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Spells can be easy to overlook inThe King Is Watching, but they’re an important part of your arsenal. Deployed strategically, these one-time effects can change the outcome of a battle or even help you survive a crucial boss fight. Of course, you have to strike a balance with them; while you may store as many copies as you can get of a given spell, you can only learn six different spells at a time.
Usually, when a new spell is available, you’ll have your pick from a few options. Your current build and strategy will play a big role, but all other things being equal, we’ve ranked them all to help you make good choices.
A few spells, like Pyre and Dispel Invisibility,only appear for specific bosses, and are only used for dealing with their specific abilities. We’ve left those spells off this list, since they’re just a part of the strategy for individual fights.
Tier Requirements
Here’s how we’ve grouped each of the spells in The King Is Watching:
D-Tier Spells
There’s usually a better choice than these spells, but if you have them, cast away.
25 Meteorites fall on the a large area at random. Each deals 50 damage to enemies that it hits.
Generally, you want a more targeted attack with your offensive spells since enemies clump together.
Removes all friendly units within the AoE from the battlefield for 30 seconds. They then return with 6 Crystals each.
It’s okay if you have the time to send your units away, but if you need Crystals you should look for a more reliable source.
Freeze
Freezes all enemies in the spell area for 8 seconds.
It can get you out of a jam, but that’s about it.
All units in the spell area permanently have their maximum HP increased by 40.
It’s too small an amount to really matter, and loses value the higher-tier your units get.
12-second AoE that halves enemy speed.
If you need to slow enemies down to keep them from reaching your walls, it means your battle line has already fallen.
Summon Infernals
Summons a demon, randomly selected between a flying and ground-based variant.
The demons are powerful, but just once isn’t really enough to do much. It would be better if they stuck around, but they’re just Temporary Units so they’ll only last for a single fight.
C-Tier Spells
Just shy of okay, you’re able to get a little use out of these spells, but there are better choices out there.
Analysis
Bladefall
Drops 15 blades in a horizontal line, dealing 60 damage each.
Enemies rarely line up horizontally, but against larger bosses like the Graveyard Golem it’s a useful way to deal a bunch of damage at once.
8-second AoE that gives friendly units a 35% chance per attack to avoid taking damage.
8 seconds is a good long time, but to get any real value out of this spell you’ll want to cast it when lots of enemies are attacking… but that means there will be so many attacks incoming that when two-thirds still hit, your troops will still likely die. Best as a delaying tactic.
Landmine
Creates 3 landmines at randomly-selected places within the spell area that explode for 90 damage when triggered.
You don’t have any control over where the mines are placed, so it’s best used in advance of a large horde. Use Prophecies to set yourself up for success with this spell.
Turn To Sheep
Up to 5 enemies transform into sheep and run away for 3 seconds.
You can use this to divide and conquer, or buy yourself time to regroup and reinforce, but that three seconds will be over very quickly.
B-Tier Spells
You can usually find a solid use for these spells; Just don’t expect them to save the day.
Blinding Light
Stuns enemies in the spell area for 4s. Bosses are only affected half the time.
This is a great way to open a fight when you’re at a disadvantage, especially if you don’t have stun upgrades on Crossbowmen.
Destroy all trees in the AoE, granting 40 Wood each, but each has a 20% chance of spawning an Ent.
you’re able to use this spell either as an emergency measure when you’re out of Wood, or to quickly get enough lumber to build a needed structure. Just be ready to fight off an Ent or two if necessary;cast it between waves.
Fireworks
Grants a temporary boost of 50% to production speed.
It’s a nice bonus that’s over too quickly. Try combining it withLeonid’s Unlimited Gaze.
6-second AoE that deals 30 DPS to enemies inside it.
Nothing flashy; it’s a damage spell that does what it says on the tin.
Meteorite
Strikes a single spot, dealing 110 damage to any enemy hit.
A decent amount of damage, but you need to aim a little bit ahead of where the enemy is walking to give the meteor time to land.
Moonshine Barrel
Deals 75 damage to enemies in the spell area, as well as slowing and inebriating them.
It’s a decent amount of damage to tack onto a brief debuff, making this spell a very reasonable pick.
Roots
Deals 60 damage to enemies in the spell area, pushes them away from the center, and deals 56 poison damage over time.
The push effect can help break up enemy formations, but makes it harder to follow up with more spells. The extra poison damage can finish off mid-tier enemies, however.
Creates a Scarecrow that explodes for 60 damage when destroyed.
The Scarecrow is a useful diversion; on Graveyard, you can use it to buy your Ruin Scouts time to escape if they’re caught in the path of an oncoming army.
6-second AoE that reduces enemy movement and attack speed by 30%.
Slowing down enemy attacks helps preserve units, so you don’t have to reinforce as often.
A-Tier Spells
These are some of the most effective options available - don’t sleep on these spells!
Chain Lightning
Deals 75 damage to all enemies in the spell area; the lightning then jumps to any nearby enemies, continuing until it can no longer find a nearby target that has not previously been hit.
With damage upgrades, this spell can clear an entire horde of low-tier foes on its own.
Fissure
Deals 220 damage along a vertical line.
Enemies tend to deploy in a formation that’s perfect for you to swallow them into the earth; use Fissure to soften up stronger foes or clear hordes.
Healing Pool
3-second AoE that heals 70 DPS.
Healing is pretty rare in The King Is Watching; use this to preserve your expensive units, especially if it’s looking like a fight could go either way.
Immortality
4-second AoE that prevents friendly units from dropping below 1HP.
This spell can save a fight, but make sure you win within that four-second window, or your troops are goners.
Incineration
Deals 600 damage to everything in a small area.
This spell will fry most regular enemies to a crisp, and it’s a great opener against bosses. you’re able to also use it to force a phase change while your troops are in the barracks if a boss’s health bar is just right.
Legendary Fireworks
Doubles production speed briefly.
It’s like Fireworks, but better. Again, try combining it with Unlimited Gaze.
Necromancy
Resurrect up to 6 corpses as temporary Undead troops. Tier scales with the unit that the corpse was before death.
Necromancy is a very solid spell, and gets better the later the game goes on. It’s especially good if you’re playing on Graveyard, since you may get Undead buffs from theCemetery Trader.
Poison Puddle
9-second area that deals 24 DPS.
Poison Puddle deals a very respectable 216 damage if you may keep enemies in the AoE for the entire 9 seconds. Try casting it at the line of battle so that enemies won’t move off.
Wrath
6-Second AoE that buffs friendly move and attack speed by 30%
This spell is best with offense-oriented units like Swordsmen, or cast it on your ranged attackers to get the most out of it.
S-Tier Spells
Unsurprisingly, the game’s best spells are Legendary; you’ll have to beat a boss or get some very lucky drops to obtain them!
5-second AoE that prevents damage to friendly units and heals them for 110 HP/s.
In most cases, Last Stand can bring your front line back to full health. The only units who can’t really benefit from it are mobile troops like Goose Riders, who don’t stay put long enough to heal up. Used at the right time, this spell will save your run and maybe even win you the game.
12-second wandering Tornado that deals 40 DPS and pulls nearby enemies toward it.
If you want to really put the hurt of a boss, or just a particularly scary wave of enemies, Tornado is the way to do it. The inescapable vortex drags enemies around the map, dealing 480 damage to them by the time it’s done. Just beware of bosses like Volkar, who become temporarily invulnerable between phases.