Clover RPG Magic Tier List – Best Grimoire (November 2026)

Your grimoire chose you, but thankfully, Clover RPG lets you appeal the decision. Check out our Clover RPG Magic Tier List.

Updated on November 9: Reassessed Beast after Vicious Assault's faster startup and improved resistance to interruption by parries. Updated Lightning Pulse, Shadow Tendril, Flame's aiming and lifesteal interactions, and Halloween Magic Reroll sources. Overall tiers remain unchanged, with Beast making a stronger case in A tier.

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Rolling Time is lucky. Knowing when to press Rewind is the useful part. Light, Wind, and Time are my top picks in this Clover RPG Magic tier list, but they get there for different reasons. Light covers offense and healing, Wind rewards aerial positioning, and Time packs control, recovery, and repositioning into one grimoire.

Below, I rank all seven magics by their overall kits, then break down the spells, passives, cooldowns, and build choices behind each placement. Beast, Lightning, and Flame are excellent picks for more specific playstyles, while Shadow asks you to make more of its setup windows. Clover Colosseum disables passives and Grimoire Evolution powers, so the full-kit rankings are not a separate ranked tier list.

Clover RPG Magic Tier List

S tier: Light, Wind, Time. A tier: Beast, Lightning, Flame. B tier: Shadow. C tier: none. Entries within a tier are not a strict best-to-worst order. Beast is the biggest winner in this batch: Vicious Assault starts faster and keeps going when a slash is parried. That strengthens its pressure without yet proving it overtakes the S-tier kits. Lightning's working dodge passive and Flame's reliability fixes also improve their practical value.

S
Light game image

Light

Wind game image

Wind

Time game image

Time

A
Beast game image

Beast

Lightning game image

Lightning

Flame game image

Flame

B
Shadow game image

Shadow

These are provisional full-kit rankings, including known passives and evolution tools where available. A fresh roll will not have every benefit discussed below. Control duration, boss immunities, damage scaling, and several transformation effects still need testing; these placements are not measured DPS records or proof of guaranteed combos.

Overall full-kit rankings, including known evolution tools. Passives and Grimoire Evolution powers are unavailable in Clover Colosseum.
TierMagic and Ranking Explanation
S
LightRoll chance: 22%Best all-rounder; self-healing and team support

Swords of Conviction now summons three hovering swords that launch on reactivation. Falling Lance has faster projectiles and less endlag, while Blinding Rush no longer stops inside its target. Light keeps its broad offensive and healing value, but Divine Light's 60-second cooldown now starts when the ability ends, delaying the next heal.

WindRoll chance: 20%Aerial control and cheaper airborne casting

Aerial control and the 30% airborne Mana discount still make a strong overall package. Gale Updraft and Tempest Blade now have longer windups, and Tempest Blade no longer gets unintended multi-hits or bypasses parries with its triple shot. Wind stays S for its intended tools, with more need to create a safe casting window.

TimeRoll chance: 1%Control, recent-damage recovery, and repositioning

Rewind, bubble control, and Slow Zone remain the foundation. Slow Zone's alternate-cast slow now follows the zone correctly, and Palm Thrust's stun was fixed. Its evolution adds damage, a time bubble, and a speed boost where allowed, but Colosseum excludes that power along with its passive benefits. Exact recovery and control limits still need testing.

A
BeastRoll chance: 5%Close-range pursuit and aggressive pressure

Vicious Assault now starts faster and no longer cancels when a slash is parried. Combined with its earlier damage and PvE scaling buffs, that makes Beast a stronger A-tier pressure pick. A parried slash is still parried; continuing the move does not mean bypassing defense. Feral Impact also received an unspecified functionality adjustment, so its current follow-ups need retesting. Beast Rage remains unavailable in Colosseum.

LightningRoll chance: 15%Mixed-range offense with spell-to-M1 synergy

Lightning Pulse now works, giving its dodge-related passive a real role where passives are enabled. Thunder Strike's corrected targeting and Stormcaller's Respite still support mixed-range spell-and-M1 pressure. The Pulse fix does not specify extra i-frames, speed, or damage, so those benefits should not be invented. A tier, with a more complete functioning kit outside Colosseum.

