Rating Magics for Full Release Paladin

Magic list for Paladins in full release (i seen this for Savant, and thought Paladin was probably the only other class that would be interesting for this, ig Juggernaut too, but meh).

The main thing to remember is that Spirit weapons dont apply statuses, but have the magics synergies. Meaning that the only thing that matters, is how those spirit weapons react to the statuses from a magic.

Another thing to keep in mind is that this list attempts to consider both: a person using Magic as their main, and a Person using Spirit as their main; ie; A person using Spirit imbues more, or a person using magic imbues more.

Remember these spirit affinities: Fire, Lightning, Light, Shadow, Water, and Wood; and again, negative statuses don’t mix if its from the same person– unless its a clear status.

This list will likely be updated one extra time, as we now know what the Satyr weapon synergizes with. Q&A did say theres “like two extra we haven’t revealed”, if the Satyr weapon is one of such, that leaves a last weapon (please be wind synergies).

This list is ordered; all synergy calculations already halve the cost for I’m assuming you’re using the imbue.

New Set of Reasons

Acid - A | just like last time, Acid was already in a good spot, but the wood synergy means it could have a complete set of weapons that benefits from its status (Patrimony/3.7%; EmberStaff/2.5%; Satyr/2.5%). Its also a magic with Debris, which can easily cover massive areas in acid puddles with moves such as Spirit rain.

Ash - C | despite the updates, it still stays in its tier, spawning debris is good, but i don’t think it’ll be enough to justify it going out of C-tier. No reactions basically makes it a worse shadow magic, but with clouds.

Crystal - A | Higher tier despite no benefit from the changes, this is because i didn’t write down its lighning synergy last time (i forgor). Having 2 strong synergies has justifiably brought it to A, and Crystal definetly benefits from spirits moveset, with moves like Aithoro making it way easier to trigger the 4x crystal bonus.

Earth - C | Good magic… but its got no status/synergies, so its by default worse than Shadow. But i lied, it does have a status: 33% damage to apply bleed– not viable, which drops it down here. again, good magic, shame it can’t make it.

Explosion - S | now that Metal has its own tier, the gap to S has been lowered… Explosion has a very good status compared to the rest of our magic cast: Charred. This removes it use with the patrimony, as lightning clears such status, but gives it the access to Petrified alongside the EmberStaff. Charred alone gives a boost to Fire/Wood by 5%, and Petrified gives another boost to explosion by 10%.

Fire - B | IT DID IT! SATYR’S SAVED FIRE SOCIETY! one reaction, but its a nice 5% damage boost. pairing this with Spirits capable of existing for extended burn duration will definitely be important.

Glass - S | Easiest bleed spam ever. Bleed works well with EmberStaff-5%/Patrimony-10%c/Tidestone-2.5%, and this magic ALWAYS applies it. Great for all those weapons, and glass is also a strong magic. It doesn’t posses fusion reactions like Explosion, and its the weakest of the bleed appliers, but consistency is a very big gain for it.

Ice - B | This game is very clearly not a fan of cold magics, it has one synergy though, which i missed last time… but that synergy is a 3.75% with Tidestone. “a buff is a buff”, but its really minor, and it actually doesn’t have any of the buff the other magics i said this for do, no real debris, mid status, and its not on enough items.

Light - B | This is just an assumption; but light should theoretically have a 2.5% synergy with CrystalOrb if said item gets stacking bonuses from Light-blind, that stack will eventually equal up to a 7.5% on your magic and the crystal orb, whilst every other ability gets a 2.5% bonus from light stacking on itself. a mediocre buff, and if the crystal orb doesn’t stack it’ll definitely drop… but a buffs a buff, and thats better than some… like ice. Blind is also pretty good, Spirit has a ton of tools to hit multiple times for good damage, and if light users can use

Light(ning) - Lightning-Tier | want to know why this magic is down here? unlike fire, unlike ice, unlike snow… it can’t be saved. It never will be. By the time we get spirit weapons that have statuses, you might not even want to use lightning magic anymore. Even if, you do the improbable, and apply a 33% damage status, you still get no synergies. Unlike EVERY other magic, it has no default properties; even WIND, with no status to use synergies, it at least as knockback… Ash? it still has its debris. This magic, as cool as it is, is just as worthless on Paladin.

Magma - A | this magic is actually Orange Acid. it literally has the exact same reasons as it does. The Tierlist shows magma as above, but that’s entirely because i like how it looks more, they’re the same rating. biggest difference is in imbuements, but we don’t actually know if those are different / copy weapons; which is why i haven’t considered their base stats much (+ its a lot of work to do when we don’t know the spirit weapon stats). If they do, then pick whichever you wanna go for, Magma is bigger and Stronger + it can outclash metal, but its slower. Acid also has AP.

Metal - Metal Tier | yay… this magic can get damage buffs. If spirit happens to affect magic stats, pray for our lives. Gods FORBID we get any spirit weapon that boosts damage, we’d be doomed… it’ll be metal maxing all over again. Imagine: a Tempered Ember Staff giving a 1.25 Damage Affinity :skull:.

