TL;DR
Core Sorcery Spells
For players focusing on a sorcery build, some spells stand out as essential due to their damage output and utility. Comet Azur is frequently mentioned for its high damage potential, especially when used with the right setup [1:5]. Night Comet is another favorite because it remains undodgeable by enemies and is more FP efficient, particularly when paired with the Staff of Loss
[3:2]
[5:1]. Rock Sling is valued for its physical damage and stance-breaking capabilities, making it effective against tougher foes
[3:1].
Versatile and Situational Spells
Some spells are noted for their versatility or situational effectiveness. Carian Slicer provides a reliable melee option when close combat is necessary [3:1]. Loretta's Greatbow is useful for picking off distant targets, though some players prefer Comet for its higher damage at closer ranges
[5:6]. Shard Spiral and Night Maiden's Mist offer unique tactical advantages, such as continuous damage over an area or against large targets
[1:1]
[4:4].
Hybrid Builds and Incantations
For those interested in hybrid builds that incorporate both sorceries and incantations, spells like Discus of Light and Knight's Lightning Spear provide additional options [1:2]
[1:5]. These can complement a primarily sorcery-focused build by adding elemental diversity and different attack patterns.
PvP and PvE Considerations
In PvE, spells like Glintstone Pebble and Carian Piercer are praised for their efficiency and effectiveness across various encounters [4:1]
[4:3]. In PvP, Carian Piercer is highlighted as a top-tier choice for its ability to stagger opponents
[4:7]. It's important to tailor your spell selection based on whether you're focusing on player versus environment or player versus player scenarios.
Conclusion
Building a successful sorcery character in Elden Ring involves selecting a mix of powerful and versatile spells that suit your playstyle and the challenges you face. By incorporating both core and situational spells, and considering hybrid options, players can create a well-rounded and formidable magic user.
I’m wanting to do a playthrough with the staff of great beyond (the staff that lets you cast sorceries and incantations) but i’ve never been much of a spell caster, i always do melee builds so im wondering what the best/favourite spells are.
i’m aware of comet azure and some of the more popular ones but im wondering what most people REALISTICALLY use for a build.
Thanks in advance for anyone’s help, and no worries if its a boss soul spell or quest line spell as this character is ng+6 i believe so i already have most spells and have duplicate remembrances so its no issue, thank you!
Discus of Light is the best Faith incantation. It does decent damage, medium range, and cost 3 FP to cast.
Carian piercer, gavel of haima; catch flame, flame if frenzy and the lighting spells are really good in pve.
Ranni's darkmoon, great blade phalanx, night comet, and carian slicer are the ones I usually use.
One hit build spotted
Because you are at NG+6, I have used these:
Night Comet (really powerful with the Staff of Loss)
Knights lighting spear
Pest Thread Spears
Giant golden arc
Along with the usual suspects already listed, I personally liked Adula's Moonblade and Night Maiden's Mist when I did a Sorcery playthrough. Adula's is basically Carian Greatsword with a frostbite projectile and Night Maiden's Mist creates a patch of continuous damage which can be great for dealing with large or immobile targets.
I want spell suggestions that aren't just op one shot. I'm going into ng+ so any spell is welcome! The build will be int faith
I appreciate the reply but I'm thinking more pure spell and an equal mix of incants and sorcery
This build can be pure spell too. I love WoA, but pure sorceries/incants will work just as well.
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Night comet is one of my favorites. Great damage - even more when offhanding staff of loss - and enemies don’t dodge it because it’s “invisible” to them. Pretty great range, too.
This gives a pretty good breakdown: https://m.youtube.com/watch?v=c0dV_PrXodI&t=635s
imo:
-shard spiral (for big slow bosses)
-comet azur (for big dmg with the bottle)
-cannon of haima (aoe)
-greatblade phalanx (to stagger incoming enemies while you cast)
-rock sling (physical dmg, stance breaking)
-Lorettas Greatbow (to pick off distant targets)
-Carian slicer (if you need melee)
-any of the glintstone pebble/shard/comet spells that fits your level (for basic midrange stuff)
I used these for most of the game without issues. Magic Glintblade is also nice at the start, since the AI doesn't dodge it. Most other spells are so situational, like gravity well, so I didn't list them. Most spells have their situation when they become really useful though.
