Field manual · Spells
The four spells
Each spell owns exactly one job and is deliberately mediocre at the other three, so no single spell is ever the whole answer.
| Spell | Job | Mana | Cooldown | Radius | Base effect |
|---|---|---|---|---|---|
| Fireball | Crowd-clearer, anti-regeneration | 40 | 8 s | 95 | 40 + 9/s burn for 4 s |
| Lightning | Sniper, anti-air | 30 | 6 s | 42 | 85 instantly |
| Frost | Tempo | 28 | 6 s | 130 | 14, half speed for 4 s |
| Heal | Sustain | 38 | 8 s | 130 | 40 + 22% of max HP |
Fireball
The widest damaging blast and the most total damage per target — 40 on impact and another 36 as burn over 4 seconds. Burn is slow, and a moving pack can walk out of the circle before it lands, so aim where the enemy is going. Burning units cannot regenerate: Fireball is the one tool that shuts off a troll's healing. Against a single flier it is close to worthless.
Lightning
The hardest single hit in the spell bar, and it lands instantly. The strike itself is tight, so it kills one thing — bring it to a scrum and you waste it. It is the only spell that answers fliers, and when hunting the sky it searches a much wider circle (120) than it strikes on the ground, so a thumb near a dragon is good enough.
Frost
The cheapest spell with the biggest circle. It barely scratches anyone; it halves the speed of everything it touches for 4 seconds. You are buying seconds, not corpses: cast it when a push is about to reach your wall, or to hold enemies under your archers. The chill wears off about as fast as the mana to recast it comes back, so it stalls a push but never locks the field down.
Heal
Patches the four most wounded troops in the circle for a flat 40 plus 22% of each one's own max HP, so it is not thrown away on a swordsman and still matters to a giant. It also puts out fires, which makes it the counter-pick to Fireball. It does nothing when nothing of yours is hurt.
Spell power by age
Spell damage scales with the caster's age, so a bolt still one-shots the cheapest troop of every roster.
| Age | Spell damage | Lightning hit |
|---|---|---|
| Medieval Age | 1× | 85 |
| Modern Age | 1.15× | 97.75 |
| Advanced Age | 1.45× | 123.25 |
| Hero Era | 1.3× | 110.5 |
| Frontier Age | 1.75× | 148.75 |
| Age of Olympus | 2× | 170 |
| Radiant Age | 1× | 85 |
Rules every spell obeys
- Castles take only 10% of spell damage. Spells win fights; troops raze keeps.
- Braced shields catch arrows, not spells. A shield wall does not protect what stands behind it from a fireball.
- Each spell has its own cooldown, and each cooldown is longer than its mana takes to regenerate — spamming one spell leaves mana on the table that only the other three can use.
- Custom rules can ban spells, and every ranked match is played on a spell list drawn by the server, the same for both players.