Witch/Attacks & Abilities

This page demonstrates Witch's Attacks and Abilities in Dragon Marked For Death.
If you are looking for other details about Witch, please see the following subpages:
*Witch Overview
*Witch/Elemental Contracts
*Witch/Basic Tech
*Witch/Advanced Tech
*Witch/Recommended Builds
__TOC__
==Button Inputs==
Note: This page follows the Default Controls for the Nintendo Switch controller: 
*Magic Bullet = 
* Jump = 
* Dash = L
* Dragon Surge = 
*Incantation = R
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**
Condense and Homing spells cancel each other out, and Spells can be Powered-Up to Level 3. Based on your Elemental Contract, you can skip the Level 2 charge.
Witch Button Inputs
Skill 	Buttons	Notes
Begin Incantation 	R 	‒
Magic Bullet / Activate Stocked Magic	 	
* Single Spell: Begin Incantation → Enter command → Cast magic
* Combining Spells (Magic Combo): Begin Incantation 1 → Enter command 1 → Begin Incantation 2 → Enter command 2 → ... → Cast final magic
Familiar 	 	The Familiar changes depending on the Contract.
Dragon Surge 	 	The amount of DP consumption is lessened for Spells that match with the Contract.
*Combining Spells (Magic Combo): Empty the magic stock → Activate Dragon Surge → Begin Incantation 1 → Enter command 1 → Begin Incantation 2 → Enter command 2 → ... → Cast final magic
Witch Spells & Incantation Inputs
Spell 	Button Input 	Graphic	Memorization Method
Fail 	Incorrect Input	‒ 	‒
Power-Up 	 	 	↑ ↑ ↑ ↑ Rise from .
Condense (Tomes only) 	 	 	↘︎ ↓ ↙ Concentrated to .
Homing 	 	 	↖︎ ↑ ↗ Diffused from .
 	 	 	button (left face button) for Super Famicom Controller is green.
 	 	 	button (up face button) for Super Famicom Controller is blue.
 	 	 	button (right face button) for Super Famicom Controller is red.
 	 	 	button (bottom face button) for Super Famicom Controller is yellow.
Heal (Tomes only) 	 	 	Turn clockwise.
Regen (Foci only) 	 	 	Turn clockwise.
Cure Ailment (Foci only)	 	 	Turn counter-clockwise.
Shine 	 	 	↙ ↘ Light shines from above to the sides.
Levitate 	 	 	→ Horizontal platform.
UP (Focus only) 	Regen + 	 	Color for in DMFD is red ().
UP (Focus only) 	Regen + 	 	Color for in DMFD is yellow ().
UP (Focus only) 	Regen + 	 	Color for in DMFD is blue ().
UP (Focus only) 	Regen + 	 	Color for in DMFD is green ().
 Witch Spells & Incantation Notes
Spell 	Notes
Fail 	Witch flinches and 3 blue orbs fly out of her Weapon. Deals low damage. Damage scales with the and M.ACC stats.
Power-Up 	Increases the "power" of spells by 1 Level.
*Max. levels for / / / spells = 3 (Power-Up x2)
* Max. levels for Heal spells = 3 (Power-Up x2)
*Max. levels for Regen spells = 2 (Power-Up x1)
*Max. levels for Status Boost spells = 2 (Power-Up x1)
Condense (Tomes only) 	Modifies the current Spell with the ability to hit enemies multiple times. The appearance is usually concentrated instead of spread out.
Homing 	Modifies the current Spell with the ability to chase enemies. (Note: This depends on the Witch's current DIRECTION and DISTANCE from the enemies.)
 	Modifies the current Spell into the element.
 	Modifies the current Spell into the element.
 	Modifies the current Spell into the element.
 	Modifies the current Spell into the element.
Heal (Tomes only) 	Heals herself AND any allies currently within her hitbox.
Regen (Foci only) 	Gradually heals her AND any allies currently within her hitbox over the course of a few seconds. Heals every 2 seconds.
Cure Ailment (Foci only)	Cures any negative ailments that are on the Witch AND any allies currently within her hitbox. (Note: If Witch has the ailment, she cannot cast this spell due to its effect of disabling attacks, including spellcasting.)
*With Power-Up, grants a temporary negative ailment resistance boost to the Witch AND any allies currently within her hitbox.
Shine 	Summons a light to illuminate a small radius around her for 30 seconds. 
*Good for treading through darkened areas without night-vision, lanterns, or zooming in the camera.
*Also increases enemy aggro towards Witch.
Levitate 	Summons a light platform that elevates her off the ground for 10 seconds.
UP (Focus only) 	Temporary boost for Witch AND any allies currently within her hitbox.
UP (Focus only) 	Temporary boost for Witch AND any allies currently within her hitbox.
UP (Focus only) 	Temporary boost for Witch AND any allies currently within her hitbox.
UP (Focus only) 	Temporary boost for Witch AND any allies currently within her hitbox.
