Tap Wizard 2 have a lot of spells that are available for the player. You can use up to 4 of those in your spellbook. Right spell combinations will allow your build to be more effective and go through waves faster, and farm more efficiently.
If you are looking for a specific guide you might want to check out Tap Wizard 2 Guide Collection
This article is Work In Progress and more data will be added as it will become available.
Table of Contents
You can also watch a video guide on Spells, Perks and Builds for Tap Wizard 2
Tap Wizard 2 Fire Spells and Perks
Fire spells in Tap Wizard 2 manifest damage. Most of the spells either have a high rate of fire or AOE capabilities. Only Flarefish spell have support spell accelerating effect, but other than that, its pure damage. Fire Status Effect Burn will increase the Damage taken by the enemies from all sources making this status effect extremely powerful.
Fire Stream
Release a barrage of fire that pierces through enemies.
Cooldown:
Fire Stream Perks
Elemental Empowerment: Burn Enemies, dealing 12.4% Damage per second for 1.75 seconds. Burning Enemies take 10% more Damage from all sources.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Fan the Flame: When hitting an enemy with a Status Effect: Elemental Status Effects on the Enemy instantly deal 1 tick(s) of Damage (equal to 0.25s) and reduce their duration by the same. Max Level: 100.
Elemental Purity: When this spell casts after a spell of the same school (including itself): 20% More Projectile Lifetime. Max Level: 100.
Afterburner: When this Spell does not hit an Enemy: Gain a Reserve Charge. When an Enemy is hit, lose x% of a Boost Charge and all Reserve Charges, then gain Boost Charges equal to the Reserve Charges lost. 5% Reduced Cast Speed per Reserve Charge. 5% Increased Cast Speed per Boost Charge. Maximum 25 charges. Max Level 100.
Fire Storm
Unleash a storm of 8 Fireballs that explode upon impact.
Cooldown: 1.25s
Fire Storm Perks
Elemental Empowerment: Burn Enemies, dealing 12.4% Damage per second for 1.75 seconds. Burning Enemies take 10% more Damage from all sources.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Status Affinity: When hitting an enemy with a Status Effect: Generate a Spiraling Fireball a short distance from the enemy that lasts for 0.70 s and deals 20% Damage. Max Level: 100.
Slayer: When this spell kills an enemy: Ricochet off of the Enemy (max 1 time) and 50% Less Damage. Max Level: 1.
Elemental Overload: When This spell Casts after a spell of a different school: 20% More Projectiles. Max Level: 100.
Fiery Deluge
Call down a stream of fire that hunts enemies, dealing damage every 0.10. The stream deals 500% damage when it first impacts the ground and continually pulls mobs towards it.
Cooldown: 2s
Fiery Deluge Perks
Elemental Empowerment: Burn Enemies, dealing 12.4% Damage per second for 1.75 seconds. Burning Enemies take 10% more Damage from all sources.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Status Affinity: When hitting an enemy with a Status Effect: 3% More Velocity (up to 10 times). Max Level: 4.
Slayer: When this spell kills an enemy: Ricochet off of the Enemy (max 1 time) and 50% Less Damage. Max Level: 100.
Elemental Overload: When This spell Casts after a spell of a different school: 20% More Projectiles. Max Level: 100.
Flarefish
Release a magical flarefish that detonates upon impact.
Cooldown:
Flarefish Perks
Elemental Empowerment: Burn Enemies, dealing 12.4% Damage per second for 1.75 seconds. Burning Enemies take 10% more Damage from all sources.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Status Affinity: When hitting an enemy with a Status Effect: 20.0% Chance to instantly release a new Flarefish. Max Level: 100.
Elemental Overload: When This spell Casts after a spell of a different school: 20% Longer Spell Lifetime and 20% More Damage. Max Level: 100.
Luminous Aura: Every 0.40s of flight, each Flarefish accelerates a random Spell in your Spellbook by 1.00%. Acceleration causes a Spell’s cooldown to instantly advance. Max Level: 100.
Fiery Beams
Blast out a trio of Fiery Beams in the direction of nearby enemies that hit anything in their path. The Beams persist for a short while before dissipating.
