Guide To Spell Synergy

This is a list of spell combinations, usually two to four spells, which create surprisingly good results.

## Trigger + Payload

The source of damage (i.e. the payload) can be placed inside a trigger to cast it at a range.

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Chainsaws are normally only short range. A trigger can be used to cast them at a distance to do fairly decent damage.

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It can be quite effective to place multiple projectiles inside a payload. They will all hit the enemy simultaneously. In this case, the damage plus is applied to each of the chainsaws.

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An example using orbiting arc to increase damage and heavy spread, digging blast and digging bolt to reduce recharge time.

## Ping Pong, Luminous Drill

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Ping-Pong path increases the lifetime of luminous drill at no additional mana cost. This turns an otherwise very close range digging/damage wand into a powerful long range one. Any other spell or perk that increases lifetime will also create interesting results: Phasing Arc, Increase Lifetime, Orbiting Arc, Spiral Arc, Bouncing Spells and Boomerang Spells

## Explosive Projectile and a Material Spell

Explosive Projectile creates surprisingly high damage explosions on certain projectiles which causes trick kills. See Explosive Projectile for more information on the modifier's awesome but glitchy behavior.

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## Homing Rock

Rocks deal physics damage and cause trick kills. Accelerative homing is ideal for the extra speed, but in practice homing is also good. Adding one of the "thrower" modifiers cause the rocks to expire for easy clean up and deal more damage. See Guide To Homing for more homing ideas.

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## Proximity Explosive

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The slimeball creates a hole in the large explosive box that is big enough for the rock spirit. Acid ball will also work instead of slime ball. The rock spirit can home towards enemies somewhat and will explode when in proximity or when its lifetime expires. Warning: highly dangerous without immunity perks; this one is not very practical.

## Velocity-sensitive spells

Five spells will deal more damage the more they accelerate: Bouncing Burst, Arrow, Disc Projectile, Energy Sphere and Infestation.

Heavy Shot helps reduce the initial speed. Accelerative Homing can be used instead of, or in addition to, Accelerating Shot. Some more complex high damage wands build on this concept.

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## Criticals

Criticals work differently in Noita. When a spell crits, it deals 5 times the normal damage. Furthermore, for each point of crit chance past 100%, it gains another 5% damage when it crits. For example, 300% crit chance means that it will crit 100% of the time and deal 15 times the damage.

When there are multiple projectiles in a single cast, either all of them crit or none of them crit. Crit chance is additive.

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Casting 7 spark bolts at the same time results in 35% chance to crit. If it crits, the wand is accurate, and all 7 spark bolts land then it deals 3 \* 5 \* 7 = 105 damage. Adding a single damage plus would bring the damage up to (3 + 5) \* 5 \* 7 = 280 damage

Furthermore, the mana cost is extremely minimal and it should be fairly easy to rapid fire the wand, rendering most enemies completely trivial. Adding short range homing would ensure almost every single projectile lands.

## Critical on Material

The material spells and the trail modifiers can be used to stain enemies. It is not necessary for them to touch the particles of liquid due to a quirk - if a projectile is multicasted with a material spell/trail modifier, only the projectile needs to touch the enemy to stain them. This works even if the liquid has been fungal shifted away.

Critical On spells (water, blood, oil, burning) grant an additional 100% chance to crit per copy of the spell the wand has.

Pairing the two, we can multiply our damage by 5 times the number of critical ons we have.

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## Chaotic Transmutation and Plasma

Chaotic Transmutation removes the beam on plasma spells rendering it harmless towards the player but not for enemies. Caution is advised as transmuted liquids may be dangerous.

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## Healing and Teleport

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One of many setups for using healing bolt. Works better with some way to make healing bolt infinite. See: Advanced Guide: Introduction to Greek Letter Spells

## Long Distance Cast, Teleport

Long distance cast ignores terrain allowing us to teleport through thin enough walls.

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## Other

See something missing or a better way to organize this information? Please contribute your ideas!

* Machine Gun Wands
* Warp Cast, Touch of(s)

### See also

* Expert Guide: Long Distance Travel
* Guide To Homing
* Note spells#Using Notes as attack spells
* Wand Refresh and any limited-use spells

## External links

* noitacheatsheet.com - examples of many spell-combinations. (Does not include many late-version spells)