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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