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 playsTwo portals, five second cooldown. Portal is the strangest Electric spell and possibly the most versatile. Spell projectiles that pass through a portal get duplicated, which means positioning your portals correctly turns one well-aimed cast into two. Players can also use them to teleport.
StrategyPlace one portal near a Fireball or Strikes trajectory to duplicate the projectile mid-flight. The five-second cooldown means you can maintain near-constant portal availability once you have the rhythm. In co-op, shared portals let teammates double their spell output through the same placement.
Strengths
- Duplicates spell projectiles passing through for double casts
- Extremely fast cooldown for a utility spell
- Player teleportation adds repositioning value
Weaknesses
- Value depends entirely on correct placement relative to other spells
- Requires coordination with teammates to use optimally in co-op
Combos featuring Portal
- Elec PortalCactus Ulti (Bandito)
Doubled Bandito
Spells thrown through Elec Portal are duplicated. Bandito's huge wave gets cast twice. Devastating against tightly-packed groups and the easiest way to scale the spell's already-high damage.
- Elec PortalCactus Turret (Pistolero)
Doubled Pistolero
Pistolero turret thrown through Elec Portal spawns a second turret on the other side. Two turrets = double sustained DPS until they expire.
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