FlameRoll chance: 22%Burn-assisted weapon pressure and crowd control

Burn-assisted weapon pressure now has more reliable Burst Pistol aiming, including in shift lock. Fiery Grapple also triggers lifesteal correctly, although the source and amount of that healing still need confirmation. Binding Flame's shorter duration continues to limit follow-up time. These fixes strengthen A tier without turning Flame into a confirmed self-healing kit.

B
ShadowRoll chance: 15%Delayed homing attacks and selective control

Delayed homing orbs and a recastable beam reward planned pressure. Shadow Tendril no longer tethers through a block or parry, making its 50-second-cooldown setup more dependent on landing cleanly. Dark Haste also uses its corrected hitbox. Fear The Shadows now appears in the trainer's skills, but that is not an announced increase to its nighttime damage.

C

No placements. None of the seven kits has enough demonstrated weaknesses to justify a C-tier recommendation.

RELATED: Clover RPG Tier List: Best Grimoires, Races, Traits & Weapons

Best Magic in Clover RPG: Every Grimoire Explained

Light: Best All-Round Magic (S Tier)

Light remains my default all-round recommendation. Blinding Rush's under-the-floor bug has now been fixed as well as its earlier stopping-inside-the-target issue. Those are reliability improvements, not extra damage. Aerial Assault handles launches, Falling Lance offers its improved projectile speed and recovery, and Slashes of Light rounds out the ranged offense. The kit still covers several distances without giving up healing.

The difference-maker is Divine Light, which restores your own health. With Divine Field, holding RMB on activation creates an ally-healing area instead. The base heal has a 60-second cooldown that now begins when the ability ends, not when you cast it. The active period no longer eats into the wait for your next heal. Do not plan around the old cast-to-cast interval; the field's self-healing behavior and exact output still need checking.

Blindstrike applies blindness when your magic hits, with a seven-second cooldown. That gives your offensive spells an extra disruption effect, although seven seconds is not the blind duration. Blinding Rush and Falling Lance each have nine-second cooldowns, giving Light relatively frequent access to movement and ranged offense.

Swords of Conviction now summons three swords that hover behind you until you launch them by activating the ability again. Separating summon and release gives you more control over attack timing, but does not prove a guaranteed combo or indefinite storage. The premature explosions on release and near large structures have been fixed. Light keeps S for versatility, with less frequent healing offset by useful offensive improvements. The Light evolution spirit's sword cooldown increase from 9 to 14 seconds affects the trial opponent, not your own spell.

Wind: Best for Aerial Casting and Displacement (S Tier)

Wind still links aerial movement with cheaper casting, but getting airborne now needs more care. Aerial Efficiency reduces airborne Wind spell Mana costs by 30%. Gale Rupture launches you and nearby enemies, while Gale Updraft sends you upward. Updraft's increased windup makes it a less forgiving button to press under pressure; create the opening before trying to cash in on the discount.

Its seven skills also include Rushing Tempest's forward rush and launch, Tempest Palm's grab and upward throw, Gale Sphere's surrounding knockback, Tempest Blade's projectile, and Tornado's crowd displacement. Most cooldowns sit at 11–12 seconds, with Tornado at 16. Rushing Tempest's getting-stuck bug has been fixed. Jumping after swinging now has slight fatigue, so repeated weapon swings into jumps are less forgiving; that does not establish a cooldown change to Wind's spells.

Blade Storm adds two blades when you hold RMB while casting Tempest Blade. Tempest Blade now has a longer windup, and both its unintended multi-hits and triple-shot parry bypass have been fixed. Extra projectiles still offer pressure where the passive works, but neither triple damage nor an unparryable attack should be part of the plan. Its lag-spike fix improves performance, not damage.