The only support spells I regularly or always used are:
-Starlight
-Unseen Form
Hey all, this is going to be a follow-up to my Incantations post which you can find here: https://www.reddit.com/r/Eldenring/comments/u7gmd8/postpatch_104_bestfavorite_incantations_tested/?utm_medium=android_app&utm_source=share
Essentially, I'm at 520 hours of playtime, with the first 200ish spent as an INT pure caster and the following 320 spent as a Faith hybrid. By request I'll go back to the Sorceries post-buff and do a similar write up as I did for Incants, hopefully sharing an equal amount of info and giving everyone some guidance on what to use, especially after the recent buffs. In my Incantations guide I mostly focused on what is good (especially low-mid tier spells that have surprising/unique uses and aren't as popular as the other well known ones) and ignored what is still bad even after buffs. I'll take a slightly different approach at first here, and try to cover all the workhorse options since it will be your bread and butter spell for a long time, before I go back to the previous style of just covering the notable spells. Let's get it going!
INT offers a lot of options for the main workhorse spell you choose, and is a pretty subjective choice. I'll run through the pros and cons of the primary ones first, that you'll find yourself spamming so that you can pick for yourself. With Faith there's maybe 3-4 good options for your workhorse, whereas INT has at least 7 or 8 depending on what you want.
Glintstone Pebble - the classic. This is what I used for a majority of my time casting, because it has everything you want and minimal downsides. It is the INT equivalent to Catch Flame - a starter spell that remains incredible through the entire game. Tiny FP cost, highly spammable, surprisingly respectable damage, low cast time, minimal recovery and no animation lock (animation lock will be a recurring theme in this guide). The downside is that it doesn't do much damage per cast, but it is respectable and makes up for that with spammable casts that have solid range. Always a good choice.
Swift Glintstone Shard - in my opinion, a downgrade to another option I'll list later on. It's not bad, very spammable, but even less damage than Pebble and it does have a short animation lock while casting which hurts it as a workhorse. It comes out quick, travels fast, and thrives against low HP enemies or super agile ones, but outside that situation it's not ideal, so not the best workhorse choice in my experience.
Great Glintstone Shard - this one was buffed heavily in 1.03 and is a top tier option. I was using it to replace Pebble before the buff and it was good, now it is absolutely great. It has a higher FP cost than Pebble but with better range (pretty significantly, 20-30% more in my experience), ~40% more damage, but similar tracking, travel speed and cast time. Probably my personal favorite for a workhorse, although some great alternatives to it exist now as well.
Glintstone Cometshard - underrated pick. Passes straight through enemies (can hit multiple in a line), has very good range, solid cast speed, is chargeable, does even more damage than GGS even uncharged, and only costs 19 FP. That's a bit high for a workhorse spell (especially if you use Lusat's or Azur's Staff) but the damage to FP ratio is pretty good, especially so if you can hit multiple enemies per cast.
Comet - the 26 FP costs kinda eliminates this from workhorse viability. With 68 INT I am doing 1400 per charged cast to white Albinaurics which is very strong, but the FP cost hurts if you need to spam it. I would classify this one as situational, it's basically a direct power-up to Cometshard with the extra cost and slight cast time increase that comes along with that. Strong situational spell.
Glintstone Icecrag - think Great Glintstone Shard, with noticeably less range, higher damage and stacks Frostbite which is a huge, huge benefit. It is buffed by the Snow Witch Hat which many people like to use anyway. It's very strong at what it does but is limited by its range, although the 12 FP cost means you can spam it and afford to miss a couple. Extremely high FP to damage ratio and general DPS, especially with the Snow Witch buff, and the ability to spam these cheap and proc Frost for a further damage boost. Super, super strong if you're at close to mid range, but I'd suggest taking it in conjunction with a longer range spell like GGS or even Pebble and switching to it once enemies are in its range. It beats every other workhorse option for single target damage if you're able to land it.
Beyond these ones, we also have the Night spells. They're all good, and all worth trying. Let's check them out...