Plasma - S | I might be glazing, but this magic is definitely a High-A tier. Its probably the Worst of the S-tiers, but its also a good magic. Compared to the other S-tiers, it has the best synergy stack: 7.5%/5%/5%; of course belonging to Patrimony(7.5%), EmberStaff, and Satyr. Plasma also being a strong magic helps a bunch. Unfortunately, no steam, which would’ve solidified it into S tier; but its batch of synergies isn’t anything to scoff at, probably being one of the higher ratios. I doubt everybody is going to use all three of those exact weapons, but having those options all be pretty balanced is really good.

Poison - B | Litterally one reaction, and its 2.5%. Clouds do make a good argument, and its DoT is hard to clear. Considering how Vetex stated spirit has no actual element in it, i doubt it’d ignite its own clouds, so you can still be hard countered by Plasma/Fire. I could put it in C-tier, but at least its got something, but Low-B suits it fine. Consider Poison the Only Low-B aside from light.

Sand - A | Previously, sand was at B-tier for its single synergy, but surprisingly, wood is a benefit to it. This gives sand a nice 7.5% and a 5%. We did it Sanders, its Sanding time! Its not low A, its probably around the same value as Magma/Acid, as it gets stronger synergies, yet doesn’t do the puddle-maxing those two can.

Shadow - B | The bridge between Bad and good. Any magic that can’t react is basically a worse version of Shadow, for it posses the best stat distribution for no bonuses or drawbacks. Of course, its stats can alter the spirit weapons positively, which would definitely make this magic good for Spirit focused Paladins; but if Spirit can affect magic stats that might be interesting.

Snow - B | Ice but cringe; does the same thing -glass synergy. Its weaker by stat than ice, but it has a stronger synergy with tidestone (5%). Again, its the only synergy, but its something i guess?

Water - B | has paralyze, thats whats carrying it, even then, its 5%. Again, no other synergies, and soaked is a reaction status.

Wind - C | No status magic. Its got knockback though, which technically makes it better than… that magic. But still, bottom of C-tier.

Wood - B | yes, i remembered this time. Anyways, bleed magic, gets the same benefits as Glass, but its 5% damage based. I’d say its less viable than glass/metal, but still good. Strong stats, Strong magic, shame it can’t use its heat synergies.

OLD Tier-list & Reasons

Anyways:

Acid - A | Good magic, works with Lightning and Fire. Not by much, but everythings a benefit. pretty well rounded, so yeah.

Ash - D | Mediocre magic, if Ember applied burn it’d go into S, but whatever. Ash doesn’t inflict statuses commonly, so its kinda useless.

Crystal - B | Good magic, and its one of the few that work with Light; unfortunately, thats all it has.

Earth - C | earth is a good magic, but since spirit weapons dont apply statuses, the fact that it doesn’t create bleed often mostly ruins it. that or you could just run a spirit/power build and trigger it but thats not usually viable.

Explosion - A | Charred+Ember=Petrified; which is a goated combo, and the only way to consistently trigger the effect. Unfortunately, Charred+Patrimony removes charred (I’m pretty sure), which is a big no-no. But if you just refrain from the patrimony all should be fine. no other reactions

Fire - D | just like ash, but its reaction is unironically useless. burning is great and all, but Paladin doesn’t get anything that mixes with it. Hell, ash at least has the saving grace of scalded if tidestone gives steam, but fire gets no benefit from that either. Burn carries it over Ash though, you could also just use the items, but again, no synergies is mid unless that stats can hard carry, fire doesn’t.

Glass - A | Bleed. Common status, but that commodity helps it. Patrimony, Ember, and Tide all react with bleed by some amount. Also, you could switch from Patrimony for Bleed/Clear, and Fire for Bleed/boost, good way to mix your damage. Water is the low baller here, but damage is damage ig.

Ice - C | THANK CHRIST Tide doesn’t apply soaked. We do not need Ranged Ice-Sailock. because of such nerfs, ice only reacts with Tidestone by 5% (Lightning works with Frozen, applied by ice doing 33% HP).

Light - B?A? | Hear me out: Light deals more damage against blinded targets; would Light/CrystalOrb stack twice? seems strong, but idk; other than that, yeah light has no real synergies.

Lightning - D | Lightning suffers hard on synergies. No reliable self application, and even if you somehow land Paralyzed, it has no reactions with anything. Ima be honest, Lightning Paladin, despite looking goated, might just be the worst Paladin build; and definetly the worst Lightning Magic build. it literally doesn’t react with itself as a build. This TL doesn’t consider Savant/Pal, but it’d probably fair better on that.

Magma - A | Red Acid tbh. same reasoning, boosts Lightning and Fire, also a good magic. IF tidestone creates steam, that might open it up to some good setups, and id put it higher, but its basically at the same spot as Acid.

Metal - S | Slow wood. As much as i despise this magic, 5% bleed is easy to trigger when it does the highest base damage, and its almost as if metal doesn’t need more damage. Patrimony + Metal is already ludicrous, its not going to change in Full Release when you also get the ability to keep the bleed by instead running ember. Screw this magic.

Plasma - A | its basically fire, but it does everything correctly. good reaction with Lightning and fire; pray Tidestone makes steam and this is a perfect S tier.

