Energy Sphere

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Starter Spells
Bomb
Bomb
Summons a bomb that destroys ground very efficiently
Bomb
Dynamite
Dynamite
Summons a small explosive
Dynamite
Firebolt
Firebolt
A bouncy, explosive bolt
Firebolt
Magic Missile
Magic Missile
A fiery, explosive projectile
Magic Missile
Spark Bolt
Spark Bolt
A weak but enchanting sparkling projectile
Spark Bolt
Bouncing Burst
Bouncing Burst
A very bouncy projectile
Bouncing Burst
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere
Spitter Bolt
Spitter Bolt
A short-lived magical bolt
Spitter Bolt
Unstable Crystal
Unstable Crystal
A crystal that explodes when someone comes nearby
Unstable Crystal
The spells that your starter wands can spawn with.
Speed Scaled Spells
Infestation
Infestation
A bunch of magical sparks that fly in every direction
Infestation
Disc Projectile
Disc Projectile
Summons a sharp disc projectile
Disc Projectile
Arrow
Arrow
Summons an arrow
Arrow
Bouncing Burst
Bouncing Burst
A very bouncy projectile
Bouncing Burst
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere
Energy Sphere With Timer
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out
Energy Sphere With Timer
Spells whose damage is scaled based on their change in speed.

Energy Sphere is an early game Projectile spell often found within the Mines. The spherical blue projectiles it creates are long-lived and follow an arcing trajectory, bouncing up to 5 times. Upon their final impact they explode with a weak digging effect, but deal no Damage Explosion dmg-large.png Explosion damage to you or enemies.

The normal variant is a possible starting spell. Damage is split evenly between 5Damage Projectile dmg-large.png Projectile and 5Damage Slice dmg-large.png Slice damage, making this somewhat like a Bouncing Burst/Disc Projectile hybrid. Energy Sphere’s damage is partly affected by speed, but this only affects its Damage Projectile dmg-large.png Projectile damage, and not the Damage Slice dmg-large.png Slice damage component.

There is also a Timer variant which is notable for having the longest duration Timer in Noita - 200 frames, or 3.3s. This comes at a significant mana cost increase to 50, making it one of the most expensive Timer spells. Unless you need the long Timer duration, this is unlikely to be a useful spell.

Tips

  • This spell is best in the early game due to its average stats, but isn't bad later if modified with extra damage or other effects.
  • One of a very short list of spells that inflicts Damage Slice dmg-large.png Slice damage while not having Friendly Fire.
    • Useful against enemies that have resistance to projectile damage, without the potential for accidental damage to you that spells like Disc Projectile have.
  • This spell is very useful for mitigating recoil caused by other spells.
    • Similar to how Chainsaw sets Cast Delay to zero, Energy Sphere sets Recoil to 20. Place it after spells that add large amounts of recoil and you can remove all but 20 of it. A single Recoil Damper after that will remove the rest.
  • As the spell bounces a little, it can be lobbed around corners.
  • With an explosion radius of 2, this spell can be combined with two Explosive Projectile modifiers to produce Explosion Damage325 (player-safe) explosions.
  • The Timer version with its much higher mana drain is less suited for the early game due to most wands at that stage being unsuitable for combos. If you need a timer then look for Spark Bolts with that suffix. They are very common.

Speed & Damage

The Damage Projectile dmg-large.png Projectile damage dealt by some spells, including Energy Sphere, depends on the speed of their projectile. Specifically, base damage is multiplied by the ratio of its Final Speed and Initial Speed, i.e.:

Damage=Final SpeedInitial Speed*BaseDamage

Since all the projectiles that have this effect naturally slow down over their lifetime, the damage they cause reduces over time. If you modify them such that they speed up instead then damage increases - the effect works both ways. You can increase the ratio, and thus bonus, by reducing the initial speed, increasing the final speed, or ideally both.

  • Accelerating Shot is ideal for this since it reduces the initial speed, increases speed over the projectile's lifetime, and prevents it from losing speed from moving through the air.
    • This modifier provides no acceleration in the first frame of the projectile's life, and so alone it can't save projectiles that spawn with too little initial speed.
    • For Bouncing Burst, up to three copies can be used without additional acceleration
      Spell rubber ball.png 650px/s initial speed × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 = 21px/s, which is above the Spell rubber ball.png limit of 5px/s
    • For Energy Sphere, up to two copies can be used without additional acceleration
      Spell bouncy orb.png 400px/s initial speed × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 = 41px/s, which is above the Spell bouncy orb.png limit of 20px/s
  • Heavy Shot also reduces initial speed while providing a hefty damage boost (which is multiplied by the speed damage).
  • Rotate Towards Foes is also ideal since it does not change the projectile's speed, only the direction it is moving in.

All the projectiles with this effect also have a minimum velocity below which they die. If you reduce their starting speed too much they may not spawn at all, or only when you point your wand downwards. Gravity or Anti-Gravity are easy fixes for this, providing enough acceleration to avoid early projectile death. The check for low velocity, and the recording of the projectile's Starting Speed, both happen at the end of the first frame of its life, meaning the die on low velocity speed is the lower bound for the bonus. The upper bound is the projectile's Terminal Velocity, which for all those with this effect is 1000px/s.

Since this damage is calculated as a bonus on impact it cannot be absorbed by Spells to Power. You can do it the other way around though, use Spells to Power to add damage from other projectiles to one with speed scaling - the damage absorbed by Spells to Power will be multiplied by the speed bonus at impact.

Removing Recoil

Here we have a (completely reasonable) wand build with 7 copies of Nuke, each of which adds 300 recoil.

Example 1:
Inventory Icon recoil.png
Recoil 2100
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Octuple Spell
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke

Removing that amount of recoil requires 11 copies of Recoil Damper (or one copy and a Divide By 10).

Example 2:
Inventory Icon recoil.png
Recoil 0
Divide By 10
Divide By 10
Casts the next spell 10 times, but with reduced damage
Divide By 10
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Recoil Damper
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke

Alternatively, you can remove almost all recoil using just one copy of Energy Sphere.

Example 3:
Inventory Icon recoil.png
Recoil 20
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Octuple Spell
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere

The remaining recoil can be removed with Recoil Damper, but only if it is placed after Energy Sphere.

Example 4:
Inventory Icon recoil.png
Recoil 20
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Octuple Spell
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Recoil Damper
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere
Inventory Icon recoil.png
Recoil 0
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Octuple Spell
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Nuke
Nuke
Take cover!
Nuke
Double Spell
Double Spell
Simultaneously casts 2 spells
Double Spell
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Recoil Damper


Gallery

A rapid fire wand containing Energy Sphere.
Attacking an enemy with Energy Sphere.
Testing Energy Sphere in a Holy Mountain.
An image of the durability scale being tested with energy spheres. All the materials of up to durability 8 have been damaged. A beam of rapid-fired energy spheres enters the scale, many of the spheres bounce out the top through a hole that previous spheres dug.
Durability test of Energy Sphere.