Night Shard - almost a direct upgrade to Swift Shard. It's considered an invisible projectile, so exceptionally good for Tarnished NPC invaders or super agile enemies that roll away from other spells. Good tracking for them too. By far the best option for dealing with NPCs that dodge a lot, despite the relatively low damage it deals, as it's spammable and only has a very short animation lock, feels even shorter than Swift Shard.
Night Comet - as is the theme with Night spells, they do less damage than their Glintstone counterparts, but have the benefit of enemies not even trying to dodge them unless they input read, and even when they do they will get caught 9/10 times regardless. This one is surprisingly strong and does over 1100 damage to white Albinaurics with a charged cast that comes out relatively quick. FP cost is somewhat high like the regular Comet but is still a solid option if you prefer that style to Shard for dealing with rollers.
Ambush Shard - I loved this one during my INT build time. It hits from behind (sometimes it still hits blocking enemies as if the spell was blocked, sometimes it doesn't - maybe was a bug?) so can often bypass a shielded enemy which is a huge, huge plus for INT builds who tend to lack options for dealing with them. Sometimes inconsistent results, but has the benefit of relatively quick casts and being able to hit through walls at decent range since it comes from behind the enemy. Great utility combat spell.
Night Maiden's Mist - almost exclusively a cheese spell. This one made farming Crystalians at Elphael a breeze for their Rotten Crystal weapon drops, because it doesn't wake them up and isn't affected by their poise armor. It would be better in other situations if it didn't damage you too, as a bonus damage source before a big fight maybe - unfortunately (or fortunately, depending on what you're looking for) as it stands it is mainly useful for getting off free guaranteed damage over time on mobs or high HP enemies. Sometimes it won't even alert unaware enemies and can just drain them to nothing. Using it on bosses from a safe spot is also a viable strategy that can turn otherwise tough encounters into trivial cheese. Give this one a try.
Alright - going back to the previous format where I just list the ones that stand out from the pack now. There's no particular order and this is almost entirely PvE focused since I rarely get into PvP, as with my Incant guide. Let's go!
Adula's Moonblade - I think everyone knows and loves this one. Big sword and Frost wave AoE, recently buffed disguised as a nerf. It does less single cast damage now but it feels much easier to land both hits. Also buffed to cast quicker at lower Dex which makes this viable in more situations. Great trade off.
Roiling Magma - big buff! I almost never hear this one talked about. Will absolutely annihilate enemies weak to fire. The cast time and time to explosion buff really, really helped this. Throw it at your feet while evading in tighter areas, or throw it in front of an enemy before you engage with another spell and fireworks will ensue. Super fun to play with, but it will only explode if it doesn't hit an enemy although direct impact damage is still pretty darn good. Give it a shot.
Magma Shot - this feels good too. I don't think it's even close to top tier but the charged cast + magma puddle is a lot of fun to play with. Nice spell to mix things up, it's definitely at least viable.
Gavel of Haima - BONK! So much fun with quicker casts and hyperarmor preventing interruptions. Can crank out 2k+ on a double bonk with a decent AoE. Good, and super fun. Absolutely worth using now. Cannon unfortunately still feels slow and wonky for the damage it puts out, although I will say it's at least viable for some situations.
Explosive Ghostflame - the comically long recovery time was finally buffed. It's still a bit high but the damage is good and the AoE is big + Ghostflame DoT it leaves behind is good for staggering and brief area denial. Was bad, now viable and actually somewhat good imo.
Ancient Death Rancor - admittedly I have a softspot for Ghostflame anything, but this is just genuinely good. Great tracking even if not locked on, higher tier damage, quick casts and very good range if the skulls don't collide with the environment. This should get more use from all mages in my opinion, it just feels great to use.
Rock Sling - absolutely necessary for everyone. Big damage, solid cast speed, and the most serious benefit of doing Phys damage. Very few options deal phys damage which makes fights like Rennala insanely hard, whereas this spell absolutely melts her. You can get it almost immediately after you start, conveniently located right next to the Meteorite Staff which boosts its damage and has a base S scaling in INT.
Carian spells - everyone knows Retaliation - post nerf, nothing particularly special but I haven't used it much and could be wrong. I don't usually play with defensive spells beyond self-buffs so open to input on this.
