This article ranks the spells in Dungeon Quest Reborn from S-tier (best overall) to D-tier (situational or weak), based on their damage output, cooldown, mana cost, and utility in endgame content. You’ll also learn how to read the tier list, which spells to prioritize for each class, and common mistakes players make when choosing spells.
Formula
The damage per second (DPS) of a spell is calculated using the formula:
DPS = (Base Damage × (1 + 0.03 × Spell Level)) / Cooldown
- Base Damage – the spell’s listed damage at level 1 (in game units).
- Spell Level – the current level of the spell (1–100). Each level adds 3% of the base damage.
- Cooldown – the time in seconds between casts.
The result is the average damage per second, ignoring critical hits, mana cost, and cast time. It gives a quick comparison between spells of different damage and cooldown.
Worked Example
Using the default values: Spell Level = 50, Base Damage = 100, Cooldown = 5 seconds.
- Increase factor: 1 + 0.03 × 50 = 1 + 1.5 = 2.5
- Adjusted damage: 100 × 2.5 = 250
- DPS: 250 / 5 = 50
The calculator shows DPS = 50.00 and Adjusted Damage = 250.00, matching the manual calculation.
How the Tier List Works
The tier list below is based on the current game balance (as of the last major update) and community consensus. Spells are ranked by their effectiveness in endgame dungeons (Nightmare and Inferno difficulties), where damage and survivability are key.
- S-Tier – Best-in-slot spells. High damage, low cooldown, or unique utility that makes them essential for any build.
- A-Tier – Excellent spells that are slightly less powerful or more situational than S-tier, but still very strong.
- B-Tier – Decent spells that work well in specific builds or for leveling, but fall off in endgame.
- C-Tier – Situational or niche spells that are rarely used.
- D-Tier – Weak or outclassed spells that you should avoid unless you’re experimenting.
S-Tier Spells
These spells dominate the meta. They either deal massive damage, have very short cooldowns, or provide utility that no other spell can match.
- Fireball – High base damage, moderate cooldown, and a small area-of-effect (AoE). It’s the go-to for Fire Mages.
- Ice Shard – Very fast cast time, low cooldown, and applies a slow effect. Excellent for kiting.
- Lightning Bolt – Instant hit, high damage, and a chance to chain to nearby enemies. Great for single-target and group fights.
- Heal – Essential for any support build. It’s the only reliable healing spell in the game.
A-Tier Spells
These spells are very strong but have a slight drawback compared to S-tier, such as higher mana cost or longer cooldown.
- Arcane Missiles – Homing projectiles that deal good damage. They can miss if enemies move too fast.
- Poison Cloud – Deals damage over time in an area. Great for boss fights but less useful for clearing trash.
- Shield – Absorbs a percentage of incoming damage. Essential for solo play, but not as good as Heal in group content.
B-Tier Spells
These are fine for leveling or for specific builds, but they are outclassed in endgame.
- Stone Spike – High damage but very long cast time, making it hard to use against fast enemies.
- Wind Gust – Knocks back enemies and deals moderate damage. Useful for crowd control but low DPS.
- Summon Skeleton – Provides a tanky minion, but minions have low AI and often die quickly in high difficulties.
C-Tier and D-Tier Spells
These spells are either too situational or simply not worth the skill points.
- C-Tier: Burning Hands (short range), Frost Nova (only useful as an escape), Teleport (limited use in dungeons).
- D-Tier: Light (no combat use), Detect Magic (no effect on combat), Slow (weak slow, low damage).
How to Choose Spells
Your spell choice depends on your class and playstyle. Here are some general guidelines:
- Mage – Focus on high-damage spells like Fireball and Lightning Bolt. Keep one utility spell (Shield or Teleport) for survivability.
- Warrior – Use spells that complement your melee attacks, like Poison Cloud for extra damage or Shield for tanking.
- Rogue – Prioritize fast-casting spells like Ice Shard and Arcane Missiles to keep moving.
- Support – Always bring Heal and Shield. Add a crowd-control spell like Wind Gust if you have spare slots.
Common Mistakes and Misconceptions
One common mistake is ignoring mana cost. A spell with high DPS but huge mana cost will leave you empty in long fights. Always balance your spellbook with mana-efficient options.
Another misconception is that higher rarity always means better. In Dungeon Quest Reborn, a common spell with a good element (e.g., Fire vs. Ice) can outperform a rare spell with a weak element. Elemental weaknesses matter a lot in endgame.
Also, don’t forget that spell level matters. A level 1 S-tier spell may be worse than a level 50 B-tier spell. Use the calculator above to compare spells at your current level.
Frequently Asked Questions
What is the best spell for a beginner?
For beginners, Fireball is the best choice. It has a simple mechanic, good damage, and a moderate cooldown. It’s effective in all early-game content and remains useful in endgame.
Is there a difference between spell rarities?
Yes, rarities affect base stats and the number of upgrade slots. Higher rarity spells have higher base damage and more potential for upgrades, but they are harder to find. However, a common spell with the right element can still be better than a rare one with a wrong element.
How do I get new spells?
Spells are obtained from chests, boss drops, and the in-game shop. You can also trade with other players. The drop rate for rare spells is low, so be prepared to grind.
Should I upgrade a spell or wait for a better one?
If you’re using the spell regularly, upgrade it. You can always respec later. If you’re waiting for a specific S-tier spell, save your upgrade materials until you get it.
Can I use spells from other classes?
Yes, but with penalties. Using a spell from another class reduces its damage and increases mana cost. It’s generally not recommended unless you have a specific strategy.
What is the best element for endgame?
It depends on the dungeon. Fire is strong against ice enemies, ice against fire, and lightning against water. Carry a variety of elements to adapt to different situations.
Related
Formula used
in t | Spell Level | - | 50 | 0 | 100 in d | Base Damage | - | 100 | 0 | 100000 in c | Cooldown (s) | s | 5 | 0.1 | 60 out dps | Damage per Second | - | (d * (1 + 0.03 * t)) / c | 2 out dmg | Adjusted Damage | - | d * (1 + 0.03 * t) | 2
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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