Which Magic In Roblox’S Arcane Odyssey Is The Best?

Acid attacks in Arcane Odyssey are potent and versatile, with a 1.4x clash advantage against Fire and 1.2x clash advantage against Water. The best magics in the game are Explosion, Lightning, Light, and Plasma, which have few clash disadvantages. A-tier magic offers a well-rounded range of effects, including bleeding and bonus AoE damage when used underwater.

The best magic to be used in Arcane Odyssey is the most versatile one, between fire, poison, crystal, or glass. Poison has decent speed, while Acid Magic, Magma Magic, Ice Magic, Ash Magic, Plasma Magic, Crystal Magic, and Sand Magic are among the top choices.

In terms of battles, Acid Magic can be used against Fire and Water, while Acid Magic can spread the acid puddles on contact, increasing the risk of harm to enemies. The S Tier is the best magic in the game, while A Tier requires mastery to maximize its benefits. B Tier is solid magic that has better options in S or A.

To become the most powerful mage in Arcane Odyssey, players should explore different types of magic, such as Wood Magic, Crystal Magic, and Earth Magic. The best magic depends on their specific needs and preferences.


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📹 THE BEST MAGIC IN ARCANE ODYSSEY!

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Which Magic In Roblox'S Arcane Odyssey Is The Best?
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18 comments

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  • I’m a firm believer that wind imbue is pretty subpar (my friend made a wind conjurer and ditched it because the imbue damage is horrid) but wind mage (wind ice/snow mage) is easily the best build if not one of the best builds in the game. You have access to stuns, have huge size, and have very fast speed with wind. Even if wind does have low base damage you basically get free damage from stuns anyway, and the build’s benefits even go as far as status effect clearing (clear soaked, poisoned, burning upon pressing your shift key).

  • Not related to the article but lightning is such an interesting magic because of it’s ability to work well with cold based and heat based magics. It also clears bleed so that’s good. You could do a build with both sailor style and thermo fist and it would still work well since lightning doesn’t decrease damage on either. I think that in the future Lightning and Plasma savant with Sailor and Thermo will be probably the drippiest half and half like blue and red type outfit, while still being strong. And lightning works well with plasma to boot. All around I love lightning and can’t see myself ever using another magic for my savant build due to how many synergies it has and how well it works with both fire and water.

  • Wind is clearly a top tier magic, but it isnt the best. In fact, no magic is the best, as that will be unbalanced and you’ll see 999 people in a row with the same magic. There is no best magics, all depend on what you use the magic for, for example the wind knockback doesnt affect bosses targeting. Good opinion, its a op magic but no magic is the best.

  • I think you should consider plasma magic, it has decent size and speed and while the base damage is underwhelming, the DoT makes up for it because it only takes 3 seconds to deal the rest of the damage which leaves you with more than 1.0x damage Plus, it also has self synergy and in the combat balancing doc the speed is being buffed + purple variation looks sick

  • I had shadow on one of my savefiles. I can guarantee i had the best time of my life playing mage in Arcane Odyssey with shadow. Sure, it isn’t the best on one category, but it’s the only one that can help you experiment. It’s faster than most, it’s small, all things considered, but nothing a sunken armor or a calvus set can’t fix, and it’s damage is on the better side. Overall, if i want to recomend a magic to a newb, i would recomend shadow. P.S. The ones who say shadow is for edgelords only are just haters. They are conjurers that kill left and right and think Crystal Iron Leg is a disease. It’s just a moveset for a savefile.

  • Personally for DoT, Acid is my go-to, it’s just the fact that “Corroding” deals 50% extra damage dealt on your skills over time, AND the synergy with bleed makes the DoT just insane, not to mention that Corrosion doesn’t remove bleed, so you basically have 2 DoT at a time, so Acid and Glass is a good bet imo.

  • My main build is Warlock since day 1. I’ve been using Ash Magic and Thermo since the game came out and it has served me very well. My armor set is Sunken Chestplate, Cernyx’s Pants, Cernyx’s Faulds, Arcsphere, Fair Power Amulet; 4x Strong 1x Hard 1580 HP, 75 Damage, 36 Attack Size, 40 Attack Speed. Not only that, due to the coming bug fix for the Petrified synnergy, I’ll finally be able to do the full damage because I do 190 damage with my 90% Explosion Size Blast Spell and 100% Size Shot Technique. I can use a combo like Crash + Slam Smash (2 hit) to do about 600-ish Damage in 1 go due to Petrified and since Burning is being fixed with Petrified I’ll finally be able to apply the DoT when Petrified is on cooldown for 12 seconds. 0.8 Seconds is enough for me to get full advantage of the Petrified stun effect.

  • I know this is a slightly old article, but why not Glass? It has 1.1x size, 1x speed with 0.9x damage as base, and then bleed DoT. Not to mention it also getting a damage buff from its own bleed. It still seems pretty solid from the times I’ve used it, though. Don’t know if it could be considered on par with the last 3 you mentioned but I feel like it could at least be a better contender than Water.