The big standout here is Carian Slicer. Absolutely, unbelievably efficient FP to damage ratio, super fast casts, acceptable range for an essential melee attack, no recovery time... Everything you want as a pure caster with no serious melee options until something like Moonveil is unlocked, it's absolutely incredible and should be tried by everyone even into late game. A decent opening against a big enemy will net you 4k+ damage, even with relatively low INT (below 70). For less than 30 FP. Crazy good.
Greatsword is similar to Adula's Moonblade but without Frost. It's not a bad option at all if you don't have Moonblade and great for wiping out close range mobs, but I believe is outclassed by Moonblade once you have it. Still, the cheaper, quicker casts and still powerful hits give this a nice niche.
Piercer, to me, just feels like an inferior Greatsword/Moonblade. It can't be repeatedly cast like the others and does similar damage. The extra range it has doesn't make up for the lack of spam potential imo and isn't a great option when the others do what it does, but better.
Crystal Torrent/Barrage - "we have Comet Azur at home" vibes, but not a bad alternative at all. Actually better in some cases (yes, really) and is super cool visually. Give it a shot for the same things you'd use Azur for and see how impressive it can be. Crystal Barrage is a cheaper and faster version of this which can accomplish similar things when charged, and I think most people will be surprised by it too, in certain situations of course. Only downside is that at least Barrage doesn't stagger or interrupt so can be hard to avoid punishment against a lot of enemies.
Zamor Ice Storm - underrated, and badass. When enemies are clustered or generally immobile, this will guaranteed wipe them out or at least proc Frostbite on the higher HP one. I used a single charged cast of this to wipe out a certain set of summoned sister enemies at the end of an NPC questline, and this is totally exceptional against Tarnished. Probably exceeds for area denial in PvP too, but I am not sure on that.
The Briars - Briars of Punishment is a good ranged spell that can be used as a workhorse in some situations. With boosted damage and Bleed build-up (?) from Staff of the Guilty, these are really good blood mage type skills that I personally used a lot because they're always viable and super badass looking. I wish there were more of them. Briars of Sin can be chained 3 times for larger AoE, but the recovery time is a little harsh if you do all 3 so often I'll do 2 and roll out for another cast.
Loretta's Greatbow + Mastery - super long range, super high damage sniping spells. Imo you need one or the other in your kit at all times for thinning out enemies from extreme range, and nothing does it better than a charged cast of one of these. Super powerful and fills a super important niche. Exceptional tracking as well it seems.
Founding Rain of Stars - my most appraised message is "Behold, sorcery! But didn't expect dung..." right where you collect this one. It's not good at all in 90% of situations, but if you are against a large and relatively immobile or totally immobile enemy, this thing will rain absolute hell on them while you're free to cast other spells. Can also control mobs with the large AoE, but lack of any tracking makes it unpredictable. Situationally very good, but I can't suggest it as a staple spell - especially since it takes 2 slots. Probably the prettiest spell in the game though, right next to the Bloodboon incant for me personally.
Shatter Earth/Rock Blaster - I would pick Shatter Earth 10/10 times. It casts much faster, uses less FP, and the drill effect on RB that immediately drains your FP bar isn't even particularly useful. Shatter Earth is quick and staggers the same way as RB on cast, then finishes with a good knockback and respectable damage. I can see this one saving your life against a mob of something like Imps or Knights and it's worth trying out to see if it fits with your style.
Shard Spiral - sleeper elite tier spell. It seems pretty unassuming at first, but it drills through larger enemies and hits them multiple times while doing so. Even smaller enemies will get hit a couple times by it and the damage really adds up. Slow travel time and not the best range or tracking prevent it from being more versatile, but it excels so strongly at what it does that I consider it elite anyway. Try it against long enemies like bears, golems, or many bosses that also tend to move minimally or in straight lines and just watch the numbers stack. Deadly ass spell.
Terra Magica - huge buff for you and any summons (definitely Tarnished, I believe Spirit Summons as well) standing in it. You can actually cast it outside a boss's fog door, and you'll still be standing on the edge of it when you enter - great for maximizing the Comet Azur type strat since you can cast it immediately and with a full FP bar to get every bit of damage out of it. This is how I killed the Veteran armor boss at a certain Castle who gave me a lot of hell previously.
