Lockdown.png
Lockdown
Lockdown
Damage Startup Active Recovery Velocity
11 16 6 20 -
On Hit On Shield Cost Air Time Category
20 8 3 - Strike
  • Hits in a small cone 4 tiles away and TileBreak Break tiles.
  • Lockdown can completely lock movement from opponents hits close to grid corner.
  • Has a great value on TileBreak Break focused decks due to fast startup.

Magic Claw

DoE MagicClaw.png
Magic Claw
Magic Claw
Damage Startup Active Recovery Velocity
4 9 12 20 -
On Hit On Shield Cost Air Time Category
28 16 2 - Strike
  • Hits in an X shape 4 tiles away and applies 1 Mark Mark.
  • The first hitbox appears 3 tiles away and above, and goes diagonally down, then hits 5 tiles away and above 16F later, in the same pattern.
  • Both hits can apply damage and Mark Mark.

Meteors

DoE Meteors.png
Meteors
Meteors
Damage Startup Active Recovery Velocity
6×2 26, 57 4 26 -
On Hit On Shield Cost Air Time Category
24 12 2 - Strike
  • Calls down two homing meteors that create Flame Flames on-landing.
  • If Meteors don't hit any target, they summon 6HP rocks.
  • Rocks can be moved away from Flame Flames and work as regular structures structures, since their HP will not decay.

Paragon

DoE Paragon.png
Paragon
Paragon
Damage Startup Active Recovery Velocity
7 12 6 16 -
On Hit On Shield Cost Air Time Category
20 (On-Frost: 34) 8 2 - Strike
  • Calls down 4 rainbows in a diamond shape 4 tiles away, on-hit applies Frost Frost, 5 Poison Poison or create Flame Flames.
  • If owner is close to a corner, Paragon will not hit outside or move rainbows inside the grid, losing its potential if used too close of grid limit.
  • Paragon is mostly used to surprise opponents off-set, since it hits in diamond shape.

Ragnarok

DoE Ragnarok.png
Ragnarok
Ragnarok
Damage Startup Active Recovery Velocity
20 23 12 28 -
On Hit On Shield Cost Air Time Category
19 7 3 - Strike
  • Summon a giant sword 4 tiles away, TileBreak Breaking the tile on landing.
  • Ragnarok is the second-highest damaging spell in the game, behind Ultrangle Ultrangle.
  • This spell is Uncounterable, getting hit will not interrupt the spell.

Seize

DoE Seize.png
Seize
Seize
Damage Startup Active Recovery Velocity
8 6 180 24 -
On Hit On Shield Cost Air Time Category
6 -6 3 - Strike
  • Summon falling swords in the 1st row and the last enemy grid column, apply Root Root. Seize can hit the same target multiple times but with HalfHit reduced damage. Can hit self.
  • Getting hit when the swords are falling will interrupt the spell, but existent swords will not disappear.
  • Seize can force opponents to play temporarily in 3×3 grid, and can pair well with displacements spells, like Tetra Tetra and Downfall Downfall.

Tetra

DoE Tetra.png
Tetra
Tetra
Damage Startup Active Recovery Velocity
4×3 7, 27, 47 4 14 -
On Hit On Shield Cost Air Time Category
17 5 2 - Strike
  • Hits all corner tiles in the enemy grid, on-hit Pushes targets to next corner in a clock-wise pattern.
  • Tetra will hit corner tiles even if they are TileBreak Broken.
  • Targets hit will not be pushed to next corner if the path is occupied or with existent TileBreak Broken tiles.

Thunder

DoE Thunder.png
Thunder
Thunder
Damage Startup Active Recovery Velocity
7 8 4 18 -
On Hit On Shield Cost Air Time Category
14 2 1 - Strike
  • Calls down a thunder 4 tiles away.
  • Thunder is one of the most consistent spells in the game for characters and play styles around 4 tiles away.

Tri Thunder

DoE TriThunder.png
Tri Thunder
Tri Thunder
Damage Startup Active Recovery Velocity
7 8, 13, 18 4 16 -
On Hit On Shield Cost Air Time Category
16 4 2 - Strike
  • Calls down 3 thunders 3, 4 and 5 tiles away. Tri Thunder can't hit the same target multiple times.
  • Works exactly as regular Thunder Thunder, but it covers more tiles.
  • Tri Thunder will only strike inside of grid, losing its potential if used too close of grid limit.

Twinferno

DoE Twinferno.png
Twinferno
Twinferno
Damage Startup Active Recovery Velocity
6 20, 36 4 34 -
On Hit On Shield Cost Air Time Category
10 -2 3 - Strike
  • Creates two 3×3 explosion 2 and 4 tiles away, creating Flame Flames on center. Twinferno can hit the same target multiple times.
  • Getting hit before the explosion will interrupt the spell.
  • Twinferno can be used to start combos due to big area coverage.

Whirl

DoE Whirl.png
Whirl
Whirl
Damage Startup Active Recovery Velocity
2×5 7 2 20 -
On Hit On Shield Cost Air Time Category
11 -1 1 - Strike
  • Hits 3 tiles away 5 times, targets hit will be dragged to Whirl.
  • If the owner cancels the anchor animation with step spells step spells, it is possible to move targets easily to any desirable position.
  • Mostly used for combos decks but can catch opponents stepping within rows due to drags on-hit.

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