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Best Radiant Spells Ranked in Lords of the Fallen 2023 | LotF Radiance Magic Spells Tier List
10/21/2023 3:37:04 PM

Today, we're going to discuss the Radiance and Holy-based spells in Lords of the Fallen 2023. We'll explore how they work, assess their effectiveness, and create a tier list to rank them. Let's dive into it!


Lords of the Fallen 2023 Radiance Holy Spell Ranking List

In Lords of the Fallen 2023, spells are often considered secondary options rather than primary choices for your build. This can be unfortunate because they are not as viable as primary options. One of the main drawbacks is that spells tend to be very expensive, and there isn't a reliable way to regenerate mana. The only method available is by using finite items. Overall, it would be better if spells were more viable and had a more sustainable mana regeneration system. If you're looking into ways to become a better caster, here you'll find our ranking for all the Radiant holy magic spells you can use with Radiance Crystals.


  • 20. Barbed Aura

The Barbed Aura spell actually encompasses your player character with a radiant aura. When enemies hit you, they end up getting damaged themselves. This spell may not be effective because the damage it inflicts is weak. You have to get hit to benefit from it, and you can't even block to take advantage of it. Additionally, it has a Radiance requirement of 22, and the mana cost is not cheap. It costs 6 mana initially, and then, while the buff is active, it consumes two mana every second. So, while this spell is active, you're basically constantly draining your mana. The buff only wears off after you run out of mana. However, we found another strategy: you can unequip the spell itself to end the buff. The fact that this is the only way to end it, otherwise, you would continue draining your mana, is a design flaw in this spell. It definitely deserves to be at the bottom.


  • 19. Briar Storm

Briar Storm is an AoE-based spell that summons a bunch of thorns. The range of this spell is actually quite good, but unfortunately, the damage is lacking. There is a blood loss effect that can result in slightly more damage, but overall, it's not worth using because of the long animation and the ease with which you can be staggered out of it. Moreover, the longer you hold onto the spell, the more mana it consumes, draining a significant portion of your mana without even killing anything. Additionally, it requires 35 Radiance, so there isn't much good about this spell.


  • 18. Radiant Guardian

We wish Radiant Guardian was much better because it's an extremely cool spell. It summons a holy turret that can follow you and shoot enemies while you focus on your own tasks. However, the damage is once again lacking, especially considering the high mana consumption. Spells like Piercing Light, which consume less mana, can do more damage than the entire barrage of hits from the Radiant Guardian. The damage should definitely be boosted or the turret should hit more times because it currently only hits about 5 times but very slowly. One potential use is to activate it before entering a boss room to get some free damage, but for 52 mana, it's better to spend it elsewhere.


  • 17. Cleansing Spring

The Cleansing Spring spell summons a radiant pole of light that removes all types of status effects and status buildup when you stand inside it. While this may sound decent, it consumes 72 mana, which isn't really worth it considering that many status effects in the game are not that powerful and can be easily countered. There are additional items available to heal such status effects as well. However, this spell has a very low requirement, so if you have a strength-based build, you can use this spell with a Catalyst. Nevertheless, its situational nature pushes it lower on the prioritized spell list.


  • 16. Healing Radiance

Healing Radiance is a healing-based spell with a relatively quick animation, but it provides very little healing. It consumes 96 mana, which is excessive. Moreover, healing-based spells work the same way as regular healing items, so they don't offer much advantage. Surprisingly, when you are withered, this spell doesn't benefit as much as one would expect. It would be better if healing-based spells counteracted the withering effect. While this spell may be useful early on, there are many other healing spells that are much better.


  • 15. Invigorating Aura

Invigorating Aura is a spell that offers passive health regeneration, providing approximately 30 HP per second without considering the withering effect. This regen can be beneficial. However, once again, the spell consumes too much mana. The initial cast is only 12 mana, but every second while the buff is active, it consumes an additional 5 mana. If the spell lasts about a minute, it means you would be using over 300 mana. Similar to the Barbed Aura spell, this spell only ends when your mana bar is completely depleted or if you manually remove the spell, which could be a bug. If you don't plan on using other spells and only want more health, you can use this spell before entering a boss room since it provides passive regeneration. However, considering the high mana consumption, this spell is unlikely to last longer than a minute.


