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This is an article about the weakness(es) of every Spell in Dungeon Quest.
Spell | Weakness |
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The Fireball does not have infinite pierce. | |
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. | |
The Blue Fireball does not have infinite pierce | |
The caster needs to be close to mobs/bosses to deal damage effectively. | |
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. | |
The Arcane Spray is outclassed by Fireball/Blue Fireball spam. | |
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. | |
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. | |
The Holy Barrier is outclassed by damaging enemies instead. The Holy Barrier needs a taunting spell and or other players to be used effectively. | |
The Lightning Strikes falls off after Winter Outpost Easy. | |
The Holy Circle has way too long of a cooldown to be used effectively. | |
The Innervate does nothing on it’s own and needs another mage type spell to be used effectively. |
Spell | Weakness |
---|---|
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. | |
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 | |
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. | |
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. | |
The Lightning Beam is outclassed by Fire Bomb. It may be hard to hit all mobs with all of its ticks. | |
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. | |
The Fire Bomb has a decently long cooldown. The Fire Bomb falls off after Pirate Island Insane. | |
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. | |
The Searing Beam is outclassed by Fire Bomb. Players need 2 Searing Beams to use it effectively. | |
The Ground Slam falls off after Pirate Island Nightmare as it is outclassed by Glacial Blows. | |
The Piercing Rain is outclassed by Fire Bomb. The caster needs to be somewhat close to mobs/bosses to deal damage effectively. |
Spell | Weakness |
---|---|
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. | |
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. | |
The Pulsefire has way too many ticks and too long of a duration. The Pulsefire is outclassed by Phantom Flames/Skull Flames | |
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. | |
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. | |
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. | |
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. |
Spell | Weakness |
---|---|
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. | |
The Chain Heal only has 1 tick of healing. | |
The Glacial Blows falls off after King’s Castle Insane as it is outclassed by Blade Throw. | |
The Guardian’s Blessing has way too long of a cooldown to be used effectively. | |
The Void Beam is outclassed by Phantom Flames/Skull Flames. | |
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. | |
The Electric Boom is outclassed by Phantom Flames/Skull Flames. |
Spell | Weakness |
---|---|
The Infernal Orbs is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses. | |
The Rending Slice falls off after The Underworld Nightmare as it is outclassed by Lava Lash. | |
The Demonic Spikes is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses. | |
The Ice Nova is outclassed by Phantom Flames/Skull Flames against stationary mobs/bosses. | |
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. | |
The Ice Totem is outclassed by Ice Nova as the effect does not follow the caster. |
Spell | Weakness |
---|---|
The Hand Cannon has incredibly small range and width. The Hand Cannon is outclassed by Earth Clap and Enchanted Shuriken. | |
The Earth Clap can be hard to use when casting the spell. | |
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. | |
It is hard to keep mobs inside the radius for the full uptime. The Ghostly Ramapge is outclassed by Illusion Blast. | |
The Enchanted Shuriken can be slightly hard to use as it has a charge time. | |
The Lava Lash falls off after Samurai Palace Insane as it is outclassed by Flame Cyclone. | |
The Berserk has small range and too many ticks to be used effectively. The Berserk is outclassed by Lava Lash and Flame Cyclone. | |
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. | |
The Flame Cyclone falls off after The Canals Insane as it is outclassed by Blade Storm. |
Spell | Weakness |
---|---|
The Runic Strike can be slightly hard to use as it has a charge time. The Runic Strike is outclassed by Electric Slash. | |
The Earth Kick can be slightly hard to use as it has a charge time. The Earth Kick is outclassed by Icicle Barrage. | |
The Tsunami is outclassed by Icicle Barrage. | |
The Electric Slash falls off after The Canals Nightmare as it is outclassed by Mighty Leap. | |
The Icicle Barrage falls off after The Canals Nightmare as it is outclassed by Spirit Bomb. | |
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. | |
The Blade Revolver is outclassed by Electric Slash and Blade Storm. | |
The Blade Storm falls off after Ghastly Habour Nightmare. | |
The Forgotten Army falls off after The Canals Nightmare as it is outclassed Spirit Bomb. | |
The Vortex falls off after Ghastly Habour Nightmare. |