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As you play throughLittle Witch Nobeta, you’ll unlock magic spells and abilities to help you navigate the castle. While they all have their uses, some will naturally be more useful than others. With that in mind, you may wonder which magic spells you should learn and master first.
Related:Little Witch Nobeta: Combat Tips
As you unlock more spells, you should spend time getting used to them and understanding what they offer. From there, you’re able to focus on the best spells, learn when to charge them, and take down any enemy, allowing you to continue the story.
Use Them All, Despite The Tier List
Even though the tier list helps you know which ones work the best overall, you must note that theyall have their uses. For example, the fire spell is an excellent choice against the first form of the third boss, Monica, but the ice spell works wonders against the second form. You should ideally try different spells, see how they help you, and utilize them to their fullest potential.
The Tier List
Even though you havesix magic typesto use, you must note that some have charged and uncharged versions, so they also have their locations on the tier list. With that in mind, the tier list will focus on the strongest and best attacks and their overall usefulness in your arsenal.
And so, you’ll want to prioritize your use based on the top of the tier, but don’t be afraid to experiment with other magic types. This focuses on what’ll help you most as you play through the game and what makes standard combat easier. We’ve explained what each magic type does, its pros and cons, and how useful each of them are.

Charged Arcane, Magic Absorption
Wind
The wind spell lets you perform asecond jumpinto the air while providing more movement options as you level it up, such as the ability tododge midair.
Honestly, Wind offers so many benefits compared to the minimal drawbacks - its cons aren’t even actually cons. It remains one of the most valuable abilities. You’ll use it throughout the game to come across new locations while avoiding dangers in combat.

Standard Thunder
Thunder functions like asniper rifle, allowing you to zoom in on enemies and shoot a quick bolt to deal damage.
Thunder is one of the best spells you can get. It’ll quickly remove enemies and allow you to defeat them before they see you. It works well for a cover-based play style where you hide behind a barrier, quickly pop up, and attack.

Standard Fire
Fire works as ashotgun blastthat shoots out multiple shots at the enemy.
Fire does a fantastic job at what it does: dealing damage at close range. It’s the only magic that excels in close quarters, and enemies will rush you often. On top of that, it’ll deal infinitely more damage than your staff attacks, making it ideal.

Charged Fire
Instead of a shotgun blast, it shoots a giant blast thatexplodes on contact.
If you use a Charged Fire attack, you’ll deal even more damage. It’s a bit riskier overall, but you can use it as a powerful spell against various bosses and groups of enemies.

Standard Ice
This move works like amachine gun, allowing you to hold down the trigger and rapidly fire off your attacks.
The Ice spell will work well in many circumstances, especially when dealing with projectile enemies. You may use the Fire spell more, but you must frequently swap to Ice to take down foes.

Related:Little Witch Nobeta: How To Defeat Monica
Charged Ice
After charging, you can selectup to three opponentsand launch homing ice attacks at the enemies.
This spell has its place and does significant damage. While it does take time to set up, and you can’t use it in fast-paced settings, you can use it in challenging situations, such as when enemies hide.

Charged Thunder
You prepare a Thunder spell, aim a reticle at the ground, andshoot multiple blastsat the location.
The charged Thunder spell can work wonders in certain situations, like after an enemy does a powerful attack and stands still. However, you won’t use it in standard battle often since you’ll want faster moves.

Standard Arcane
It works like arifle shot, shooting in a straight line in front of you.
Since it’s your first spell, it’s no surprise that it doesn’t work for every situation. You’ll use it a ton at the start, but you’ll start to replace it with other spells as you unlock them. At best, it’s a good back up.

Charged Arcane
You can charge your Arcane shot to shoot an attack in a straight line,piercing through enemiesand hitting multiples.
The charged Arcane shot works alright, but you’ll rarely use it once you unlock the other spells. Since they excel at the three ranges, you don’t have much reason to use this spell that does an average job at all ranges.

Magic Absorption
This spell lets youabsorb attacksfrom enemies by swinging your staff as they attack you.
While Magic Absorption has its uses, like building your Mana in a bind, you have better options overall. Sure, you can use it, but you risk mistiming your attack swing, causing you to take damage. You can dodge instead and have a similar effect or attack enemies with your staff to get some Mana. It’s not worth the risk, especially as you get farther into the game.