  • The problem with shadow thats not addressed in this article for mages is that it has no positive damage interactions; on a shadow mage you will cover all bases, but your potential dps is hindered greatly. Damage interactions are very important for a mage because they can make a magic’s power scale so much higher that the other stats become insignificant. However, for conjurer your point still stands. Being that Conjurers do not have any difference in damage interaction between the magic they choose, shadow would be the best for it. Warlock does have damage interactions that make whether shadow would actually be the best questionable (such as crystal + iron leg, even though this wasn’t an intended interaction). Shadow is still a safe bet for a warlock, but again you are limiting potential power scale.

  • i think plasma is one of the best if not the best because of its synergys, plasma has 1.3 speed, so no need to worry about that, it has average size and it makes up for the damage with its DOT, you can use it with explosion as secondary (so you get to use the shapes to make good blasts on plasma) and use explosion explosions, or go for poison as secondary. plasma explosion is a very solid standard mage, big aoe, fast, good DOT, and can apply petrified (which i hope gets fixed/buffed) plasma poison is about doing a lot of poison clouds and then igniting them with plasma for crazy damage clouds, you now also have 2 really good DOTs

  • Personally dot status effects aren’t really effective since heal tanks the damage, ofc the anti heal helps however so poison doesn’t work because of that, intensity doesn’t even help, I hope that vetex just increases intensity’s effect on status effects like reducing duration (this increases damage but reduces the duration, HOWEVER this would take over the natural healing being able to actually do damage)

  • i like poison because you get good dot and the poison clouds it leaves add for extra reliable damage without needing the enemy to actually touch the ground (arcane odyssey player’s worst nightmare) and then, of course, you can synergize it with fire to create huge clouds areas of fire that light enemies, making poison x fire the ultimate arson mage build

  • For me my mage build consist of Sand first secondary lightning cause with sand it lacks overall speed but with lightning i can hit my targets faster but also keeping some of the missing damage due to its damage multiplier increase so im getting decent damage attack size for sand and the speed with lightning while receiving more damage i recommend full set calvus except crown with attack speed enchants and have hard enchants on arcsphere and power amulet to comp some missing health also for the mode do resistance

  • if we have the best magic for mage, what is the worst magic (mage specifically)? for me, i find it to be light magic due to it having the worst damage and atk size of all magics, but im not sure if its truely the worst since it has the best speed out of all magics, and one of the magics that can only truely blind people (aka making them unable to see anything at all) but doesnt even work on NPCs and people who can still hit their attacks despite being blind.

  • Totally off topic, but what stats would you recommend for warlord and conjurer My Warlord has 120 strength and 130 weapons, and is mostly reliant on damage and projectile speed. Is this considered a good usage of points? I also wanna go magma or poison Conjurer (Which magic do you recommend) and I wanna have 100 points in magic and the other 150 in weapons. What do you guys recommend for conjurerer

  • He forgot to consider many factors in this article, such as clashing rates, synergies (extremely important), and with how jack-of-all-trades-master-of-none things are, as the name states, not a master at anything. That last one means, among other things, that you can’t go for a build with a good theme to base combat tactics on such as Poison with something to light the clouds on fire.

  • I was mildly interested in this, and then I realized this article was a total joke once I heard “Shadow is the best magic”. I’ve rarely seen and even more rarely fought Shadow mages. The same goes for Shadow warlocks (usually the thermo fist kind). I haven’t really fought Shadow conjurers, but they’re out there. There’s also all the random NPCs that fight using Shadow magic. And from experience, I can tell you with brutal honesty that I think Shadow is a bad magic. If it’s a good magic, I’m not seeing it. There’s the status effects to think about. Most magical status effects increase your total damage through DoT, and others like Light, Snow, and Sand may blind your enemies so they literally can’t see anything after enough hits. Others still like Water have strong synergies with other magic such as Ice and Lightning to deal more damage and freeze and paralyze enemies respectively. And on top of all that, most of these magics are capable of cancelling other magical status effects out when charged up, such as water cancelling burning. There’s also clash rates, where some magics are simply better than others, so when their attacks meet, only one gets through. (P.S: I feel like some if not a lot of these factors were ignored or glossed over in the article…) Shadow has none of that. Its status effect makes people colorblind and that’s it. The only “synergy” it has is reducing the damage your target takes from light spells, and I don’t even need to explain why that’s unhelpful. It is stated by the wiki to be “vulnerable to all status effects”, as charging it up removes NONE of them.

  • Don’t shadow lack elemental combo? that just turn it in to a worst magic for almost every build. Pure mage second magic become useless since you got nothing to proc. Conjurer want to proc thing with weapon (like sunken sword ice or lighning user) or just want a specific stats to boost (many people og light for the amazing attack speed it give). again, shadow being all around and having no synergie nerf it in that build. Warlock want to synergie with their style too, so that lock you into boxing or canon style. Shadow just good on paper imo

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