Starlight - it's a light source that functions better than a Torch. If it lasted longer I would really like it. Not having to either give up a hand slot for a torch or rely on the puny lantern for light can actually make a good difference for you, but I found myself mostly using this while clearing the darker low level dungeons while already super overleveled. It's a cool toy but should last 3 minutes at least imo.
Glintstone Arc - horizontal wave, starter spell for Astrologer class, is good for mob clearing from the very first use right until the end of the game. You can't go wrong with this, it's simple but super effective and is what I used exclusively to kill Claymen in my first run through their areas.
Magic Glintblade - YOU NEED THIS. Can't believe it slipped my mind for so long while writing this out. It is so insanely good for so many things. It can be used as a surprise attack burst damage dealer, while retreating to get damage off as you run away, offensively to stack them up before switching to another spell, can charge it to delay the cast, can stagger enemies and eventually break stance, can deal with shields + dodging enemies + input reads (since they will dodge on cast, not on activation), and does really surprising damage from surprising range for only 12 FP per cast. Seriously, you need this at all times.
Meteorite + of Astel - more unpredictable large enemy melters. I didn't use either very much, but there are people who swear by them for big spread out mobs and large bosses. The damage is undeniable, but I favor consistent hits on cast personally... I know a lot of you will love these though. Meteorite is more predictable and therefore likely more generically practical as a whole - still not even close to being objectively predictable though lol.
Collapsing Stars - pulling enemies in can result in serious cheese. Yank them off a ledge, bring them in range of another spell, pull slow ones closer and then run away to the other side of the room for solid distance... More utility than damage I think, but the damage is respectable too.
The Moon spells - some people absolutely swear by these, but I personally never really got into them. They were just buffed (again?) and are probably the best they'll ever be, so worth trying them out and seeing if you like them enough to dedicate 2 slots to one or the other.
Stars of Ruin - I wanted to like this and ultimately ended up just not hating it. It works for a lot of things, but 38 FP is really steep when there's so many options that do similar damage with better range for significantly cheaper. Star Shower, its mid tier counterpart, can actually be viable if you use it in workhorse spell situations - but then why not just use said workhorse spell? I guess these do work and are fun to switch things up, but hard to give a serious recommendation.
Alright I think that's all for now. Thanks for reading, and please leave an upvote or share if this was at all helpful to you. Check out my post on Incantations too if you're interested, as well as the top 10 list I left in the comments there (and may do here if it's requested).
Stay magical yall 🌹
Edit: somehow forgot the Carian Phalanx/Greatblades. These are exceptionally useful for breaking stances, and I used them as my only spells for killing that b*tch Alecto. Took a 'few' tries, but eventually whittled her down and got me the W. I don't use them as much as some people do but they're almost always a great option due to the way they work.
Thanks for the write-up. Really good info. You should definitely put your top 10 (or 12 slot build) recommendation too. Thanks again.
Curious on this as well. What spells are people consistently keeping in their slots?
Personally I use these the most:
Rock Sling, Shard Spiral, Night Maiden's Mist, Glintstone Pebble and Loretta's Greatbow.
Should make clear this is a PvE list.
In PvP Carian Piercer is top tier.
I did, about a third of the way down I said this is highly focused on PvE unless stated otherwise, since I don't play it much. It's right after Night Maiden's Mist.
Piercer is absolutely top tier for PvP.
Adula is definitely nerfed, its base damage is halved and not effecient in most scenario.
This is impressive stuff.
Thanks! I tried my best with both guides to get out as much condensed knowledge as possible, and pretty happy with how they ended up.
I appreciate the effort.
Sorcery is in a weird place I think. There are a lot of really good spells available in this game.
I found that I didn't use half of them nearly as much as I could/should though.
Pebble and Slicer are just so damn efficient it's hard to justify using other things over them until you get a relatively large FP pool.
Same is kinda true of Night Comet for bosses/fatties if you dual wield.
