Wave 2 Spells

New Spells (Unlocked level 40)

Scorch

Scorch has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that deals fire damage and lasts for 4 turns

Purifying Spring

Purifying Spring has a -2 charge cost, cooldown of 8 turns and clears all debuffs from your team and adds a buff to your team that prevents new debuffs from being applied for 3 turns

Ice Spikes

Ice Spikes has a -2 charge cost, cooldown of 8 turns and adds a buff to your team that increases resistance by 300% for 4 turns.

Quicksand

Quicksand has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that increases the cost of their elemental by 2 charges and ultimate spells by 4 charges for 3 turns

Whirlwind Barrage

Whirlwind Barrage has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that bans physical attacks for 4 turns

Overload

Overload grants 2 charges, cooldown of 8 turns and adds a buff to the your team that increases elemental damage by 75% for 4 turns

Silence

Silence has a -2 charge cost, cooldown of 8 turns and adds a debuff to the opponents team that bans elemental spells for 3 turns

Kogaeas Touch

Kogaeas Touch has a -2 charge cost, cooldown of 8 turns and adds a buff to the your team that heals their health over time for 4 turns

AOE Spells

One of the central themes in wave 2 is Area of Effect spells (AOE). These spells will target all three of the opposing kryptomon and prime them for your next big attack! These spells are unlocked at level 20 and cost 0 elemental charges!

Sunburn

The spell has 0 charge cost, deals fire damage to the opponents team and adds a debuff to the opponents team that increases grass damage by 20% for 4 turns

Ocean Sound

The spell has 0 charge cost, deals water damage to the opponents team and adds a debuff to the opponents team that increases ice damage by 20% for 4 turns

Ice Age

The spell has 0 charge cost, deals ice damage to the opponents team and adds a debuff to the opponents team that increases ground damage by 20% for 4 turns

Earthquake

The spell has 0 charge cost, deals ground damage to the opponents team and adds a debuff to the opponents team that increases ghost damage by 20% for 4 turns

Arctic Wind

The spell has 0 charge cost, deals air damage to the opponents team and adds a debuff to the opponents team that increases fire damage by 20% for 4 turns

Electrolysis

The spell has 0 charge cost, deals electro damage to the opponents team and adds a debuff to the opponents team that increases air damage by 20% for 4 turns

The Curse

The spell has 0 charge cost, deals ghost damage to the opponents team and adds a debuff to the opponents team that increases water damage by 20% for 4 turns

Allergy

The spell has 0 charge cost, deals grass damage to the opponents team and adds a debuff to the opponents team that increases electro damage by 20% for 4 turns

New Defensive Option

All elements have a new spell called Defensive Stance which absorbs 20% damage and lasts 3 turns and generates charges from incoming attacks like the old shields

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