This is a list of spell combinations, usually two to four spells, which create surprisingly good results.
Trigger, Multi-cast, Damage[]
Putting a damage spell such as chainsaw on the end of a trigger. This one may be too obvious.
Chainsaw does good damage but normally only at melee range. The damage plus costs the same amount of mana whether it applies to all the chainsaws or to just the spark bolt with trigger. The chainsaws each reduce recharge time even though they are inside of the trigger.
OR
Heavy spread reduces recharge time, but doesn't affect spread outside of the trigger, orbiting arc or spiral arc work well in triggers as well. The digging blast/bolt reduce recharge time and allow the wand to be used for digging as well.
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 that increases lifetime will also create interesting results: Phasing Arc, Increase Lifetime, Orbiting Arc, Spiral Arc, and Perks#Boomerang Spells
Explosive Projectile, Material Spell[]
Explosive projectile creates surprisingly high damage explosions on certain projectiles. The examples above cause trick kills. See Explosive Projectile for more information on the modifier's awesome but glitchy behavior.
Homing, Rock[]
OR
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. Acidball will also work instead of slimeball. The rock spirt 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 that they accelerate: Bouncing Burst, Arrow, Disc Projectile, Energy Sphere and Infestation.
Heavy Shot helps reduces 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.
Critical on Material[]
The material spells and several modifiers apply their associated statuses (wet, oily, bloody) even if the visual drop of liquid is not near the enemy (and even if the liquid has been fungal shifted away). Multiple critical on X modifiers can be stacked for more than 100% critical chance (bigger damage multiplier). In this example, spark bolt has a +5% critical chance for a total of 105% critical chance. Normally criticals have a chance to do 5x damage, however with this case the projectile will aways do 5 x 105% damage (525%), unless of course the enemy is immune to criticals.
Chaotic Transmutation, Plasma[]
Chaotic Transmutation removes the beam on Plasma Beam/Cutter. This means it won't damage the player, but will still damage enemies.
OR
If the plasma projectile touches liquid it will transmute it. Watch out for the acid.
Healing, 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[]
Teleport through walls! More advanced setups can use blackholes, circle of vigour, ground to sand, and more, to combine movement with healing and digging.
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)