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Reason: not all spells have been listed, The Underworld “outclassed” spells are opinion based

This is an article about the weakness(es) of every Spell in Dungeon Quest.
Desert Temple
Spell Weakness
Fireball

Fireball

The Fireball does not have infinite pierce.
Taunt

Taunt

The Taunt is useless when playing solo. The caster needs to be decent at luring mobs’ attacks away from teammates. The Taunt is useless against all bosses.
Blue Fireball

Blue Fireball

The Blue Fireball does not have infinite pierce
Whirlwind

Whirlwind

The caster needs to be close to mobs/bosses to deal damage effectively.
Redemption

Redemption

The Redemption has way too long of a cooldown to be used effectively. The caster needs to have enough spell power and teammates need to be close enough to be healed effectively.
Arcane Spray

Arcane Spray

The Arcane Spray is outclassed by Fireball/Blue Fireball spam.
Battle Shout

Battle Shout

The Battle Shout has a way too long of a cooldown to be used effectively and is outclassed by using 2 of the same spells. The Battle Shout does nothing on it’s own and needs another physical type spell or melee attacks to be used effectively.
Poison Cloud

Poison Cloud

The Poison Cloud is outclassed Fireball/Blue Fireball spam and Lighting Strikes. It is hard to keep enemies inside its small radius for the full uptime.
Holy Barrier

Holy Barrier

The Holy Barrier is outclassed by damaging enemies instead. The Holy Barrier needs a taunting spell and or other players to be used effectively.
Lightning Strikes

Lightning Strikes

The Lightning Strikes falls off after Winter Outpost Easy.
Holy Circle

Holy Circle

The Holy Circle has way too long of a cooldown to be used effectively.
Innervate

Innervate

The Innervate does nothing on it’s own and needs another mage type spell to be used effectively.
Winter Outpost
Spell Weakness
Gale Slice

Gale Slice

The Gale Slice falls off after Winter Outpost Medium as it is outclassed by Arcane Barrage. Players need 2 Gale Slices to use it effectively.
Rejuvenating Spray

Rejuvenating Spray

The Rejuvenating Spray falls off after Winter Outpost Medium as it is outclassed by Aura Of Life. The Rejuvenating Spray has a “broken” hitbox and may not heal the caster and teammates
Ice Needles

Ice Needles

The Ice Needles falls off after Winter Outpost Medium as it is outclassed by Fire Bomb. Players need 2 Ice Needles to use it effectively.
Taunting Aura

Taunting Aura

The Taunting Aura is useless when playing solo. The caster needs to be decent at luring mobs’ attacks away from teammates, which may result in the caster not taunting all mobs. The Taunting Aura is useless against all bosses.
Lightning Beam

Lightning Beam

The Lightning Beam is outclassed by Fire Bomb. It may be hard to hit all mobs with all of its ticks.
Arcane Barrage

Arcane Barrage

The Arcane Barrage falls off after Winter Outpost Insane as it is outclassed by Ground Slam. Players need 2 Arcane Barrages to use it effectively.
Fire Bomb

Fire Bomb

The Fire Bomb has a decently long cooldown. The Fire Bomb falls off after Pirate Island Insane.
Aura of Life

Aura of Life

The Aura of Life requires teammates and the caster to be close to each other and may not be able to heal everyone on wide open maps.
Searing Beam

Searing Beam

The Searing Beam is outclassed by Fire Bomb. Players need 2 Searing Beams to use it effectively.
Ground Slam

Ground Slam

The Ground Slam falls off after Pirate Island Nightmare as it is outclassed by Glacial Blows.
Piercing Rain

Piercing Rain

The Piercing Rain is outclassed by Fire Bomb. The caster needs to be somewhat close to mobs/bosses to deal damage effectively.
Pirate Island
Spell Weakness
Ghostly Cannon Barrage

Ghostly Cannon Barrage

The Ghostly Cannon Barrage has a “broken” hitbox. The Ghostly Cannon Barrage is not effective against very fast moving mobs/bosses. The Ghostly Cannon Barrage falls off after Pirate Island Insane as it is outclassed by Pulsefire and Phantom Flames/Skull Flames.
Demonic Strike

Demonic Strike

The Demonic Strike has short range so the caster needs to be somewhat close to mobs to deal damage, and is not effective against bosses. The Demonic Strike is outclassed by Ground Slam.
Pulsefire

Pulsefire

The Pulsefire has way too many ticks and too long of a duration. The Pulsefire is outclassed by Phantom Flames/Skull Flames
Universal Heal

Universal Heal

The Universal Heal has a very long cooldown so teammates have to wait a while to be healed again. The Universal Heal is outclassed by Aura of Life.
Guardian Call

Guardian Call

The Guardian Call’s taunting duration is shorter than its Shield duration, which may cause mobs to attack other players instead and waste the shield. The Guardian Call’s shield is somewhat useless as the caster may already have a lot of health.
Enchanted Spinning Blades

