# Wave 2 Spells

## New Spells (Unlocked level <mark style="color:yellow;">40</mark>)

### <mark style="color:yellow;">Scorch</mark>&#x20;

Scorch has a -2 charge cost, cooldown of 8 turns and <mark style="color:yellow;">adds a debuff to the opponents team that deals fire damage</mark> and lasts for 4 turns

### <mark style="color:yellow;">Purifying Spring</mark>

Purifying Spring has a -2 charge cost, cooldown of 8 turns and <mark style="color:yellow;">clears all debuffs from your team and adds a buff to your team that prevents new debuffs from being applied for 3 turns</mark>

### <mark style="color:yellow;">Ice Spikes</mark>

Ice Spikes has a -2 charge cost, cooldown of 8 turns and adds a buff to your team that <mark style="color:yellow;">increases resistance by 300% for 4 turns</mark>.

### <mark style="color:yellow;">Quicksand</mark>

Quicksand has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that <mark style="color:yellow;">increases the cost of their elemental by 2 charges and ultimate spells by 4 charges for 3 turns</mark>

### <mark style="color:yellow;">Whirlwind Barrage</mark>

Whirlwind Barrage  has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that <mark style="color:yellow;">bans physical attacks for 4 turns</mark>

### <mark style="color:yellow;">Overload</mark>

Overload grants 2 charges, cooldown of 8 turns and adds a buff to the your team that <mark style="color:yellow;">increases elemental damage by 75% for 4 turns</mark>

### <mark style="color:yellow;">Silence</mark>

Silence has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team <mark style="color:yellow;">that bans elemental spells for 3 turns</mark>

### <mark style="color:yellow;">Kogaeas Touch</mark>

Kogaeas Touch has a -2 charge cost, cooldown of 8 turns and <mark style="color:yellow;">adds a buff to the your team that heals their health over time for 4 turns</mark>

## AOE Spells

One of the central themes in wave 2 is <mark style="color:yellow;">Area of Effect spells (AOE)</mark>. These spells will target all three of the opposing kryptomon and prime them for your next big attack! <mark style="color:yellow;">These spells are unlocked at level 20 and cost 0 elemental charges!</mark>&#x20;

### <mark style="color:yellow;">Sunburn</mark>

The spell has 0 charge cost, deals fire damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases grass damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Ocean Sound</mark>&#x20;

The spell has 0 charge cost, deals water damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases</mark> <mark style="color:yellow;">ice damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Ice Age</mark>

The spell has 0 charge cost, deals ice damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases</mark> <mark style="color:yellow;">ground damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Earthquake</mark>

The spell has 0 charge cost, deals ground damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases ghost damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Arctic Wind</mark>

The spell has 0 charge cost, deals air damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases fire damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Electrolysis</mark>

The spell has 0 charge cost, deals electro damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases air damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">The Curse</mark>&#x20;

The spell has 0 charge cost, deals ghost damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases water damage by 20% for 4 turns</mark>

### <mark style="color:yellow;">Allergy</mark>&#x20;

The spell has 0 charge cost, deals grass damage to the opponents team and adds a debuff to the opponents team that <mark style="color:yellow;">increases electro damage by 20% for 4 turns</mark>

## New Defensive Option&#x20;

All elements have a new spell called Defensive Stance which absorbs <mark style="color:yellow;">20% damage and lasts 3 turns and generates charges from incoming attacks</mark> like the old shields

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