Cooldown
Cast delay
XP-Multi
Combo
Unlock
XP & Leveling
XP per cast
18
First cast bonus
+200
218 total
Casts per level
56
≈ 1 000 XP/level
Casts needed to reach school unlock levels
| Level | Total XP | Casts |
|---|---|---|
| Level 1 | 0 XP | 0 casts |
| Level 4 | 3,000 XP | 167 casts |
| Level 12 | 11,000 XP | 612 casts |
| Level 20 | 19,000 XP | 1,056 casts |
| Level 35 | 34,000 XP | 1,889 casts |
How it playsAn escape spell with a cooldown that doesn't overstay its welcome. Boing launches you straight up and out of whatever was about to kill you. 15 seconds is fast enough to use reactively rather than strategically, which makes it the most forgiving Electric spell to run.
StrategySave it for emergency repositioning rather than planned movement. The jump height is enough to clear most ground-level threats and get above a melee cluster. In co-op it also works offensively - jump above an enemy group and fire down while they sort out where you went.
Strengths
- Shortest cooldown in the Electric school
- Immediate vertical escape from any ground threat
- Useful both defensively and for aerial repositioning
Weaknesses
- No damage component - purely mobility
- Height advantage is temporary; you have to land somewhere
Builds running this spellBuild your own
No public builds use this yet. Be the first.
Last updated:






