#Ravendawn Spell Tier List (My main 4 archetypes) [2/4/2025]

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fossil zinc
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Hi, my name is ShooterStarcraft, and I have been playing the game for a little over one year.

Here we are going to compare the spells by tier D, C, B, A, S, S+ of Protection vs Spiritual.
Then I will also add my opinions on my other most used archetypes Warfare and Archery.

The image covers the tier-list letter grades and I will cover the cards lightly on text.

Spiritual:

Cyclone: Both cards are good, but the card that scales the strongest with mage/haste is the bounce card. When you stack haste, you can kite mobs and get more bounces! Strong ability in PvE.

Regenerate: A shittier version of Spirit's Resolve (Protection). With the card, it does scale quite well with barriers.

Whirwind: Both cards are very strong, making this an iconic spell for the archetype

Barrier: Both cards are S tier + for their respective utility, Explode for PvE, Pearlshell Giant Scaling Spell Power, scales extremely well. Very versatile, cheap, low cost, low cd spell. This is why it is S+ tier

Windstrike: A creative and fun offensive ability that suffers from the longest cooldown in the game (exception illusive) and lackluster cards. The ability itself could be given a grade of B or B+ without taking the cards into consideration. However, the cards, both Pummeldillo Boxer (PvE), and Mysticap Mushroom (Shield, PvP) are so terrible that they lower the overall value of the spell. moving on

Force Push: Great Spell, the shielding starts off strong at early levels. However, you will also end up with close to a 60s cooldown with the cards. At my current level: Arcane, we are still looking at a 48s cooldown spell, which offers a lot of creativity, flexibility, and strong party-oriented spell. The movement speed card is also very useful in both PvP, and PvE and makes you feel like you are "Marshaling" the attack or encourage your friends to hunt quicker. Iconic for the archetype.

Apparently, there is a character limit, I will continue on with replies below

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Windwall: Both cards don't add or take much from the ability. Used in Caves, Mining, buildings etc Hypothetically, it can be very impactful. It can be very difficult to balance, but even abilities like Spirit Rangers, or archery Legacy just fly right over it. It does not last very long, and the Quality of Life (QoL) on using and aiming this ability is problematic.

Party Recovery: Great Iconic Spell. On the surface, low skillcap ability, but the timing of this spell offers some skill. The card that increases allies' self-healing makes this ability top Tier at endgame levels of healing. Especially when your allies are healing themselves as well.

Air Aura: I left a tier off, because, although extremely impactful at times, it seems inconsistent and suffers from another 60s cooldown.

Healing Air Spheres: Terribly Slow Cast time, (1.5s + even at overcapped haste). This ability is completely outshined by the 3 point Circle of Light from Holy. Circle of Light is instant cast on either card and has a larger radius. The Spiritual version of Circle of Light, requires you to stop in place, lose an entire turn (1.5s) casting the spell only to have a smaller radius of heal, and it is likely that your teammate has long since moved out of the screen, and your ability is not only useless, but you have wasted your own time and mana as well. This goes 10-fold for the faster archers on your team. You ain't gonna hit them with this spell.

Typhoon: A fun and iconic spell for setting up engagements PvP. If, I only graded this for PvP, it would be a little higher ranked. Contrary to most players, I believe BOTH cards are good. Shark Hydromancer may have a slight edge for Arcanist, Blackguard, Spell power oriented builds. However, if you are a pure healer, low int, low spell power, I urge you to consider the Zorian Storm Caller, which offers a very large AoE snare.

Haste: Strong on Grey Wolf (party), Weak and lackluster on Goblin Tinker.

Eye of the Storm: Cool as f. 700% healp shield

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Protection

Bash: High damage, CC, and the card that lowers enemies attack Power makes it probably the most important t1 spell.

Spirit's Resolve: Dwarf Commoner healing is insane on this.

Smiting Smash: Good CC, good damage reduc, decently low Cooldown. Kind of hard to hit on moving targets (hence A+). The card that increases the damage of Bash is extremely powerful on haste/wp builds. The card that increases the damage from Blessed Earth is very nice in PvE.

Shield Throw: Ranged, instant cast, no global cooldown, interrupt that gives a massive shield. S+ tier

Revenge: AoE + on target Stun. As a tank you want this in PvP, as a Dark Knight, you want this to set up your combos/interrupt enemy channels.

Spirit's Shield: Both cards, busted. S+ spell

Blessed Earth: A good spell, it has some balance around it's longer cooldown. (30s). I am sure it scales amazing with heal power. I personally use this mostly in PvE.

Banner: No card? OP. Healing Card? OP. Attack Card: Also not even that bad. S tier

Provoke: This spell is so insanely overpowered, especially on my main archetype Spellbreaker. Orc Chieftan offers some exciting double-edged PvP gameplay. Minotaur gives you insane armor. 15s cooldown, +30aether. Should have given it S+ honestly

Unchained: CC immunity + really long healing based on HP? no global cooldown, generates Aether ...S++

Safeguard: It has not been given a grade; it is very strong, but maybe not as strong as other spells in protection. A (ish)

Unbreakable: ........50% damage negation into heal.... S++

Eternal Retribution: Cool and Strong, but lacks the AoE and range of other legacies. (it does have some range however) A+

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Saved for Protection Part 2

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Warfare

Brutal Strikes: Buffed in Horizon's Call balance. It offers decent healing, and scaling off of wp/haste, I imagine it COULD be a little stronger than I currently gave it as B+. It also uses no Mana, but it lacks a defining identity or specific use case over Bash or Quick Slash (from shadow). And being melee without the effectiveness of Bash, it gets ranked by me as B+

Guillotine: 13s (cooldown /w spiritual passive) -> 15s anti-heal. A tier! Salt-Dusk Executioner B-/C+ at best. moving on

Shielbreak: This spell suffers from scaling issues because it is a flat armor reduction instead of % armor reduction. However, for Bow users getting the ability as ranged makes it much different, and using Skeleton Rot Club card will make your Quickfire hit like Ferrari. S for Ranged. C for Melee

Bullrush: Instant, fast, max range, gap close. No cost. +30 Aether. 20s cd. Iconic. However, it is impossible to play melee without this ability. Both cards are strong. Stun maybe slightly easier to find utility. S tier for sure

Pummel: Skill-based. Ping-based interrupt with two cool cards. Stun card is very long. A+

Feasting Strike: Strong Sustain, no cost. Healing that scales with damage A+

Bladestorm: I cannot imagine using it in PvP (enlighten me if it is possible). PvE, sometimes great, sometimes meh, ...unranked.

Fissure: Cool Iconic, strong CC. Needed for the class, but also takes skill to land. Lowish Damage. A

Spiked Chains: Good ability, great slow. 0 Damage, has health cost, difficult QoL usage. A

Earthquake: Both cards: A tier

Fierce Leap: Ah yes, strong with the card, strong without the card, sometimes completely overpowered Crowd Control. Difficult to balance, but overall strong card, slightly less important than bullrush, especially for melee. A+

Berserk: Formally S tier before the nerf to Dire Bear. Strong ability, but has counterplay. I love the concept. Love the sound effects. A tier

Chaos Chains: Lots of AoE, lots of Dmg, lots of CC. S tier

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Saved for Archery