320 hours in with an (admittedly way overleveled) Int/Faith build and most spells that aren't Pebble or Night Comet are just situational picks for niche scenarios (Gavel for Crystillians, Mastery for long range sniping, Phalanx for extra burst for world bosses).
Upvoting just for 'we have Comet Azur at home"
This is my first Elden Ring run and I'm doing an intelligence build with the moonveil katana. I'm at 41 intelligence, I realised that I don't really have many good spells, i only really hage glintstone pebble and the carian greatsword spell. I just beat Morgot at leyendell, what are some good spells I can find. Also doing Rannis questline.
My top 3 are Dark Comet, Rocksling and Loretta's Greatbow, those get me through most situations alongside my trusty blade.
I have started to veer away from Loretta's in favor of Comet. Only thing Loretta's has going for is range and it's seldom I need to hit something that far away.
Carian Slicer, Rock Sling, Night Comet, Comet
What makes night comet better than rock sling?
Enemies can't dodge it and it has higher DPS
It gets a 30% damage boost from staff of loss. If you're into dual staffing, you put SoL in your offhand and cast with the one with the highest sorcery scaling you can get. That way, NC outdamages normal comet while being undodgeable for enemy AI and more FP efficient. It's the boring one-button-to-win build.
and magic spiral for any big body boss
Comet is too good for 52 INT
Impenetrable Thorns
With the Nerf of Stars of Ruin, I am wondering if there is a latest tier list for must have sorceries for an INT build.
Sorry if this has been posted lately.
Honestly, they didn't change, whatever you wanted before, you'll still be wanting.
Nice, good to know.
I feel like my sorceries are getting stale, and being in NG+ now, I think I need to switch them up. I am currently using:
I don't do much PVP, and am finding I can mostly get to a boss no problem. Guess I feel I should change it up a bit.
Well the higher in NG+ the stronger stuff is, but if they are lacking the only way around it is to equip better talismans or just spec more in int to scale them more, other than that I'd say it's just a progression thing! Eventually everything starts having too much health/resistance.
Oh...
Shall I go on?
Nice! Thanks!
I have thought about swapping out Comet for Glintstone Icecrage, but when I use it it's not as punchy as comet. I am wearing the Snow Witch gear as well for Adula's Moonblade.
You use Icecrag more for the Frost buildup than for the damage or range. Similarly with Adula's Moonblade vs. Carian Greatsword.
Stars of Ruin didn't get a damage nerf, it just doesn't track the hell out of people anymore
True! I do notice it not tracking as well, but it's not a spell breaking change.
Check this ranking I think it's updated for the 1.06 patch https://quizience.com/elden-ring-12-best-sorceries-ranked/ My go to is Night Maiden’s Mist regardless of nerfs or buffs
Been playing Elden Ring since it came out, but I've never done anything with sorceries and figured I'd try it out, but idk anything about what's good and what's bad and how much I should put into each stat, etc.
Go crazy with 70 Int with the Regal Scepter(Rennala rememberance)
Ranni's Dark Moon is a must for bosses
I'd use either the Erdtree's Favor +2 for some extra stamina or the Two Headed Turtle talisman to increase stamina recovery
The new Gravitational Missile spell is incredible for free aiming at the ground with a huge get off me explosion aoe, and very FP efficient
Graven-Mass Talisman buffs sorceries by 8%
Magic Scorpion Charm Talisman buffs magic damage by 12%
Probably obvious but don't forget the Magic Tear for your Physick
I've never used it because it seems inconvenient, but Terra Magica could be good for you. It buffs any Magic by 35%
Appreciate it
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Same as other builds with vigour between 40-60, and enough endurance to medium roll
For mind 38 is ideal as that’s how much one fully upgraded flask will fully recharge but you can get away with less
Int is obviously your main damage stat and getting it to 80 is ideal, if you’re using weapons and doing a spell sword build then usually just go minimums in dex and strength and pump Int
For staffs you’re best bet is
40 int and below meteorite staff
41 - 68 int academy glintstone
68 int and above carian regal sceptre
The Lusat staff has higher scaling, but personally I don’t like the higher fp consumption but it def can maximize damage
If exclusively using night sorceries staff of loss is best bet
The other staffs can have good bonuses to certain schools of magic that can be worth off handing when using those spells
You can go spellsword with a weapon and there’s lots of good options or you can go straight sorceries as there are some great melee options like carian slicer, adulas moonblade, carian piercer, gavel of haima
Some S-tier sorceries imo are:
Impenetrable thorns, night shard, ice crag, carian slicer, adulas moonblade, rannis dark moon, rock sling, magma shot, magic glintblade, Tera magica, comet azur, carian piercer, fleeting microcosm
Lots of other options to try and see tho, a lot of it is personal preference
Thanks!
