Spells/Riptide

Riptide

Summon a torrent of water in a direction of your choice, damaging and pushing monsters.

Damage: 6.67 damage per second
Duration: 15 seconds
Mana Cost: 15
RepeatsCan be your starting spell

Where to get it

Offered from a spell chest, three spells at a time.
Offered as a starting spell

The card that unlocks it

Riptide

Summon a torrent of water in a direction of your choice, damaging and pushing monsters.

Damage: 6.67 damage per second
Duration: 15 seconds
Mana Cost: 15

Numbers

Damage2
Minimum damage1
Mana cost15
Mana cost added each time the spell levels2
Amount cast at once1
Sizex1
Seconds between hits0.3 s
Duration15 s
Goes off the moment you cast itno
Keeps hitting while it lastsyes
Lands onthe middle of the sigil you drew
Damage per second6.67

Repeats: this spell stays on the field and hits again every few seconds.

Sigil

Draw this shape to cast the spell. Either shape works.

WaveLeft

Sigil name in the gamewaveLeft
Strokes1
Match needed75%
Stroke order mattersno
Stroke direction mattersno

WaveRight

Sigil name in the gamewaveRight
Strokes1
Match needed75%
Stroke order mattersno
Stroke direction mattersno

Affinity

Level IDuration +5
Level IIMana cost -5
Level IIIDamage +1

Affinity is a spell's own mastery level and it carries between runs. Each level is applied on top of the ones below it. How affinity is earned.

Prestige options

Taking one of these cards from a boss chest changes how the spell behaves for the rest of that run. You pick one.

Quasar
Quasar

Quasar

Your Riptide becomes a beam of energy originating from your center, pushing away monsters in both directs.
Roaring Flames
Roaring Flames

Roaring Flames

Riptide splits into a pillar of fire that burns and no longer pushes monsters.
Umi no Ryu
Umi no Ryu

Umi no Ryu

+50% Push Force
+2 Base Damage
Riptide takes the form of a sea dragon that deals heavy damage to monsters hit by the initial wave. Multiple instances of Watatsumi may be active and can now be cast vertically.
+50% Special Spell Change+2% Riptide Damage

Damage effects

The bursts, pools and fields this spell leaves behind. Each one takes this spell's own damage and size bonuses.

Waterimpact

Damage2
Seconds between hits0.25 s
Can critno

Special interactions

When this spell overlaps another one on the field, 9 pairings do something extra. Every pairing in this build is on Special interactions.

FireballandRiptide

Steam bursts where the blast hits the wave.

Steam: Stays on the ground and hits again on its own rhythm until it runs out; lasts 5 s; hits every 0.25 s; applies Burn; damage over time hits x1.6 harder. Takes its bonuses from Fireball.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
GaleandRiptide

When the wind leaves the wave it throws a Water splash.

Water splash: A cone of water thrown from the point Gale left the wave.
InkandRiptide

The wave drinks the ink and applies Ink to enemies it pushes. If Riptide is Roaring Flames, the pool catches fire instead and standing in it applies Burn.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
Roaring Flames: Riptide splits into a pillar of fire that burns and no longer pushes monsters.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
Magic MissileandRiptide

The missile becomes a Water missile and applies Knockback.

Water missile: A Magic Missile that passed through Riptide. Hits apply Knockback (1.5).
Knockback: The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.
Meteor SwarmandRiptide

Boiling Rain falls where a meteor hits the wave.

Boiling Rain: Stays on the ground and hits again on its own rhythm until it runs out; 1 damage; lasts 1.5 s; hits every 0.25 s; applies Burn. Takes its bonuses from Meteor Swarm.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
PoppetandRiptide

The wave pushes the doll the same way it pushes enemies.

RiptideandShroud of Bones

The wave drinks the bone aura and applies Bleed to enemies it hits.

Bleed: Each tick deals the Bleed damage multiplied by the run's Bleed bonus. Bleed is the only damage over time effect that stacks: several sources bleed the same enemy at the same time. 2 damage every 1 s for 5 s. One application: 10 damage (5 ticks). Several sources can apply it to the same enemy at the same time.
RiptideandThunder Storm

Lightning that strikes an enemy already in the wave makes Electrified Water.

Electrified Water: Stays on the ground and hits again on its own rhythm until it runs out; lasts 3 s; hits every 0.25 s; applies Shock. Takes its bonuses from Thunder Storm.
Shock: Each tick deals the Shock damage. No element bonus applies to it. 3 damage every 0.2 s for 0.5 s. One application: 6 damage (2 ticks). A second application refreshes the timer; it does not stack.
RiptideandWisp

When the wisp leaves the wave it bursts water around it.

Upgrade cards

16 upgrade cards can turn up for this spell once you know it: 5 tiered series and 1 one-off cards.

Continuous Current

Continuous Current I

Tier I
+50% Riptide Duration
+50% Riptide Duration

Continuous Current II

Tier II
+50% Riptide Duration
+50% Riptide Duration

Continuous Current III

Tier III
+50% Riptide Duration
+50% Riptide Duration

Cutting Riptides

Cutting Riptides I

Tier I
Riptide causes monsters to bleed while they remain within the area.

Cutting Riptides II

Tier II
+1 Special Spell Change

Cutting Riptides III

Tier III
Riptide increases the damage taken by enemies by 20%
+20% Special Spell Change

Rapid Riptide

Rapid Riptide I

Tier I
+25% Riptide Push Force
+25% Special Spell Change

Rapid Riptide II

Tier II
+25% Riptide Push Force

Rapid Riptide III

Tier III
+25% Riptide Push Force

Ripping River

Ripping River I

Tier I
+50% Riptide Size
+50% Riptide Size

Ripping River II

Tier II
+50% Riptide Size
+50% Riptide Size

Ripping River III

Tier III
+50% Riptide Size
+50% Riptide Size

Ripping Torrent

Ripping Torrent I

Tier I
+2 Base Damage
+2 Riptide Damage

Ripping Torrent II

Tier II
+2 Base Damage
+2 Riptide Damage

Ripping Torrent III

Tier III
+2 Base Damage
+2 Riptide Damage

One-offs

Ride the Riptide

Your Riptide will harmlessly carry you with the current.

History

  • 1.1.2
    • Repeat time. Before: 0.4 After: 0.3

Full list of this build.

maguscircle.wikibuild 1.1.2