Spell cards augment the short sword the hero wields in Spellsword. Without them, it would be impossible to obliterate the hordes of creeps in the later waves. Each spell card provides a unique effect. Neither one spell card is better than the other, in my opinion, and some are more effective in specific situations, while others can be useless. In this short guide, I will describe the different spell cards, and how to effectively use them, the order to level them up, and the bonuses at max level.
Fire Card: This should be the first card to spend rupees on. Provides an increase in attack distance, and unleashes homing fireballs to destroy creeps. One fireball will not kill an eyesaur, however, and big slimes will split into four slimes. Try to use when a wave has completed spawning, so that fireballs aren’t wasted.
The fire card works best during the early waves, especially when the card’s level is maxed out. Sending twenty fireballs will eliminate waves instantly. During later waves, it still wreaks havoc, just will not allow you destroy creeps fast enough to keep the arena clean and spell cards within reach.
Wind Card: My favorite card. Allows the annihilation of creeps from the other side of the arena, even eyesaurs. Attacks become ranged and pass through all creeps. Try to use this card as long as possible. Effective at any wave level. This should be the second card to spend rupees on because of its general usefulness in the arena, but should be the first card to max.
The wind card works well when placing the hero in the corner of the map. The attack has a curvature to it, so will hit enemies spawning behind and above the hero. Positioning the hero on a platform will allow the hero to take down eyesaurs quickly. Watch out for moths, as they can still hurt the hero if spawning directly behind the hero or on the hero.
Light Card: As useful as the wind card, and perfect for sweeping away creeps preventing access to a spell card. Attacks become AOE around the hero, and knock back enemies. Radiant shards span out when this card is picked up, damaging creeps in a small radius. Not very effective. Increase the level of this card along side the wind card.
It’s possible to stand in the middle of the arena and spam the attack button, without any harm coming to the hero, save for the laser beam from an eyesaur. Like the wind card, hold onto it for as long as possible, and this card is useful at any wave level. Try standing the hero next to a spell card, so that the hero can easily grab it before the light card wears off. Prevents moths from spawning by the hero when spamming attack button.
Ice Card: Probably my least favorite card. Similar to the fire card, but works better during later waves, especially when swarmed by flying creeps. The ice card can allow the hero to maneuver around creeps to grab spell cards before being hit, since the ice card creates a slow aura. Picking up the ice card when enemies have surrounded it is a good idea because the ice card will shoot out ice shards in a circle, destroying creeps.
Works well with the invincibility card to pick up rupees and spell cards. Don’t pick up if you have the light card, wind card, or earth card. This should be the second last card to max out.
Black Card: Don’t need to spend points on this card to increase its effectiveness. This card will create a black hole, sucking in creeps that move to close. Not effective against early waves, but super effective against later waves. Standing within the hole will allow the hero to collect all the rupees dropped. The black hole will also allow the hero’s sword to spawn dark slimes that fight for him. They aren’t very useful, and upgrading the card will only allow the hero to spawn more back slimes. Black slimes can only be spawned in the arena if the black hole has claimed victims.
When using this card, don’t activate fire or earth card. The earth card will prevent spawned creeps from being sucked in, and the fire card will reduce the maximum killage of the black hole. Not good against eyesaur as it won’t suck them into the void. Max this card last.
Earth Card: Stuns enemies, and gives your weapon longer attack distance. However, increased attack distance doesn’t work while in the air. This card is great against land creeps, but poor against flying creeps. Don’t pick up this card while a black hole is present. Will also snare black slimes. Picking up the ice card, or fire card immediately after the stun works great to explode creeps. The earth card also makes it easy to grab cards that may have been inaccessible due to a wave spawning on top.
Don’t spend spend rupees on this card before wind, light, poison, and invincible cards. Its stun is long enough for the hero to get from one side of the arena to the other.
Poison Card: The best card to destroy eyesaurs. After a short duration, all enemies infected with poison explode. Enemies in the arena become infected when the poison card is picked up. This card is wonderful during late waves due to how quickly it destroys creeps. Wait for the arena to fill up with creeps before springing this card. Try not to pick up while using light or wind cards.
However, the poison card is not effective after being picked up. It doesn’t provide any bonuses to the short sword. Pick up a spell card immediately after. Max this card behind the light and wind cards, and along side the invincibility card.
Invincibility Card: A unique card because the hero does not lose invulnerability when picking up another spell card. Hero will lose other spell effects if this card is picked up, however. This card is the only card not effected by the Time Card skill. Has its own timer based on card level. It is a good idea to spend rupees to upgrade this card before the earth, ice, and black cards.
Invincibility grants the best maneuverability through creep waves. Map obstacles also have no effect on the hero. The hero should use this time to grab rupees, potions, the next spell card, or taking out pesky eyesaurs. Hero will still die by falling into lava or water.
First Waves (1 – 10) Waves one through five, the best thing you can do is grab spell cards as fast as possible. There are few creeps in the area, so picking up a fire, ice, or poison card will destroy creeps faster than using the wind and light cards.
Middle Waves (11 – 22) Maximize the wind and light cards when you have them, keeping the map clean. This is when eyesaurs spawn, so make sure to keep an eye out for their lasers. It’s easy to lose a heart because you ran into a laser!
Later Waves (23 – 60) This is when the poison and black cards are strongest. Swarms of creeps make it difficult to utilize your short sword to defend yourself. Try not to get trapped in the corner of the arenas, underneath the wave spawn points. Avoid running into flying creeps.
Forest Trap: All cards are well balanced in this arena. Effects of cards will hit the hanging maces, especially during later waves. Use the wind and light cards to hit maces for your advantage. Hitting the maces will give the hero more maneuverability in the map (he won’t get hit), and will kill creeps.
This is the only arena where the earth card is useful. You can clear out moths and flying creeps that fly to the bottom of the arena with the pillars. Creeps will more often become stunned because creeps aren’t jumping from platform to platform.
Mine Shaft: The light card works the best in this map. Standing on the swinging platforms gives you access to kill eyesaurs and other creeps that spawn on the left side of the arena. If the radius of the light card is big enough, there is no problem murdering the creep waves spawning in the cliff. Another great spot to camp is in the left corner.
The earth card doesn’t work well on this map. Most of the time you will be hopping from one platform to the next, and the earth card’s pillars do not work on the platforms, only on the ground and cliff.
When using the wind card, the best place to stand is on the mushrooms. Should be able to handle wherever waves spawn.
Maneuverability isn’t a problem in the mine shaft. Most cards spawn near the swinging platforms, so are easy to grab.
Hot Spot Both the wind and light card work well on this map because creeps only spawn at two points in the arena, allowing you to pin the waves down. The earth card is nearly useless because there is little surface area for the pillars.
Black holes can either be really powerful or not. Black cards spawning at wave spawn points are good, but in the center of the map they won’t help. If this is the case, pick up another card right away. Creeps will become stuck when black holes spawn underneath the top platforms.