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  • Use Them All, Despite The Tier List
  • The Tier List
  • Wind
  • Standard Thunder
  • Standard Fire
  • Charged Fire
  • Standard Ice
  • Charged Ice
  • Charged Thunder
  • Standard Arcane
  • Charged Arcane
  • Magic Absorption

As you play through Little Witch Nobeta, you’ll unlock magic spells and abilities to help you navigate the castle. While they all have their uses, some will naturally be more useful than others. With that in mind, you may wonder which magic spells you should learn and master first.

Related: Little Witch Nobeta: Combat Tips

As you unlock more spells, you should spend time getting used to them and understanding what they offer. From there, you can focus on the best spells, learn when to charge them, and take down any enemy, allowing you to continue the story.

Use Them All, Despite The Tier List

Even though the tier list helps you know which ones work the best overall, you must note that they all have their uses. For example, the fire spell is an excellent choice against the first form of the third boss, Monica, but the ice spell works wonders against the second form. You should ideally try different spells, see how they help you, and utilize them to their fullest potential.

The Tier List

Even though you have six magic types to use, you must note that some have charged and uncharged versions, so they also have their locations on the tier list. With that in mind, the tier list will focus on the strongest and best attacks and their overall usefulness in your arsenal.

And so, you’ll want to prioritize your use based on the top of the tier, but don’t be afraid to experiment with other magic types. This focuses on what’ll help you most as you play through the game and what makes standard combat easier. We've explained what each magic type does, its pros and cons, and how useful each of them are.

Tier

The Magic Spells

S

Wind, Standard Thunder

A

Standard Fire, Charged Fire, Standard Ice

B

Charged Ice, Charged Thunder, Standard Arcane

C

Charged Arcane, Magic Absorption

Wind

The wind spell lets you perform a second jump into the air while providing more movement options as you level it up, such as the ability to dodge midair.

Pros

Cons

  • It doesn’t cost Mana.
  • The ability synergizes well with sprinting, helping you make challenging jumps.
  • You can avoid enemy attacks as you keep upgrading it.
  • It’s helpful in and out of combat.
  • It doesn’t deal damage.
  • Double-jumping while sprinting or air dodging uses your Stamina.

Honestly, Wind offers so many benefits compared to the minimal drawbacks - its cons aren't even actually cons. It remains one of the most valuable abilities. You’ll use it throughout the game to come across new locations while avoiding dangers in combat.

Standard Thunder

Thunder functions like a sniper rifle, allowing you to zoom in on enemies and shoot a quick bolt to deal damage.

Pros

Cons

  • A fast projectile.
  • You can snipe enemies from a distance.
  • It deals the most damage in a quick burst.
  • You can zoom in on enemies while attacking them, making headshots easier.
  • You can quick-scope to lock onto an enemy and quickly shoot them.
  • It has the longest cooldown of all the standard magic spells.
  • It uses a lot of Mana.
  • It’s not effective against close-range enemies.

Thunder is one of the best spells you can get. It’ll quickly remove enemies and allow you to defeat them before they see you. It works well for a cover-based play style where you hide behind a barrier, quickly pop up, and attack.

Standard Fire

Fire works as a shotgun blast that shoots out multiple shots at the enemy.

Pros

Cons

  • It deals tons of damage at close range.
  • It has a fast blast, ensuring you’ll hit enemies in range.
  • The shots have higher odds of staggering opponents, allowing you to counterattack them.
  • It can hit multiple enemies at once, making it great when you get rushed.
  • It has the second-longest recharge time.
  • It uses quite a bit of Mana.
  • You can’t effectively use it at mid or long range.

Fire does a fantastic job at what it does: dealing damage at close range. It’s the only magic that excels in close quarters, and enemies will rush you often. On top of that, it’ll deal infinitely more damage than your staff attacks, making it ideal.

Charged Fire

Instead of a shotgun blast, it shoots a giant blast that explodes on contact.

Pros

Cons

  • The explosion will deal heavy damage to multiple enemies.
  • The spell works at close and mid-range.
  • If you level up the spell, it’ll add more hits, stopping enemies in their tracks.
  • It empowers your staff attacks the most, allowing you to regain Mana.
  • It’s a slow-moving projectile.
  • You can take damage if you stand too close to it.
  • If you’re charging and get knocked down, you’ll lose the Mana.

