After a long hiatus, the power rankings are back!
1. Shield of Light is cheap, you can block almost any projectile (now that shots below the knees don't work), and you basically get a free attack by reflecting your opponent's spell back at them.
2. Stone Demon lets you defend an area even when you're not there and can distract your opponent to create openings for you to land an attack.
3. Magic Missile is cheap and has a good damage to mana ratio, which makes it very useful. Simply spamming it is a pretty good strategy as long as you watch out for higher damage per second attacks (like Electric Fist). The optional triple shot can also come in handy.
Strike is great from long range since it doesn't have to travel through the air, and the charge is very useful for bluffing.
5. Electric Fist lets you do a lot of damage really fast when your opponent is close. It's also the best way to take out a Demon.
6. Soil Spikes can deny access to any tile indefinitely, which can be very useful. They're also great to use on tiles where your opponent can't see them. They make using Chaos Leap dangerous. And since they bypass Shield, you can time them to land right after a projectile and your opponent often won't have time to switch from Shield to Teleport and get away.
7. Blazing Meteor is still great at hitting your opponent around corners, but now that its splash damage does less than 25, it's much more balanced,
of the Sun absorbing 70% of damage is really nice against powerful spells. But it wouldn't be ranked this high if it didn't make you immune to Acid Cloud.
9. Chaos Leap is great for quickly dodging attacks and for confusing your opponent. However, it's often dangerous to use, especially when your opponent has Soil Spikes or Acid Cloud.
10. Devil's Twins can confuse your opponent long enough for you to land a big attack. They work very well with Chaos Leap.
11. Devil's Spit is the most versatile projectile. It's good in many ways but great in none.
of the Undead is really useful because pickups are a huge part of high level games. Cursing your opponent right as they're grabbing a pickup is easy and makes a 30 point difference in their health. Unfortunately, it's useless during the last minute of the game (unless Oxymora is present).
13. Acid Cloud can be very useful for controlling tiles. It can also do decent damage when your opponent is out of mana or has nowhere to teleport. However, Armor of the Sun makes your opponent immune to this spell which often renders it useless.
14. Hail of Death isn't very good at dealing damage, but it's great for making your opponent waste mana and for keeping them on their heels.
15. Demi is great in the beginning of the game, but it's expensive and has a
bad damage to mana ratio when your opponent has less than 60 HP.
16. Blood Bolt is the most dangerous spell to use. Unless you use
it wisely, it will hurt you more than it helps you, and if your opponent has Shield, you can do a lot of damage to yourself very quickly. But it can be
extremely powerful if your opponent is careless and if you're patient.
doesn't really give you an advantage since it attacks you just like it attacks your opponent. It works very well with Curse since you can prevent your opponent from using it to heal. Even though it's not very powerful, I love this spell because it adds a layer of complexity to the game, which rewards you for being more strategic and tactical.
18. Petrifying Prison can be extremely powerful if your opponent doesn't have Shield, Leap, or Dome, but nearly every good player uses Shield or Leap.
19. Flaming Phoenix often requires charging and it takes a long time to fly to your opponent, so they have plenty of time to block or dodge it ... if it doesn't fly into a wall first. It's also a fairly expensive spell, so you're usually just wasting a big chunk of mana when you cast it.
20. Dragon’s Breath does a ton of damage in theory, but in practice most players either use Shield or teleport away before taking significant damage.
21. Heavenly Dome is more expensive than Shield and has no useful secondary effect. The fact that it surrounds you isn't much of an advantage since you can block pretty much any projectile with Shield anyway. This spell would be very useful if Shield didn't exist, but since Shield is so powerful, there's virtually no reason to use Dome.