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● Elec School
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Cooldown

15 s

Cast delay

0.2 s

Unlock

Lv 4

XP multiplier

×1

Element

Elec

School

Elec

Explosion

Area effect

Explosion damage

15

Explosion radius

250

Builds

Build planner

In-game preview

How it plays

Playbook
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

XP & Leveling

Casts to unlock

XP per cast

18

First cast bonus

+200

218 total

Casts per level

56

≈ 1 000 XP/level

Casts needed to reach school unlock levels

LevelTotal XPCasts
Level 10 XP0 casts
Level 43,000 XP167 casts
Level 1211,000 XP612 casts
Level 2019,000 XP1,056 casts
Level 3534,000 XP1,889 casts

Video playbook

Guides

Every school

영상 제공: Bull's Guidebook. 가이드가 도움이 되었다면 구독과 좋아요 부탁드립니다.

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