I’m doing a faith/int build and want to know what the best sorceries and incantations are.
Beast Claw, Stone of Gurranq, Swarm of Flies, Ancient Dragons' Lightning Strike, Fortissax's Lightning Spear, Honed Bolt, Lightning Spear, Lightning Strike, each of the 3 Aspect's, Black Blade, Burn O Flame, Flame of the Fell God, Flame Fall Upon Them, Giantsflame Take Thee, Flame Sling, Catch Flame, O Flame, Frenzied Burst, The Flame of Frenzy, Unendurable Frenzy, Black Flame, Black Flame Ritual, Scouring Black Flame, Radagon's Ring of Light, Triple Rings of Light, Pest Threads
Then there's Golden Vow and Flame Grant Me Strength; basically any relevant buffs/utility/healing.
And then basically all of the Dragon Communion incantations. Pretty much all of them are decent at worst.
Carian Slicer, Greatblade Phalanx, Adula's Moonblade, Zamor Icestorm, Crystal Torrent, Ancient Death Rancor, Explosive Ghostflame, Ranni/Rennala's Moon, Cannon of Haima, Comet, Glintstone Arc, Glintstone Pebble, Glintstone Cometshard, Shard Spiral, Star Shower, Rock Sling, Meteorite of Astel, Collapsing Stars, Night Comet, Night Maiden's Mist, Comet Azur
Then there's Terra Magica, and any relevant utility/buffs
Night Comet, Terra Magica, Ranni's Darkmoon, Rock Sling, Black Flame, Pest Threads, Unendurable Frenzy, Frozen Lightning Spear, Rotten Breath/Ezykes, Golden Vow and Erdtree Heal, imo.
After the Lake of Rot have new appreciation for Flame l, cleanse me".
Especially since Preserving Boluses are hard gated each game cycle by non-respawning Sacremental Buds. I got really burned by that when I first started adventuring in Caelid and decided to be lazy and just use items instead of changing my spell selection.
Honestly black fireball was best for me. Easy to get off, does a fair chunk of damage and damage overtime. Otherwise rot breath is solid.
Looks like the best spells are covered in other comments, so I'll mention that having both faith and int allows you to use some spells that other spell builds can't, like death sorceries and golden incantations. To find everything, sort the wiki's sorcery list by faith-required, descending, and the incantation list by int-required, descending. The list of all spells, incantations and sorceries together, is actually less useful for finding these.
Have a lot of time in the game with many playthroughs and all different kinds of builds. One thing I haven't really tried is sorcery. Not sure why but just never loved it. Love using incants but could never really get into sorcery. I respeced once and tried it but it was +7 in the DLC and just wasn't feeling it. Looking back probably wasn't the best time to try it for the first time. So im going to start from scratch and give it a try. Any tips about weapons, spells, and how to maximize damage would be greatly appreciated.
For early game get the
Equipment: Meteorite staff
Spells to get: Rocksling
Spells: Rocksling, pebble, and carian slicer.
For mid game (after 45 - 55 int) (have around 20 mind and by endgame get 25 to 30 but around 25 minimum)
Equipment to get: Staff of loss for night sorceries, get lusat or azur’s staff as your main staff, moonveil, wing of astel, or darkmoon greatsword (I like to keep moonveil and dmgs but mainly use dogs, moonveil is useful for fast enemies tho, this eliminates need for carian slicer.