  • 14. Orius' Judgement

Orius' Judgment spell summons lightning strikes from the sky that can deal good damage. However, we are confused about its intended purpose. We expect it to be a crowd control spell, hitting multiple enemies at once. Unfortunately, it sometimes hyper fixates on a single target, which is not ideal for a spell that is meant to hit multiple enemies. The overall damage output of this spell is not significant enough considering its high mana cost of 120. There are other spells that can deal more total damage for that amount of mana. Additionally, there are better crowd control spells available at a similar level. Orius' Judgment spell tries to do both crowd control and single target damage but doesn't excel at either. It also has a high requirement of 35 Radiance.


  • 13. Aura of Tenacity

The Aura of Tenacity spell is similar to Invigorating Aura, but it provides passive damage negation instead of health regeneration. The 25% damage negation is quite decent. We prefer this spell over Invigorating Aura in almost every instance because damage negation is more favorable. It consumes only 2 FP (Focus Points) per second compared to Invigorating Aura's 5 FP per second, but it works in the same way. The buff constantly drains mana throughout its duration until you run out of mana or unequip the spell. Ideally, it would be better if these spells consumed less mana and had a shorter duration, but the spell can be useful early on since you obtain it in the beginning of the game, and it only has a Radiance requirement of 9.


  • 12. Radiant Slash

Radiant Slash has the potential to be the best radiant crowd control spell in the game, but it is inconsistent. This spell summons a big wave of holy damage with a horizontal spread, capable of dealing decent damage. For 60 mana, it's not too bad considering the frequent occurrence of having multiple enemies in front of you. Killing them all at once with Radiant Slash can be very effective if it consistently works that way, but unfortunately, it is inconsistent. There are times when the wave dissipates upon hitting a single enemy or fails to deal any damage due to clipping or other issues. As a single-target damaging spell, Radiant Slash is not great compared to spells like Radiant Flare or Piercing, which may have lower damage but come at a much cheaper mana cost. Overall, the total damage output of the latter spells is usually better.


  • 11. Consecrate

Consecrate spell actually does summon this holy circle of which when enemies are inside of it that just take a lot of damage over time. Now the damage is probably not worth the 120 Mana cost that it actually does have. This spell actually does have some very good Synergy with the Sanctify spell which also summons this holy circle but that one actually does kill you inside of it. So having both of these spells stacked on top of one another means you just get health regen and it do some damage over time. And it is a relatively large circle, so it is good at crowd control and hitting multiple enemies at once, more than probably most of the other spells that you'll see on this list. But obviously the reason why it's not going to get a bit higher is because there are other spells that are more Mana efficient in their damage department.


  • 10. Healing Sigil

Healing Sigil is an enhanced version of Healing Radiance. It heals for approximately twice the amount while not consuming significantly more mana. It is the obvious better option compared to Healing Radiance. Although healing in the withered state is not as beneficial, Healing Sigil provides great benefits when you are regular damaged. There are other spells that can heal more efficiently in terms of the amount of health gained, but Healing Sigil's instant healing makes it more reliable. Additionally, it has a low Radiance requirement of 8, which is really good.


  • 9. Lucent Beam

The Lucent Beam spell is similar to a holy-based Kamehameha wave, emitting a large beam that travels a decent distance (though not as far as Raging Flare). It delivers quick and powerful damage, allowing you to swiftly kill enemies by continuously directing the beam between them. The only downside is the Focus Points (FP) cost. While it doesn't have any starting cost, holding onto the spell drains approximately 50 FP per second. Despite the high FP cost, the Lucent Beam spell is still considered to be in the A-tier due to its ability to melt through enemies within that time.


  • 8. Divine Arms

The Divine Arms spell summons a group of holy swords that track and attack nearby enemies. The swords will prioritize the closest enemy, regardless of your lock-on target. While the behavior of the swords can sometimes be unpredictable and lead to unintended targets, the spell's advantage lies in its relatively low cost. With only 46 mana, it can deal significant damage if all the swords successfully hit their targets. Among all the radiant spells, Divine Arms is likely the best crowd control spell due to its high damage potential and low mana cost.