==Incantations==
Witch's Incantations are her primary form of attack. Incantations are cast as magic spells and deal Physical or Magical damage depending on the Weapon properties. Generally, Witch's playstyle changes slightly when swapping between Weapons: Tomes are usually for offensive play, while Foci are usually for supportive play. Depending on your goals and build, you can bring two of one type of Weapon into a Quest, or you can take advantage of both weapon types and switch between them during the Quest.
===Tomes VS. Foci===
Witch has 2 types of Weapons: Tomes and Foci.
When you have a magic stock, you cannot switch to a different Weapon type.
* The sound of changing Weapons will be heard, but it will not actually switch while the magic is being held.
*If the incantation fails even when the button input is correct, stop and check what Weapon you are holding.
====Tomes====
Tomes are available starting from Level 1. Tomes specialize more in damage-dealing with more power to your attack spells.
*You can use the Heal, Condense, and Homing spells. You are also able to use the Power-up spell 2 times in a row.
*However, you do not have access to the Regen, Cure Ailment, and Status Boost spells.
====Foci====
Foci are available starting from Level 25. Foci specialize more in supporting Witch and her allies with Regen spells that refill health over time and Status Boost spells that increase party members' stats.
* You gain access to the Regen, Cure Ailment, Homing, and Status Boost spells.
*However, you can only use the Power-up spell 1 time, and you do not have access to Condense and Heal spells.
*The power of attack spells is lessened overall.
* will affect the durations of Witch's Regen and Status Boost spells.
===Beginning Incantations===
Skill 	Buttons	Notes
Begin Incantation	R 	‒
By pressing R while on the ground or on a platform, Witch will enter the Incantation state. This changes the face button (, , , ) controls into spell input commands. While in the Incantation state, Witch cannot move, jump, or turn, and if the floor underneath her feet disappears, the Incantation state will be automatically canceled. 
*The Incantation state ends upon inputting 1 successful Incantation or upon pressing the R button again, after which the spell can be activated, or the Incantation state can be re-entered to combine or replace the current magic stock with additional magic.
*Entering a wrong command will cause the Incantation state to end without stocking any magic, but will have 3 balls of light fall around, dealing slight damage to enemies.
*Taking damage will cause the Incantation state to end, so it is important for Witch to skillfully find gaps between enemy attacks and chanting, or to complete the chant quickly within the timeframe. It is also possible to prevent the Incantation from being interrupted when using equipment with the Super Armor effect.
*In addition, Witch's surroundings will also be illuminated by the slight glow around her while the Incantation state is active.
===Magic Spells===
Skill 	Buttons	Notes
Magic Bullet / Activate Stocked Magic	 	
*Single Spell: Begin Incantation → Enter command → Cast magic
* Combining Spells (Magic Combo): Begin Incantation 1 → Enter command 1 → Begin Incantation 2 → Enter command 2 → ... → Cast final magic
Magic Spells are Witch's primary attack, and a variety of modifying and support spells can also be used and combined via Magic Combo (AKA the stacking and combination of stored spells).
*In order to use magic, you must first enter the correct face button commands while in the Incantation state.
*After the input is successful, the Incantation state ends, and the corresponding symbol of the spell is displayed above the character, at which point the current magic can be activated or the Incantation state can be entered again.
* Some spells can be combined to produce stronger spells. To combine spells, you must re-enter the Incantation state and enter new commands, which forms a Magic Combo.
*There is a time limit for using magic, and the time meter will always decrease from the beginning of the chant to the time the magic is activated.
**The length of time is related to .
**The time can be reset by entering a new magic spell.
**If the time limit is exceeded, the completed magic will disappear, and 3 balls of light will be generated and dropped around, dealing slight damage to nearby enemies.
==Imbuements==
===Elemental Imbuements===
Spell	Button Input	Graphic	Memorization Method 	Notes
 	 	 	button (left face button) for Super Famicom Controller is green. 	Modifies the current Spell into the element.
 	 	 	button (up face button) for Super Famicom Controller is blue. 	Modifies the current Spell into the element.
 	 	 	button (right face button) for Super Famicom Controller is red. 	Modifies the current Spell into the element.
 	 	 	button (bottom face button) for Super Famicom Controller is yellow.	Modifies the current Spell into the element.
By entering the corresponding commands, you can attach Elemental Imbuements to magic and unleash powerful attack magic. Witch can use 4 Elemental Imbuements, except for ( attacks can only be from the Contract Familiar). To find the elemental weakness of an enemy, see the enemy status bar displayed in the upper right corner of the screen.
*Use attacks with Elemental Imbuements that are stronger than the enemy's element.
**Fire > Thunder > Wind > Poison > Ice > Fire
*If the Element is stronger than the enemy's, the hit rate will increase and the damage will become 1.2x
**Damage color yellow = Element is stronger.
* If the Element is weaker than the enemy's, the hit rate will decrease and the damage will become 0.8x
**Damage color blue = Element is weaker.
When using Foci, Regen spells can be combined with Elemental Imbuements to create Status Boost spells.
To use Elemental Imbuements, you need to reach a certain level. Each Element can give enemies the corresponding Ailment.
