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Boing
● Elec School
Boing
Salta istantaneamente per sfuggire ai nemici

Cooldown

15 s

Cast delay

0.2 s

Unlock

Lv 4

XP multiplier

×1

Element

Elec

School

Elec
ExplosionArea effect

Explosion damage

15

Explosion radius

250
BuildsBuild planner
In-game preview
How it playsPlaybook
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 & LevelingCasts 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 playbookGuides

Every school

  • Every Spell Combo in Far Far West

    Cross-school combo overview - quick reference for what stacks with what.

  • Fastest Spell XP routes

    Two fastest spell-XP routes - useful no matter which school you're maining.

Videos by Bull's Guidebook. If a guide saved you a run, subscribe and leave a like.

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