Guide: Spell Synergy
This is a list of spell combinations, usually two to four spells, which create surprisingly good results.
Trigger + Payload
The source of damage (i.e. the payload) can be placed inside a trigger to cast it at a range.
Chainsaws are normally only short range. A trigger can be used to cast them at a distance to do fairly decent damage.
It can be quite effective to place multiple projectiles inside a payload. They will all hit the enemy simultaneously. In this case, the damage plus is applied to each of the chainsaws.
An example using orbiting arc to increase damage and heavy spread, digging blast and digging bolt to reduce recharge time.
Ping Pong, Luminous Drill
Ping-Pong path increases the lifetime of luminous drill at no additional mana cost. This turns an otherwise very close range digging/damage wand into a powerful long range one. Any other spell or perk that increases lifetime will also create interesting results: Phasing Arc, Increase Lifetime, Orbiting Arc, Spiral Arc, Bouncing Spells and Boomerang Spells
Explosive Projectile and a Material Spell
Explosive Projectile creates surprisingly high damage explosions on certain projectiles which causes trick kills. See Explosive Projectile for more information on the modifier's awesome but glitchy behavior.
Homing Rock
Rocks deal physics damage and cause trick kills. Accelerative homing is ideal for the extra speed, but in practice homing is also good. Adding one of the "thrower" modifiers cause the rocks to expire for easy clean up and deal more damage. See Guide To Homing for more homing ideas.
Proximity Explosive
The slimeball creates a hole in the large explosive box that is big enough for the rock spirit. Acid ball will also work instead of slime ball. The rock spirit can home towards enemies somewhat and will explode when in proximity or when its lifetime expires. Warning: highly dangerous without immunity perks; this one is not very practical.
Velocity-sensitive spells
Five spells will deal more damage the more they accelerate: Bouncing Burst, Arrow, Disc Projectile, Energy Sphere and Infestation.
Heavy Shot helps reduce the initial speed. Accelerative Homing can be used instead of, or in addition to, Accelerating Shot. Some more complex high damage wands build on this concept.
Criticals
Chaotic Transmutation and Plasma
Chaotic Transmutation removes the beam on plasma spells rendering it harmless towards you but not for enemies. Caution is advised as transmuted liquids may be dangerous.
Healing and Teleport
One of many setups for using healing bolt. Works better with some way to make healing bolt infinite. See: Advanced Guide: Introduction to Greek Letter Spells
Long Distance Cast, Teleport
Long distance cast ignores terrain allowing us to teleport through thin enough walls.
Small Teleport Bolt can be substituted with other forms of teleport such as Return Spell. Nolla limits the lifetime of spells to 2 frames so the teleport bolt has time to move slightly. This only really matters with later wands such as blackhole teleport wands.
Other
See something missing or a better way to organize this information? Please contribute your ideas!
- Machine Gun Wands
- Warp Cast, Touch of(s)
See also
- Expert Guide: Long Distance Travel
- Guide To Homing
- Note spells#Using Notes as attack spells
- Wand Refresh and any limited-use spells
External links
- noitacheatsheet.com - examples of many spell-combinations. (Does not include many late-version spells)