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☆ Builds: Wizard | Fighter | Ranger
★ Best Weapons | Best Armor | Best Spells
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This is a tier list of the best spells in Avowed. Read on to see a list of all spells ranked including explanations about their tier list rankings.
List of Contents
Spell | Ranking Explanation |
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One of the best spells in the game since the Bow you conjure is busted in all aspects. It easily procs Poison in 2 hits while also being able to ragdoll enemies via charged shots. It can also reliably damage Skull-marked enemies even on Path of the Damned difficulty. |
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An amazing Frost nuke spell that deals a high amount of damage and Frost accumulation on hit. It can reliably chunk and freeze enemies, with stragglers suffering the slow debuff from Frost. |
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Another conjured weapon that deals amazing damage considering you're supposed to be a ranged spellcaster. However, there's always room for this spell since it deals high damage and stun on hit, while also dealing splash damage to surrounding enemies with its mini explosions on impact. |
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An amazing crowd control (CC) spell that can suspend enemies in the air, allowing you more breathing room in battle to heal or focus down other enemies. It can pull up large enemies as well, making it one of the best spells to upgrade since it increases the number of enemies it can pull up on cast. |
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The best of the channeling spells available in the game because it deals Frost accumulation. Enemies hit by this are slowed and eventually Frozen, opening them up for breaks that chunk away at their HP (sometimes even one-shotting them). |
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The workhorse of the spellcaster due to its cheap casting cost, low cooldown, and highly effective projectile impacts. Not only does it do a crazy amount of damage (especially at max Rank), it also tracks moving targets and interrupts their animations on hit. |
Spell | Ranking Explanation |
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Easy-to-use crowd control skill that can ragdoll small to medium enemies while also building up a ton of Stun on larger enemies. However, this "get off me" card starts flagging once you reach latter parts of the game. Requires at least Rank 2 in order to get any decent mileage out of it as you progress further. |
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This is the old and reliable AoE Frost accumulation spell. Gets better mileage than Returning Storm and Fireball since it also slows enemies in its AoE, almost guaranteeing a Freeze proc (especially if an enemy isn't resistant to Frost). |
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Grants Essence regen as long as you stand in its AoE. It's pretty useful in a fight since the seal's AoE is very large, which means you can dodge and attack within it while waiting for the regen to do its thing. |
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A really good area denial spell when fighting multiple stationary enemies (like archers and mages), nuking enemies whenever it hits its full salvo. However, its AoE leaves much to be desired, often missing enemies that are too mobile. |
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Deals good damage on hit, but the time between each meteor falling is very noticeable. Despite feeling more like a Meteor trickle than a shower, it's a far better Fire spell than Fireball since it has a larger AoE. |
Spell | Ranking Explanation |
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Inflicts Decent Fire accumulation but it quickly falls off during mid-game unless you invest more points to get it to Rank 2. But, by then, you'll have access to better spells and passives that it feels like a waste to use points on it. |
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A rather novel way of getting back Essence. However, it feels a bit gimmicky since the "Staff" that you conjure shares the same attack speed and stamina penalty as a Great Hammer. You get back Essence and deal a lot of Stun but at the cost of rapid stamina drain per swing. |
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One of the better channeling spells since it can heal you based on the damage you deal. During boss fights, this is very helpful but only if the enemy isn't immune to Poison. |
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One of the better Shock spells since it can track enemies and bounce between multiple targets. However, damage can be pretty underwhelming without special equipment and without environmental boosts (e.g., fighting in a watery area). |
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Decent in the early game, but quickly falls off in damage and Fire accumulation in the mid to late game. Its Rank Up bonuses are not really good either which has it peak as a B-Tier spell fairly early. |
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Decent Shock buildup since you conjure a storm in an AoE. However, since it doesn't have a "slow" effect, enemies can easily run out of it before they can even get shocked. Can be paired with crowd control spells to make it viable like Pull of Eora or Blizzard. |
Spell | Ranking Explanation |
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Good against single-entities since it's a cheap way to build up Frost accumulation. However, its lack of tracking and diminishing effectiveness as the game progresses keeps it in C-tier despite being a Frost spell. |
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Pretty useless since all it provides is damage negation and uninterruptible casts. This assumes that you'll be playing as a mage that always gets hit which is already a pretty bad situation to be in (let alone be powering through it by casting spells). |
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Its damage negation effect is at odds with its Frost accumulation effect. One tries to keep you safe and the other tries to get you as close as possible to your enemies. There are better ways to apply frost at range where it is safer, and this spell is not it. Plus, if those weren't bad enough reasons, using this while you're on fire doesn't dispel the negative status effect. |
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Similar to Bristling Frost, Ring of Fire's damage negation effect isn't that good since you're always within spitting distance of melee enemies - a big no-no when you're a pure caster. It may find a niche in spellblade builds, but it usually just feels like a waste of Essence to cast compared to something like Grimoire Snap. |
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Shock is probably one of the worst status effects in the game, and this spell that slows you in order to channel lightning is edged out by its more capable homing and AoE variants. |
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Best Spells Tier List
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