If you use a Charged Fire attack, you’ll deal even more damage. It’s a bit riskier overall, but you can use it as a powerful spell against various bosses and groups of enemies.

Standard Ice

This move works like a machine gun, allowing you to hold down the trigger and rapidly fire off your attacks.

Pros

Cons

  • It works well at mid-range.
  • You’ll get a low cooldown time, meaning you can use the shots in quick succession.
  • Each shot doesn’t use much Mana.
  • The attacks are also fast, meaning enemies won’t easily dodge them.
  • Enemies with high defense will take practically no damage from it.
  • It’s the most challenging shot to aim since the quick shots will cause recoil.
  • It’s hard to use if the enemy starts rushing you.

The Ice spell will work well in many circumstances, especially when dealing with projectile enemies. You may use the Fire spell more, but you must frequently swap to Ice to take down foes.

Related: Little Witch Nobeta: How To Defeat Monica

Charged Ice

After charging, you can select up to three opponents and launch homing ice attacks at the enemies.

Pros

Cons

  • Can attack multiple enemies at once.
  • Deals solid damage.
  • You can target enemies behind cover since it attacks from above.
  • You’ll rarely miss since it locks on.
  • Charged attacks can be interrupted.
  • Setting it up and aiming for three targets takes time.
  • It costs a lot of of Mana to use.

This spell has its place and does significant damage. While it does take time to set up, and you can’t use it in fast-paced settings, you can use it in challenging situations, such as when enemies hide.

Charged Thunder

You prepare a Thunder spell, aim a reticle at the ground, and shoot multiple blasts at the location.

Pros

Cons

  • It deals tons of area of effect damage.
  • It has a solid range based on where you aim it.
  • You can aim it at a specific enemy.
  • It can stun lock enemies, allowing you to switch spells and attack them.
  • It can be difficult to aim.
  • The charge can be interrupted.
  • You can damage yourself with it and get stun locked.

The charged Thunder spell can work wonders in certain situations, like after an enemy does a powerful attack and stands still. However, you won’t use it in standard battle often since you’ll want faster moves.

Standard Arcane

It works like a rifle shot, shooting in a straight line in front of you.

Pros

Cons

  • It has good versatility with close, mid, and long-ranged combat.
  • It has a good reload speed, allowing you to shoot attacks at the second-fastest rate.
  • It has a low Mana cost compared to other options.
  • You start the game with it, and it has consistent damage.
  • It doesn’t excel at any range.
  • It doesn't specialize in any situation.
  • It can be challenging to aim at times.

Since it’s your first spell, it's no surprise that it doesn’t work for every situation. You’ll use it a ton at the start, but you’ll start to replace it with other spells as you unlock them. At best, it's a good back up.

Charged Arcane

You can charge your Arcane shot to shoot an attack in a straight line, piercing through enemies and hitting multiples.

Pros

Cons

  • It’s a long range weapon.
  • It has a high rate of fire.
  • You can hit multiple enemies with it.
  • It has lower damage than other charges.
  • Since it only shoots in a straight line, you may struggle to line your enemies up.
  • The Mana spent doesn’t usually justify the damage.

The charged Arcane shot works alright, but you'll rarely use it once you unlock the other spells. Since they excel at the three ranges, you don’t have much reason to use this spell that does an average job at all ranges.

Magic Absorption

This spell lets you absorb attacks from enemies by swinging your staff as they attack you.

Pros

Cons

  • It doesn’t cost Mana to use.
  • You can perform it at any time.
  • It restores your Mana if you run low, making it great for predictable attacks.
  • It doesn’t deal damage.
  • It’s a high-risk ability, since if you mistime your attack, you’ll take damage.
  • You can restore Mana passively, with items, and by dodging attacks.

While Magic Absorption has its uses, like building your Mana in a bind, you have better options overall. Sure, you can use it, but you risk mistiming your attack swing, causing you to take damage. You can dodge instead and have a similar effect or attack enemies with your staff to get some Mana. It’s not worth the risk, especially as you get farther into the game.

Next: Little Witch Nobeta: Complete New Game Plus Guide