Spell Slots & Cooldowns
You can equip up to 3 active spells. Mana is shared and regenerates from weapon kills (faster with the Mana on Hit jokers). Most spells share a global cooldown of ~0.5s after casting, so chain order matters — see Best Combos.
Every confirmed spell in the game with element, mana cost and effect. Pair this list with the Element Guide and Combo Guide to build a deck that runs itself.
| Spell | Element | Mana | Type | Effect |
|---|---|---|---|---|
| Fire Bolt | Fire | 20 | Projectile | Burst damage + 3s burn DoT. |
| Fire Storm | Fire | 60 | AoE | Pulsing fire field, melts grouped adds. |
| Ember Trail | Fire | 30 | Trail | Leaves a burning path behind you. |
| Combust | Fire | 45 | Detonate | Detonates all burn stacks at once. |
| Frost Bolt | Frost | 20 | Projectile | Slow + minor damage. Strong vs snipers. |
| Glacial Lance | Frost | 55 | Beam | Pierces through a line of enemies, freezes elites. |
| Shock Wave | Shock | 35 | AoE | Knockback + stun, chains on wet enemies. |
| Chain Lightning | Shock | 50 | Chain | Jumps to 5 targets, double damage in tunnels. |
| Holy Pulse | Holy | 40 | AoE | Damages undead, heals allies in range. |
| Ward | Holy | 50 | Buff | Damage reduction bubble on a teammate. |
| Mend | Holy | 30 | Heal | Single-target heal over time. |
| Cleanse | Holy | 25 | Cure | Removes snake venom + burning. |
| Hex Mark | Hex | 15 | Debuff | Marked enemies take +25% spell damage. |
| Dash | Hex | 20 | Mobility | Forward dash with 0.5s invuln. |
You can equip up to 3 active spells. Mana is shared and regenerates from weapon kills (faster with the Mana on Hit jokers). Most spells share a global cooldown of ~0.5s after casting, so chain order matters — see Best Combos.