Cooldown:
Fiery Beams Perks:
Elemental Empowerment: Burn Enemies, dealing 12.4% Damage per second for 1.75 seconds. Burning Enemies take 10% more Damage from all sources.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Status Affinity: When hitting an enemy with a Status Effect: Extend the duration of the Beam by 0.05s (maximum 6 times per Beam). Max Level: 100.
Beam Factoring: When this spell kills an enemy: The next cast will have 20% More Beams. Max Level: 100.
Beam Splitter: Fire 2 extra Beams that deal 30% Damage. Max Level 100.
Tap Wizard 2 Ice Spells and Perks
Ice spells in Tap Wizard 2 have pretty good damage and AOE capabilities, but most of them lack speed. Ice Status Effect Freeze will slow enemies down by lowering their Movement Speed, which will allow you to kite them easier and lower your chances of being overwhelmed.
Falling Skies
Summon a falling ball of Ice to crash down upon your foes, damaging all enemies in the area of the impact.
Cooldown:
Falling Skies Perks
Elemental Empowerment: Freeze enemies, dealing 10.4% Damage per second for 2.25s. Frozen Enemies have 20% Less Movement Speed.
Expedient Recitation: 20% More Cast Speed
Tempered Magic: 44% More Damage; 4% Less Cast Speed
Status Affinity: When hitting an enemy with a Status Effect: For the next cast, 1 smaller balls of ice accompany the main one, dealing 20% Damage.
Elemental Overload: When this spell casts after a spell of a different school: Apply Cripple. Crippled Enemies have 30% Less attack speed until they complete an attack.
Cascade: After every 80 Enemies killed by Falling Skies, 100% More Projectiles until 10 Enemies are killed by it.
Shard Bolter
Unleash a trio of short-lived ice bolts at the nearest enemy.
Winter’s Coil
Call forth a series of a glacial spikes out of the ground in a spiraling pattern around the Wizard. They deal damage when they appear and also when they burst.
Cooldown 1.50 s
Winter’s Coil Perks
Frozen Mirror:
lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Kills | 40 |
Elemental Empowerment:
lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dps | 20.5% | 28.3% | 38.5% | |||||||
Duration | 2.5 | 3 | 3.25 |
Ice Beam
Blast a nearby enemy with a Beam of Ice, which Bounces from foe to foe. Maximum of [x] Bounces.
Exploding Comet
Fire a large Frozen Comet. Upon impact with an enemy, there is a short delay, and then it explodes into [x] Snowballs that pierce enemies.
Tap Wizard 2 Lightning Spells and Perks
Most lightning spells in Tap Wizard 2 have decent attack speed capabilities and interesting perks that makes most of them effective support spells. Lightning Status Effect Shock will slower enemy skill charge speed, lowering their attack speed.
Static Arc
Shoot an electric arc that ricochets in a random direction upon impact.
Voltaic Swords
Summon 4 Voltaic Swords that slash foes.
Ionic Charger
Create lightning charges that crisscross around the Wizard.
Patience
lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Kills | 40 |
Lightning Orb
Release a slow moving Orb of Electricity that zaps nearby enemies every [x]. The Orb is always cast towards the center of the battlefield.
Jolting Sprites
Summon a trio of electric sprites which jaunt towards nearby enemies. They cling to enemies upon impact, dealing damage after [x], before continuing on.
Tap Wizard 2 Poison Spells and Perks
Poison spells in Tap Wizard 2 offer extreme AOE capabilities, but at a cost of the range or reach. Poison Status Effect lowering enemy damage, that will help you to survive more of their hits without taking too much damage or dying.
Toxic Spray
Release a burst of [x] toxic droplet clusters in an arc.
Toxic Bolt
Fire a single Toxic Bolt which splinters into 2 Bolts upon hitting an enemy. Each time it splinters, [x] Damage. Can splinter [y] times.
Toxic Cloud
Summon a toxic raincloud, which continually damages enemies underneath of it.
Toxic Spores
Create a Spore Puddle on the ground near the Wizard. When an enemy gets close, it will release 6 Spore Clouds every 0.5 s. The Spore Clouds damage all enemies that they come into contact with.
Ring of Death
Conjure 6 poison laced scythes that travel in a ring around the Wizard, damaging all enemies in their path.
Conclusion
If you need more guides on Tap Wizard 2, check out out Tap Wizard 2 Guide Collection and if you want your guide posted, contact me in the Discord
- 0 Comment
- Tap Wizard 2
- December 23, 2021