Enchanted Spinning Blades

The Enchanted Spinning Blades falls off after Pirate Island Nightmare as it is outclassed by Glacial Blows. Players need 2 Enchanted Spinning Blades to use it effectively.
Phantom Flames

Phantom Flames Skull Flames Skull Flames

The Phantom Flames/Skull Flames falls off after The Underworld Nightmare. The Phantom Flames/Skull Flames has a decently long cooldown. Players need 2 Phantom Flames/Skull Flames to use it effectively.
King’s Castle
Spell Weakness
Thunderous Blast

Thunderous Blast

The Thunderous Blast has short range so the caster needs to be somewhat close to mobs to deal damage, and is not effective against bosses. The Thunderous Blast is outclassed by Phantom Flames/Skull Flames.
Chain Heal

Chain Heal

The Chain Heal only has 1 tick of healing.
Glacial Blows

Glacial Blows

The Glacial Blows falls off after King’s Castle Insane as it is outclassed by Blade Throw.
Guardian's Blessing

Guardian's Blessing

The Guardian’s Blessing has way too long of a cooldown to be used effectively.
Void Beam

Void Beam

The Void Beam is outclassed by Phantom Flames/Skull Flames.
Blade Throw

Blade Throw

The Blade Throw has a small width so it is only effective when mobs are lined up. The Blade Throw falls off after King’s Castle Nightmare as it is outclassed by Rending Slice.
Electric Boom

Electric Boom

The Electric Boom is outclassed by Phantom Flames/Skull Flames.
The Underworld
Spell Weakness
Infernal Orbs

Infernal Orbs

The Infernal Orbs is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses.
Rending Slice

Rending Slice

The Rending Slice falls off after The Underworld Nightmare as it is outclassed by Lava Lash.
Demonic Spikes

Demonic Spikes

The Demonic Spikes is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses.
Ice Nova

Ice Nova

The Ice Nova is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses.
Infernal Strike

Infernal Strike

The Infernal Strike has short range so the caster needs to be somewhat close to mobs to deal damage, and is not effective against bosses. The Infernal Strike is outclassed by Rending Slice.
Ice Totem

Ice Totem

The Ice Totem is outclassed by Ice Nova as the effect does not follow the caster.
Samurai Palace
Spell Weakness
Hand Cannon

Hand Cannon

The Hand Cannon has incredibly small range and width. The Hand Cannon is outclassed by Earth Clap and Enchanted Shuriken.
Earth Clap

Earth Clap

The Earth Clap can be hard to use when casting the spell.
Guardian Roar

Guardian Roar

The Guardian Roar is useless when playing solo. The caster needs to be decent at luring mobs’ attacks away from teammates. The Guardian Roar is useless against all bosses.
Ghostly Rampage

Ghostly Rampage

It is hard to keep mobs inside the radius for the full uptime. The Ghostly Ramapge is outclassed by Illusion Blast.
Enchanted Shuriken

Enchanted Shuriken

The Enchanted Shuriken can be slightly hard to use as it has a charge time.
Lava Lash

Lava Lash

The Lava Lash falls off after Samurai Palace Insane as it is outclassed by Flame Cyclone.
Berserk

Berserk

The Berserk has small range and too many ticks to be used effectively. The Berserk is outclassed by Lava Lash and Flame Cyclone.
Illusion Blast

Illusion Blast

The Illusion Blast only gives the caster a minor speed boost unlike all other speed boosting spells. The Illusion Blast falls off after The Canals Insane as it is outclassed by Vortex.
Flame Cyclone

Flame Cyclone

The Flame Cyclone falls off after The Canals Insane as it is outclassed by Blade Storm.
The Canals
Spell Weakness
Runic Strike

Runic Strike

The Runic Strike can be slightly hard to use as it has a charge time. The Runic Strike is outclassed by Electric Slash.
Earth Kick

Earth Kick

The Earth Kick can be slightly hard to use as it has a charge time. The Earth Kick is outclassed by Icicle Barrage.
Tsunami

Tsunami

The Tsunami is outclassed by Icicle Barrage.
Electric Slash

Electric Slash

The Electric Slash falls off after The Canals Nightmare as it is outclassed by Mighty Leap.
Icicle Barrage

Icicle Barrage

The Icicle Barrage falls off after The Canals Nightmare as it is outclassed by Spirit Bomb.
Life Pulse

Life Pulse

The Life Pulse doesn’t give the caster a speed boost. The Life Pulse is a Healing Over Time spell, so teammates need to be in the initial casting range to be healed. The Life Pulse falls off after Ghastly Harbour Nightmare as it is outclassed by Life Dash.
Blade Revolver

Blade Revolver

The Blade Revolver is outclassed by Electric Slash and Blade Storm.
Blade Storm

Blade Storm

The Blade Storm falls off after Ghastly Habour Nightmare.
Forgotten Army

Forgotten Army

The Forgotten Army falls off after The Canals Nightmare as it is outclassed Spirit Bomb.
Vortex

Vortex

The Vortex falls off after Ghastly Habour Nightmare.