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Spells in The King Is Watching
Spells might seem minor at first, but they are a key part of your strategy. Used wisely, these one-time effects can turn the tide in battles or help you survive tough fights. You can gather multiple copies of a spell, but you can only learn six spells at one time. Find the right balance to maximize their effectiveness.
When new spells are available, you usually get to choose from a few options. Your current build and strategy matter, but to help you decide, we’ve ranked the spells from lowest to highest usefulness.
Note: Some spells, like Pyre and Dispel Invisibility, are only useful against specific bosses and aren’t included here, since they are part of individual fight tactics.
Tier Requirements
Here’s how the spells are grouped based on their usefulness:
- D-Tier Spells: Usually not very useful, but better than nothing. If you find one, use it—it might still help.
- C-Tier Spells: More useful in certain situations, but often real options are better. You might create tricks or combos with planning, but they aren’t worth much overall.
- B-Tier Spells: Generally safe choices, good in most scenarios unless a better spell is available.
- A-Tier Spells: Can save you from trouble or end a fight quickly. Keeping one ready can be like having an extra life during critical moments.
- S-Tier Spells: Top-tier options you should pick whenever you can. They make a big difference, especially during boss fights.
D-Tier Spells
These spells are usually not very useful, but if you have one, don’t hesitate to use it. Sometimes they can help in a pinch.
Spell | Effect | Analysis |
---|---|---|
Armageddon | 25 meteorites fall randomly, each dealing 50 damage to enemies they hit. | Better to use spells with targeted attacks, since enemies tend not to line up horizontally. |
Banish | Removes friendly units in an area for 30 seconds; they return with 6 Crystals each. | Useful if you have time to send units away, but look for more reliable sources for Crystals. |
Health Boost | Increases max HP of units in the area by 40 permanently. | Too small to matter much, especially as units get stronger. |
Slow Zone | Halves enemy speed for 12 seconds in an area. | Best used when enemies are already close to your walls, meaning your line has broken. |
Summon Infernals | Summons a demon, either flying or ground-based. | Powerful, but only lasts one fight. Better if demons stay longer. |
C-Tier Spells
These spells are somewhat useful, but usually other options are better. Use them when needed, but don’t rely on them most of the time.
Here’s a list of some spells in this category:
Spell | Effect | Analysis |
---|---|---|
Bladefall | Throws 15 blades in a line, each dealing 60 damage. | Enemies don’t usually line up wide, but against big bosses, it can do good damage. |
Evasion | Gives friendly units a 35% chance per attack to avoid damage for 8 seconds. | Useful as a delaying tactic, but enemies hit often enough that your troops might still die. |
Landmine | Sets 3 mines randomly in an area; explosion deals 90 damage. | Use before large enemies arrive or set traps with Prophecies for better placement. |
Turn To Sheep | Transforms up to 5 enemies into sheep for 3 seconds. | Good for diversion or buying time, but only lasts a short moment. |
B-Tier Spells
These are generally good options, useful in many situations. Use them carefully for the best effect.
Examples include:
Spell | Effect | Analysis |
---|---|---|
Blinding Light | Stuns enemies for 4 seconds; bosses only affected half the time. | Great for starting fights or when outnumbered, especially without stun upgrades. |
Deforestation | Destroys all trees in an area, providing 40 wood each, and may spawn an Ent. | Use to gather wood quickly or as emergency when you’re out, but expect some fight from Ents. Cast between waves. |
Fireworks | Increases production speed by 50% temporarily. | A quick boost. Combine with Unlimited Gaze for more benefit. |
Groundfire | Deals 30 damage per second in an area for 6 seconds. | Basic damage spell, straightforward but effective in tight spots. |
Moonshine Barrel | Deals 75 damage, slows, and makes enemies drunk. | Decent damage with useful crowd control. |
Roots | Deals 60 damage, pushes enemies away, and poisons over time. | Good to disrupt enemy groups, 56 poison damage over time helps finish off mid-tier foes. |
Scarecrow | Creates a scarecrow that explodes for 60 damage when destroyed. | Useful when diverting enemies or buying time, especially against large crowds. |
Weakness | Reduces enemy movement and attack speed by 30% for 6 seconds. | Helps protect your units by slowing attacks, reducing reinforcements needed. |
A-Tier Spells
These are strong options for critical moments. You should aim to have one ready for tough fights or boss encounters.
Highlighted spells include:
Spell | Effect | Analysis |
---|---|---|
Chain Lightning | Damages all enemies in an area, jumping to nearby foes until no targets remain. | High damage potential, especially with upgrades, capable of clearing hordes of low-tier enemies. |
Fissure | Deals 220 damage vertically along a line. | Good for softening enemies in formation or clearing groups. |
Healing Pool | Heals friendly units for 70 HP per second over 3 seconds. | Rare but very useful for preserving key units during tough fights. |
Immortality | Prevents friendly units from dropping below 1 HP for 4 seconds. | Can save units from dying, but only if you finish the fight within that window. |
Incineration | Deals 600 damage to everything within a small area. | Great for finishing off bosses or causing a phase change. |
Legendary Fireworks | Doubles production speed briefly. | Very powerful; best used with Unlimited Gaze for maximum effect. |
Necromancy | Resurrects up to 6 corpses as temporary undead, scaling with original unit tier. | Especially effective in later game, more so on Graveyard maps with buffs from Cemetery Trader. |
Poison Puddle | Deals 24 DPS for 9 seconds in an area. | Can stack serious damage if enemies stay in the AoE, good for controlling battles. |
Wrath | Boosts friendly units’ speed and attack by 30% for 6 seconds. | Best used on offense units like Swordsmen or ranged units for maximum benefit. |
S-Tier Spells
The rarest and most powerful spells, obtainable mostly through defeating bosses or lucky drops. These spells can turn the tide of the game.
Key spells include:
Spell | Effect | Analysis |
---|---|---|
Last Stand | Prevents damage and heals units for 110 HP/sec over 5 seconds. | Can bring your front line back from the brink. Best used at critical moments to save your run. |
Tornado | Creates a wandering tornado for 12 seconds, dealing 40 DPS and pulling enemies in. | Excellent for boss fights or large enemy waves, dragging foes around and causing substantial damage. |