Wind stays S overall, but the margin is narrower. Its movement, displacement, and airborne efficiency still fit together, while the longer casts reward better setup. Knocking someone beyond weapon reach can waste an opening, and scattering a pack can frustrate teammates. Forward air dash follows vertical camera aim, giving you another positioning option. In Colosseum, evaluate the available base tools without Aerial Efficiency, Blade Storm, or evolution powers.

Time: Best for Control and Reactive Recovery (S Tier)

Time stays S for recovery, control, and repositioning. Rewind reverses damage taken during the last few seconds and has a 16-second cooldown. Its improved evolution adds damage, an on-hit time bubble, and a bigger speed boost outside Colosseum. That power contributes to the overall ranking, but is unavailable in ranked; Rewind and the other base tools must do their own work there.

Palm Thrust traps a target in an exploding bubble; its stun has been fixed, without a stated new duration. Chronostasis carries you forward and transfers its bubble to the first enemy hit before a barrage of slashes. Time Stop suspends nearby enemies while draining their health, and Slow Zone's alternate-cast slow now follows the zone correctly. Warping Blitz adds a targeted teleport and slam. These tools support control, but still do not prove an uninterrupted combo against evasive players or control-resistant bosses.

Chrono Surge lets you hold RMB and dodge to spend Mana on an instant reposition; on controller, hold L3 and dash. The controller input now works. Temporal Overflow adds one orb of storage per 15 “magic intensity,” while Timeflux reduces orb-enhanced ability costs. Orb generation and the exact meaning of magic intensity still need confirmation before committing a stat build around those thresholds. These passive benefits remain excluded from Colosseum.

Rewind's exact lookback window and recovery cap remain important questions. It is not established death prevention, and Time Stop's life drain does not establish lifesteal. Palm Thrust's interrupted-cast infinite freeze has been fixed, so that bug has no place in a combo recommendation. Chrono Surge and the orb passives also cannot carry a Colosseum ranking. Time's S-tier case rests on its useful tools, not its 1% roll chance.

Beast: Best for Close-Range Pursuit (A Tier)

Beast is for players who want to stay on top of an opponent. Holy Hunting closes distance, while Feral Impact provides another close-range engage; both have 13-second cooldowns in the existing skill breakdown. Feral previously gained a longer windup and whiff endlag, then received a further functionality adjustment on November 5. That latest note does not explain the change or announce a reversal of those penalties. Treat its precise timing and follow-ups as needing a fresh check.

Once close, Apex Claw supplies a slash and Savage Maul adds a lion's-maw bite, but Vicious Assault is the main reason to reassess Beast. It now has less windup and continues even when a slash is parried, on top of its earlier damage buff. You get into the attack sooner and a single parry no longer cancels the whole move. That does not make each slash unparryable or guarantee the remaining hits connect. Howling Slash still provides its aerial knockdown on a nine-second cooldown.

Beast Rage is its evolution power and cannot be used in Colosseum, matching the restriction on other Grimoire Evolution powers. Outside ranked, the evolution uses C and requires an evolved grimoire. Its six base spells still have 9–13-second cooldowns and mostly cost 25 Energy, with Holy Hunting at 30. Those figures do not establish Rage's cost, cooldown, or complete effects.

Beast is a stronger A-tier recommendation after these changes. Faster startup and fewer full-move interruptions improve practical pressure, not just the damage number. Its gap-closing tools still require commitment, and getting parried now cancels your slide and prevents an immediate slide afterward. Do not count on sliding away from a bad exchange. For Colosseum, assess the base kit without Rage; claw and kick animations still do not establish physical scaling or invulnerability.

Lightning: Strong Spell-and-Weapon Pressure (A Tier)

Lightning has a stronger hybrid identity once Stormcaller's Respite enters the picture. Landing a Lightning ability has a 40% chance to imbue your M1s with thunder for 10 seconds, with an eight-second passive cooldown. That creates a reason to follow spell hits with weapon pressure, although the thunder effect's exact damage and other properties remain unconfirmed.

Electro Beam provides a line attack, Lightning Barrage handles close-range offense, and Dragon Impact calls down a large strike. Thunder Strike now slams directly toward the position you aim at when launching, with the client/server position mismatch fixed. Commit to the landing you want; this is not confirmation that it homes in after launch. Volt Surge's written effect remains incomplete, and not every bolt has a verified stun or guard break.

