An escape spell with a cooldown that doesn't overstay its welcome. Boing launches you straight up and out of whatever was about to kill you. 15 seconds is fast enough to use reactively rather than strategically, which makes it the most forgiving Electric spell to run.
Strategy
Save it for emergency repositioning rather than planned movement. The jump height is enough to clear most ground-level threats and get above a melee cluster. In co-op it also works offensively - jump above an enemy group and fire down while they sort out where you went.
Strengths
15 second cooldown, second-shortest in the Electric school after Portal
Immediate vertical escape from any ground threat
Useful both defensively and for aerial repositioning
Weaknesses
No damage component - purely mobility
Height advantage is temporary; you have to land somewhere