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You can equip up to 3 Spells (at the cost of 600 Gem Gems for the 3rd Spell Slot) in a battle. These spells can be unlocked and upgraded in your Wizard's Tower.

There are, in essence, two types of spell categories:

List of Spells[]

Spell Ability Cooldown Duration Range Max Forging
Pearl Cost
Hammerstrike
Hammerstrike
BluntDamage Blunt Damage Countdown 7.00s Countdown Instant Range 2.45 Pearl 200
ToxicCloud
Toxic Cloud
PoisonDamage Poison Damage Countdown Varies Countdown 4.00s Range Varies Pearl 200
PerkSlowdown Slowdown
Stun
Stun
StunNeutral Stun Countdown Varies Countdown Varies Range Varies Pearl 250
BluntDamage Blunt Damage
Firestorm
Firestorm
FireDamage Fire Damage Countdown Varies Countdown 3.00s Range Varies Pearl 250
Swordrain
Swordrain
PiercingDamage Piercing Damage Countdown Varies Countdown Instant Range 5.50 Pearl 250
StunNeutral Stun
Heal
Heal
Healing Regeneration Countdown Varies Countdown Varies Range 5.50 Pearl 250
Blizzard
Blizzard
IceDamage Ice Damage Countdown Varies Countdown Instant Range 5.50 Pearl 300
Shield
Shield
ShieldHealth Shield Health Countdown Varies ShieldDrain Until drained Range 5.50 Pearl 350
Healing Regeneration
Bladestorm
Bladestorm
NormalDamage Normal Damage Countdown Varies Countdown 5.00s Range Varies Pearl 350
BluntDamage Blunt Damage
SonicBlast
Sonic Blast
BluntDamage Blunt Damage Countdown Varies Countdown 3.00s Range 2.45 Pearl 400
BlackMagic
Black Magic
NormalDamage Normal Damage Countdown Varies Countdown Instant Range 6.00 Pearl 500
IconShadowMorale Shadow Morale
Earthquake
Earthquake
BluntDamage Blunt Damage Countdown Varies Countdown 2.50s Range 8.75 Pearl 600
IconSpeedBoost Speed Bonus
IconPetrify Petrify Chance
PalFlute
Pal Flute
IconTransform Transform. Duration Countdown 21.00s IconTransform Varies IconHowl Varies Pearl 600
IconHowl Battlecry
BallLightning
Ball Lightning
LightningDamageLightning Damage Countdown Varies Countdown Varies Range 4.00 Pearl ?
MORE COMING SOON

Spells[]

Using spells in battle has no cost, and the number of times you can use your spell is only limited by its cooldown. A Resurrection will reset the cooldowns.

Spell Characteristics[]

Effect Type[]

Most of the spells available do some type of damage on enemy troops or structures, although some spells have defensive effects instead.

Duration[]

Some spells are instantaneous, others sustain an effect over a longer duration. Stun and Pal Flute are the only spells where the duration changes depending on the spell’s level.

Cooldown[]

All spells have to recharge until they can be used again. A spell’s cooldown may change.

A longer cooldown often means that timing is more important since a player has to wait longer until the spell can be used again. Cooldown also limits the number of times a player can use a spell during an attack. The spell with the lowest cooldown and by far the most possible uses per battle is Hammerstrike.

However, the duration is also important in combination with a cooldown. For example, Bladestorm has a cooldown of 11.0s (at level 10) and a duration of 5.0s, so the time between two uses can be as low as 6.0s – which is almost the same as with Hammerstrike.

When the Hero is resurrected, all Spells and Scrolls are recharged at once.

Touch and Go[]

All damage spells affect their targets for the remainder of the end of the spell’s duration. The hero does not need to stay close to sustain a spell. Instead, he should move on and try to come close to (“touch”) as many enemy troops and structures as possible to get the most of out a spell. To do so it is helpful to increase the hero’s speed, which can be done by using boots with the Speed Boost perk.

The Heal spell is the only one that needs to be sustained. Other units only heal as long as they remain within the spell’s range.

Range[]

There are mainly two variable ranges for spells: 2.45 for short-range spells and 5.50 for long-range spells. All short-range spells are damage spells. Even when the hero stands still, they can reach:

  • Two towers at the side of the path (if the hero stands right between them)
  • All towers on a corner (if the hero stands in the middle of that path piece)
  • All blockades that “touch” each other (up to three)
  • A tower behind a blockade, except for a firebolt tower
  • A firebolt tower when the hero stands at that side of the path
  • A firebolt tower in a corner (if the hero moves into the corner as well)
  • Units in a neighboring lane (if both hero and enemy are close to their respective lane borders)

Long-range spells reach most things visible around the hero, often easily covering neighboring lanes. Standing directly between two tiles and at the border of the lane, it is possible to hit two towers across the neighboring lane.

The Firestorm spell for example has initially a short range. Starting at level 11 it increases its range gradually until it reaches 5.50. This makes the spell effective against Firebolt Towers behind a blockage or placed on the other side of the path.

Heal vs. Shield[]

With these two spells, it's about regeneration vs. protection. They can be used together, but since their purposes overlap players usually have to decide on one of them. The spells differ in the following aspects:

  • Heal becomes available much sooner and has more effectiveness starting from level 10.
  • There are several other sources for healing: Blessing, Holy Paladins, Frenzy Frost Blasters, Heal Towers, hero regeneration, and many others. On the other hand, the Shield spell is the only way to provide additional protection (except for Bucky).
  • Shield is applied instantly whereas Heal is channeled over 8 seconds (at max level). The hero has to stay in the range of troops to sustain the effect on them.
  • Shield can be applied before the damage is done. This is helpful at the start when players gather a few troops and then shield them.
  • Shield HP is based on the resistances and the weaknesses of each Unit. They are not neutral but they can be considered as additional health.
  • Both spells have no further effect on a unit once their respective hit points are full: Heal won't heal a unit past its maximum hit points and Shield only restores protection to its maximum capacity.
  • Since Shield adds protection on top of regular health, the effect is greater for some units. For example, Frosters with 3.820 Health at max level can still get over 6.622 additional hit points through a maxed level Shield spell.
  • After Upgrading Shield to Level 8, You can unlock its forging feature. A Regeneration effect can be applied to it, making it a far better choice to use than Heal.

Forgings Tips[]

Check this page to know more about the number of forgings required to hit specific structures: IconBoostForge Forgings Tips.

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