Spells to get: Adula’s moon blade, Shard Spiral, Cometshard/Comet/(Whatever Glintstone pebble variation you need, and a phalanx spell for close range, and magic glintblade
Spells: Rocksling, Shard Spiral, Pebble variation, Moonblade, Phalanx spell, and Magic glintblade (personally never used the last 2 so 8 memory slots was all I needed before going int/fai in Ng+)
For end game (About 60 to 70 int)
Equipment: Switch to carian regal sceptre or if you were stupidly like me and sold rennala’s remembrance azur’s works fine (especially if your doing no summons)
Spells to get: Comet Azur (to cheese annoying bosses like the tree sentinel in front of maliketh) Ranni’s dark moon, meteorite of astel (again for cheese)
Spells: Rocksling, shardspiral , pebble variation, moonblade, phalanx spell of your choice, magic glintblade, and Ranni‘s darkmoon, now comet azur and meteorite of astel should not be on your memory slots unless you absolutely need them or else you will get tempted.
Talismans: Doesn’t really matter just get the one that replenishes cerulean flask charges , green turtle talisman is very important, stargazers heirloom is good mid game (+5 int) and the rest is up to you.
Extra tips: Use dmgs aow as an extra spell very helpful, shard spiral is very good against fire giant, dragon bosses and Elden beast, just big boys in general and thats about all have fun!
Tha ka for the info bro I'll keep all this in mind.
Keep in mind that all of your early game spells are also good candidates for late game spells. You NEVER run out of good places to use rock sling. Arrows reach talisman + rock sling = staggered dragon, constantly. Carian slicer is really good as well. If you can space well against a boss, setting terra magica and dodging around them with slicer is absurd
Also, enemies don't always aggro when you set glintblades, so that spell that prisoner starts with can be used 3 or 4 times before a fight starts. Against the misbegotten in morne, you can test this out. Run to the edge of your range, cast twice, kill the furthest one. Do it again, do it again, do it again. It's a very skyrim playstyle that I try not to use too often but it's really funny sometimes
Hey I’m looking for good sorceries and any recommendations for my build. I’m looking for sorceries that can deal damage while flowing with the moonlight greatsword.
If you don't mind doing take 2 and 4 lvls from endurance and vitality respectively and put into attument and for sorceries like the other guy said crystal soul spear and some kind of homing mass the best according to your FP.
Greatswords have bad chasedown capabilities. So the best spells to use with it are Great Soul Arrow, Great Farron Dart, and Farron Flashsword, the rest of it the greatsword can take care of.
You could also add in Great Soul Dregs or Great Deep Soul if you wanted, they are also good at chasedowns.
But since you're doing a hybrid you don't want too many slots, takes away from the other important stats, so you should only have 4 spell slots at most, which is 24 attunement
I'm not much of an expert in sorceries but surely you want you main damage source to be crystal soul spear which is basically your pocket nuke to snipe any enemy. Maybe equip another type of ramged spell that is less powerful too, something you can use when clearing areas thanks to it's lower FP cost.
You're already using a greatsword so it's probably not that efficient but there are some cool melee sorceries like soul greatsword and farron flashsword
Ok I’ll check it out thanks
Best spells for sorcery builds in elden ring
Key Considerations for Sorcery Builds in Elden Ring
Scaling: Focus on spells that scale well with your Intelligence stat, as this will maximize your damage output. Look for spells that have high Intelligence requirements.
Versatility: Choose spells that can handle different enemy types and situations. Having a mix of damage types (e.g., physical, magic, and elemental) can be beneficial.
Casting Speed: Consider spells with quick casting times to allow for better mobility and dodging during combat.
FP Cost: Pay attention to the Focus Points (FP) cost of spells. You want a balance between powerful spells and those that allow you to cast multiple times without running out of FP.
Range: Some spells are better suited for long-range combat, while others excel in close quarters. Choose based on your preferred playstyle.
Recommended Spells for Sorcery Builds:
Comet Azur:
Glintstone Cometshard:
Starscourge Greatstaff:
Ranni's Dark Moon:
Great Glintstone Shard:
Recommendation: For a balanced sorcery build, combine high-damage spells like Comet Azur with quick-casting options like Glintstone Cometshard. This allows you to deal with various situations effectively while maintaining a strong damage output. Don't forget to invest in gear that boosts your Intelligence and sorcery damage for optimal performance!
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