  • 7. Sanctify

The Sanctify spell summons a holy circle that provides health regeneration when standing inside it. The health regeneration rate is approximately 30 HP per second for a duration of 30 seconds, resulting in a total of roughly 900 HP restored. This is the highest healing amount among all the spells in the game. However, there are downsides to consider. You need to remain inside the circle, and the healing is gradual over time rather than an instant heal. Despite these limitations, getting 900 HP for only 120 mana is definitely a great deal.


  • 6. Piercing Light

Piercing Light is an upgraded version of Radiant Flare, offering a powerful projectile attack with extended range, great tracking, and decent damage. However, it is not preferred over Radiant Flare due to its high mana consumption. While Piercing Light provides only 25 to 30% more damage, it consumes more than twice the amount of mana. Mana-efficient spells are generally better to use. If you have an abundance of Manastones and mana to spare, then Piercing Light can be a good choice as it will deal more damage per hit. Its specific advantage is the ability to pass through enemies, unlike Radiant Flare. This allows for hitting multiple enemies at once and provides crowd control, but it requires precise alignment of the enemies. Overall, Piercing Light is a situational spell but still valuable to have.


  • 5. Blessed Reflections

If we prioritize consistency, Blessed Reflections can be placed at number one. While there seems to be a common theme of spells lacking consistency or consuming too much mana, Blessed Reflections stands out due to its high damage output. For 99 mana, it summons two different types of spirit projections that crash into the ground, dealing a significant amount of damage. If both projections hit, no other radiant spell in the game can match its damage. Another great aspect of this spell is that when used at a distance, the projections turn into projectiles, adding versatility. However, it may not perform well in narrow corridors. In boss fights, Blessed Reflections is definitely a spell worth using every single time due to its immense damage potential.


  • 4. Radiant Weapon

Radiant Weapon is a spell that buffs your weapon with additional holy damage for a duration of approximately 90 seconds. It provides a flat damage buff of around 100 holy damage, with additional bonuses based on the spell power of your Catalyst. The reason this spell ranks high is because in a game where spells are secondary options, having a damage boost for your regular weapon is extremely beneficial. Compared to regular Mana salts, which have a short duration, Radiant Weapon lasts for a long time and can be used multiple times throughout a fight. It is also relatively cheap in terms of mana cost, allowing you to use it frequently. The 90-second duration makes it useful for exploring the game world, and it is recommended to have this spell active at all times.


  • 3. Radiant Flare

Radiant Flare is considered a lesser version of Piercing Light since it deals less damage but consumes significantly less mana. However, due to its lower mana cost, it can actually result in more total overall damage. Radiant Flare has a similar range and good tracking like Piercing Light. For only 16 mana, the damage is still decent, and it allows you to pick off enemies from a distance, which is advantageous. Against enemies with larger health pools, such as bosses, Radiant Flare may not inflict significant damage and might only tickle them. It is best saved for dealing with trash mobs. Considering its low mana cost and low Radiance requirement, Radiant Flare is a spell that offers good value.


  • 2. Lacerating Weapon

Lacerating Weapon is a weapon buff spell that is similar to Radiant Weapon. Both spells last for 90 seconds, add additional damage, and consume 60 mana. The reason why we prefer Lacerating Weapon a bit more, despite having a smaller damage buff than Radiant Weapon, is because it applies the bleed status effect. Bleed causes enemies to take continuous damage over time, making them more vulnerable to physical damage. Since the majority of weapons in the game deal physical damage, using a Lacerating Weapon will generally provide benefits. However, there are certain cases where enemies are weak to holy damage, in which case a Radiant Weapon would be a preferred choice. Overall, in most situations, Lacerating Weapon proves to be the better option.


  • 1. Radiant Orb

Radiant Orb is a spell that has multiple advantages. It's a projectile that travels a significant distance, explodes, and has a large area of effect. When enemies are inside the orb, they take decent damage, making it effective for crowd control. Additionally, standing inside the orb provides healing, which is remarkable. Compared to other spells like Loosened Beam or Radiant Slash, Radiant Orb consumes only 59 Mana, making it more cost-effective. The healing effect of Radiant Orb surpasses that of Healing Radiance, which consumes over 90 Mana. However, the damage output of Radiant Orb is not as high as some other spells. Furthermore, it passes through enemies instead of staying on impact, which can be advantageous. To benefit from the healing effect, it is recommended to throw the orb on the ground while fighting a boss or an enemy. For these reasons, Radiant Orb is considered the best Radiant spell in the entire game.

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