Lightning Shroud is a transformation with a 25-second cooldown, and Lightning Pulse's non-working effect has now been fixed. Pulse modifies dodges while Shroud is active, making it worth testing again where passives work. Its precise enhancement and the transformation's stat bonuses remain unclear, so I would not assign extra speed, damage, or i-frames yet. Rain Dancer still adds situational damage in rain. The Pulse fix does not override Colosseum's passive restrictions.

Lightning stays A for its range of attacks and spell-to-M1 pressure where passives work. Colosseum removes Stormcaller's Respite, Lightning Pulse, and Rain Dancer from that calculation. Lightning Barrage now correctly grants mastery, and Shock damage now counts toward kills and boss rewards. Those fixes improve progression reliability; they do not prove that every Lightning spell applies Shock or that Shroud has stronger buffs.

Flame: Strong Burn and M1 Synergy (A Tier)

Flame stays A for control and burn-assisted weapon pressure, now with more reliable ranged aiming. Burst Pistol fires toward your aim correctly, including in shift lock, making a missed shot less likely to come from the old aiming bug. Binding Flame and Fire Stomp provide setup, Fiery Grapple closes distance, and Blazing Dive and Scorching Barrage supply explosive pressure. Fiery Grapple now triggers lifesteal correctly too, but the fix does not establish an unconditional self-heal or identify the lifesteal source and amount.

Amplified Wrath increases M1 damage against burning targets. That makes the burn window valuable even before considering the burn's own damage. An opponent who is burning and within weapon range gives you a reason to keep attacking between spell casts. Reliable burn application, duration, and the size of the M1 bonus still need testing, so there is no guaranteed combo route attached to this recommendation.

Fire Stomp has a 12-second cooldown and costs 25 Energy. Binding Flame costs 45 Energy on an 18-second cooldown, while Fiery Grapple returns after 10 seconds. Binding Flame's duration has been nerfed and its stun fixed. That makes the expensive bind a tighter follow-up window, not an invitation to squeeze in the same old sequence. Its exact new duration is still unconfirmed, so existing combo routes need retesting.

Shattering Ember is now implemented. A Flame guard break triggers a Magic Power-scaling explosion that damages, burns, and knocks back nearby enemies, on a 60-second cooldown. The extra hit rewards guard pressure, but the knockback may push a target out of M1 range. Blazing Meteor still modifies Scorching Barrage, and Infernal Defiance offers execution protection. These passive tools do not apply in Colosseum. Burn kills now correctly grant kill credit and boss rewards, which helps farming reliability without increasing burn damage.

Shadow: A Setup Specialist with a Long Control Cooldown (B Tier)

Shadow is more interesting than a straight damage ranking makes it look. Shadow Annihilation places three lingering orbs around an enemy before they home in. Void Beam summons a hand and fires on recast, while Focused Beam converts the barrage into a single stronger shot when used with RMB. Delayed attacks and a recast create timing options, even without assuming they guarantee a follow-up.

Shadow Tendril must get through defense to deliver its tether. It no longer tethers targets that block or parry it, fixing an interaction that previously rewarded a defended cast. With a 50-second cooldown, spending it into a ready defense is expensive. Use your other attacks to create the opening first rather than assuming the tether will secure one regardless. Most of Shadow's other spells return in 10–12 seconds.

Dark Piercer rushes forward, Dark Haste provides a close-range burst that briefly “cripples,” and Dark Cyclone adds a circular slash and vertical finisher. Dark Haste's corrected hitbox makes spacing important, while the exact restriction behind “cripple” remains unclear. Fear The Shadows is now listed among the Shadow trainer's skills. Its nighttime damage benefit remains situational and unspecified in size; appearing in the trainer is not a new damage buff.

