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Boing

/spells/spell-cast-elec-super-jump

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All spells
Boing

Elec school

Boing

Elec arcana

Instantly jump to escape your enemies

Last updated:

Preview

In-game

At a glance

Stats

School
Elec
Damage type
Elec
Cooldown
15 s
Cast delay
0.2 s
Unlock level
4
XP multiplier
×1

Spell Progression

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

School levelTotal XP neededCasts (from 0)
Level 100
Level 4this spell3,000167
Level 1211,000612
Level 2019,0001,056
Level 3534,0001,889

Overview

How it plays

An 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.

Strategy

Save 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

Community

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