Poison - B | meh, free ember damage, but its 5%. no other reactions, but Poison is a fine magic. Definetly on the edge though, i was considering top of C, but bottom B is fine.

Sand - B | works with lightning. thats about all it offers, but sand is a nice magic. Its one trick, but sand is good at it.

Shadow - C | definetly carried by its stats. Shadow is good on most hybrids for the pure stat boost, but I’m not sure if Paladin is gonna work like that. With its dual Imbuements, I feel that Elements that work together will go further than raw stat sticking.

Snow - C | Ice but like 2% stronger. its snow though, which has lower base damage, so tbh its not even better.

Wind - D | me when no reactions.

Water - B | Paralyzed is carrying this very hard.its only reaction is with lightning.

Wood - B/A | As for wood, its main benefit is that it can proc bleed, because spirit cant create statuses by itself, wood relies on its own reaction, which is thankfully 5%. As a pretty powerful magic, it should land its proc because, and should be consistient as long as the target remains bleed / you can continue the “bleed chain”. in a sense, its like glass and metal; but not guaranteed like glass, and not as inherently strong as metal.


Anyways, Metal is broken, who knew? Metal paladin just seems so ridiculous that its the only one deserving of S. I’d put glass up there, but i still feel like metal is just way too far ahead.

Also because i didn’t mention it elsewhere, this list is somewhat ordered, meaning i do believe something around Glass being very strong, and Shadow being better than every magic before itself.

Updates:

two new changes to consider:

No steam imbue :c

Wood synergy weapon for full Release

so these two are the basis of my changes.

1 Like

I feel like light should be at high A-Tier, because most magics are situational as in they work/don’t work for some spirit weapons, but light would be better due to how it makes all spirit weapons faster at the cost of some damage.

1 Like

no i agree actually well thought out tierlist…

1 Like

Wrong.

i think crystal would actually be good, not only because of its synergy with the eagle patrimony (and maybe the aether orb), but also because of crystalized. basically just free damage

1 Like

Yeah, thats kinda what i was thinking, in the rating for light its left as an option between B and A. That self stack with CrystalOrb and Light just being a generally good magic could put it in a good spot.

Only reason its in Low-B and not closer to Magma/Wood, is because i cant tell whether or not CrystalOrb/Light would double stack, and C-tier is practically my “shittier shadow” (Magics that dont react with spirit, and just become stat sticks, which will always be worse than shadow).

1 Like

oh wow, i just realized i forgot Lighting reacts with crystal. I think i skipped it because i seen so many “#% bonus for lightning/fire” that i just started skipping the rest of the word as soon as i seen “light”.

but yeah, if i had remembered that, crystal would definetly be in A tier, probably around Glass. CrystalOrb is personally the more important imo (imbued spirit minion might go crazy for stack spamming), but having both eagle AND orb is very huge.

actually im not 100% sure on that syn cuz on lightning crystal mage the syn doesnt always work i think the crystalizzed HAS to be on the first stack

im pretty sure it always applies regardless of the stack

like i mean in my experience tryying it the syn didn’t work half the time

i think crystalized just ran out then

tbh i could see stacking synergies having more issues, especially on Paladin. I mean, need I say what Paladin had to go through for like 8 months before moochez fixed it?

if it doesn’t, rip, but its still free stack spamming. If it does, even better.

it could be the manner of testing or something else, but magic attacks are the only reliable crystal source, and the only reliable lightning source is crystal paladin or Crystal/Lightning mage.

I would put Poison in mid A tier next to Acid and Magma at least, because you have to remember, imbued attacks will now spread magic hazards.
Poison only having its DoT cleared by one magic on top of its area denial is already strong on Paladin as of now WITHOUT a certain rite that’ll cover large areas with its clouds (spirit rain) for that reason alone.

3 Likes

it didn’t
i have screenshots somewhere i jsut need to find em but i 100% remeber awakening a purple lightning amethyst mage only for the syn to not work like 50% of the time

thats actually a great point.

Magma, Poison, and Acid (Ash to but like…) will all be capable of spreading hazards.

Imagine using spirit minion or spirit rain and the whole area is suddenly dishing out damage..

There are also a couple other moves i’ve seen from sneaks that would definetly go ham with Spreading hazards. I personally wouldn’t move Poison to A because of that, but it could definitely cross up a little further into B tier.

DO NOT SLEEP ON ASH BRO
i’ve seen people do vile bug abuse with those clouds (they do instant tick damage of like 20 so people use 20 beam or blast with a 200 speed size defence set to do 400dmg undodgeable attack)

to be fair that sounds like a bug.

If tidestone allows Ash to become steam, then it’ll make the comeback of the century lmao (Steam spirit weapon Ash damage → petrified).

The Hazard clouds could reasonably jump it to bottom C-tier, because as of Paladin in full release; it ha no synergies, and is effectively a stat stick with some side-bonuses, which Shadow will always do better anyways.

it is but i think its hard to fix or smth (according to moochez) so they havent fixed it yet :sob:

80 max speed barrage got a new buff :smiling_face_with_horns:

ash mages are winning