Imbuements Unlocked per Level
Imbuement	Level Unlocked	Ailment
 	Level 1 	
 	Level 3 	
 	Level 5 	
 	Level 6 	
===Power-Up Spells===
Spell 	Button Input	Graphic	Memorization Method	Notes
Power-Up	 	 	↑ ↑ ↑ ↑ Rise from .	Increases the "power" of spells by 1 Level.
*Max. levels for / / / spells = 3 (Power-Up x2)
*Max. levels for Heal spells = 3 (Power-Up x2)
*Max. levels for Regen spells = 2 (Power-Up x1)
*Max. levels for Status Boost spells = 2 (Power-Up x1)
Used in conjunction with other magic spells, Power-Up spells increase stored magic by 1 level.
* Spells from Tomes can be increased by 2 levels, while spells from Foci can only be increased by 1 level.
*For different spells, different effects are produced. There are also some spells that cannot be affected, such as Levitate and Shine.
*While in Dragon Surge, you can increase a spell to the maximum level with only 1 casting of Power-Up.
*After entering a Power-Up spell, the cast time limit will be significantly shorter.
**It is recommended to put the Power-Up spell at the end of your Magic Combo.
===Condense Spells (Tomes Only)===
Spell 	Button Input	Graphic	Memorization Method 	Notes
Condense (Tomes only)	 	 	↘︎ ↓ ↙ Concentrated to .	Modifies the current Spell with the ability to hit enemies multiple times. The appearance is usually concentrated instead of spread out.
Used in conjunction with other magic spells, Condense spells give a Condense effect to stored magic.
* Only Tomes can cast this.
*Attack magic condenses, no longer disperses, and becomes more powerful. Heal spells become continuously regenerating magic areas. There are also some spells that cannot be condensed, such as Levitate and Shine.
*After successfully inputting, the cast time limit is slightly shorter.
===Homing Spells===
Spell 	Button Input	Graphic	Memorization Method 	Notes
Homing	 	 	↖︎ ↑ ↗ Diffused from .	Modifies the current Spell with the ability to chase enemies. (Note: This depends on the Witch's current DIRECTION and DISTANCE from the enemies.)
Used in conjunction with other magic spells, Homing spells give a chasing effect to stored magic.
* Attack magic automatically chases enemies, and support magic automatically tracks players, but both have limited range. There are also some spells that cannot be homed, such as Levitate and Shine.
*After successfully inputting, the cast time limit is slightly shorter.
==Other Abilities==
===Familiar===
Skill 	Buttons	Notes
Familiar	 	The Familiar changes depending on the Contract.
The Familiar is shot directly forward from the direction that Witch is facing. When the Familiar hits an enemy, it will unleash an additional attack, dealing Holy damage and a chance to inflict the Status Ailment associated with its Element. Depending on the Elemental Contract, the behavior, appearance and associated Element of the Familiar will change.
*Although is a Dragon Skill, it does not consume DP, but it also does not increase your DP.
*Without special Equipment, such as Dinosaur Statue +3, it cannot be used as your main form of attack. However, it can be used to cause enemies to briefly flinch.
**Depending on the Contract, the the Familiar deals additional hits, allowing you to stall for chanting time.
*You cannot summon more than 1 Familiar at a time.
*While Dragon Surge is active, the size and damage of the Familiar increase.
===Dragon Surge===
Skill 	Buttons	Notes
Dragon Surge	 	The amount of DP consumption is lessened for Spells that match with the Contract.
*Combining Spells (Magic Combo): Empty the magic stock → Activate Dragon Surge → Begin Incantation 1 → Enter command 1 → Begin Incantation 2 → Enter command 2 → ... → Cast final magic
Dragon Surge is an ability that allows Witch to activate the currently stocked Spell repeatedly until the DP bar runs out or Dragon Surge is deactivated. While active, it gradually consumes DP, and the size and damage of the Familiar increase. Each time magic is casted, the DP bar is further reduced. The Spells do not deal Holy Damage, and instead deal Magical or Physical damage depending on the Weapon properties.
*You cannot activate Dragon Surge when you currently have a magic stock, so you must empty your magic stock before doing anything.
*While active, the magic stock does not run out after activating the chanted magic, so the same Spell can be used repeatedly.
*The Spell can be changed or combined in Magic Combo while Dragon Surge is active.
*Regardless of the current Elemental Contract, 1 Power-Up Spell immediately powers up the current magic to Level 3.
*DP is consumed even when no Spells are stocked.
**If you take a long time to input commands, it may be difficult to take advantage of this ability, so it is sometimes more efficient to not include Condense or Homing in your Magic Combo.
*About 2 DP is consumed when casting magic. About 1.5 DP is consumed when casting magic that matches with your Contract.
**Make sure your positioning is correct before casting magic to avoid wasting the DP bar.
*During multiplayer, if another party member is generating DP, it is possible to maintain Dragon Surge for a long time and continue casting magic consecutively.
*When Dragon Surge ends, the current magic stock still remains for 1 more spellcast.
*Once the Dragon Sphere is activated, you can choose to enable Dragon Surge permanently until the Dragon Sphere effect ends.
*If Witch is inflicted with during Dragon Surge, the input cannot be canceled because the command input is blocked.
Category:Witch