B tier is an overall recommendation, not a claim that Shadow loses every duel. Letting Void Beam auto-cast now correctly triggers its cooldown, so plan around its normal recovery instead of a free repeat. Focused Beam and the nighttime damage passive are also unavailable in Colosseum. Shadow can suit a patient player, but its homing reliability and Tendril follow-ups still need testing before moving it up. A tether is not automatically a full root.

Best Clover RPG Magic for PvE and PvP

For solo PvE, Light remains my safest all-round recommendation. Beast is a stronger aggressive alternative after Vicious Assault's startup and interruption improvements. Wind still offers aerial control, and Flame benefits from Burst Pistol aiming properly. The Halloween enemies also reward mechanics over blind spell spam: parry the Headless Thrall to deal meaningful damage and fill its break meter, then attack during its stagger. A high-tier grimoire does not replace that sequence.

For group PvE, Light's Divine Field remains the clearest support option where passives work. Against the Headless Horseman, timing matters: it takes half damage while summoning pumpkins, its damage scales with participant count up to 2×, and pumpkin explosions can be parried. Saving a major damage window until the reduction ends may beat dumping every cooldown immediately. Its larger M1 hitboxes also reach above and behind it, so those positions are not automatic safe spots. Grabs, launches, and time bubbles still need boss-specific testing.

For PvP outside Colosseum, Time, Wind, and Light remain my leading overall picks. Beast favors pursuit, Flame and Lightning reward weapon pressure, and Shadow favors setup. Colosseum disables passives and Grimoire Evolution powers, including Beast Rage, and removes bandages and Mana Pots. Judge available base attacks, healing, control, and resource costs there. Do not bring an evolution-dependent combo into ranked and expect the same result.

Best Race and Trait Synergies

These race and trait pairings apply where their passives are active. Ranked disables racial passives while retaining stat buffs, and Colosseum disables passives more broadly. Outside those restrictions, Elf's 15% spell-cost reduction suits resource-hungry casting, while Dark Elf's 5% spell damage and 10% Mana Regen support offense. Wind's airborne discount fits Elf's plan, but their stacking formula remains unverified; do not simply call it 45%.

Lesser Angel adds Magic Resistance and once-per-life lethal-damage protection outside ranked. That can complement Light's healing or Time's Rewind without guaranteeing a safe recovery cast. Ranked disables Divine Retribution, leaving its stat bonuses relevant. Resistances now stack multiplicatively, so Angel's resistance should not simply be added to every defensive trait or gear bonus.

Lesser Demon is worth considering when weapon hits are central to your build outside ranked. Its physical stacks fit Flame's burn-to-M1 plan or Lightning's imbued attacks where passives work. Flame's shorter bind gives less follow-up time, while non-Heavy running attacks no longer knock targets away and may help maintain contact. Neither change proves a guaranteed combo. You also cannot block or parry during Misdirect, and rolls during it have no i-frames. Beast spells remain unconfirmed stack generators.

For traits, Arcane Rebound restores 5% Mana on a successful parry or dodge, Graceful Escape adds 10% dodge frames, and Mob Slayer adds 10% mob damage after its 150-NPC-kill requirement. Missed parries now briefly lock out attacks and abilities, though normal rolling remains available; successful parries are unaffected. Do not fish for Mana procs without a defensive plan. Check current requirements after the level-80 conversion, and do not assume Graceful Escape restores Misdirect's removed roll invulnerability. Our Clover RPG traits guide covers the wider options.

RELATED: Clover RPG Weapon Tier List: Best Weapons Ranked

How to Unlock Magic Passives in Clover RPG

Magic passives are learned from the Grimoire Echo in the Inner Realm. Their costs are separate from simply having the magic, so a fresh roll does not represent the full kit used in these rankings. Beast's new evolution ultimate is a separate addition, not evidence of a new learnable passive. Unlocking a passive also does not override Colosseum's restrictions.

For Wind, Aerial Efficiency and Blade Storm each cost four Points and 300 Marks. Light's Blindstrike costs four Points and 100 Marks, while Divine Field costs four Points and 200 Marks. Flame's Amplified Wrath requires three Points, 25 Insight, and 250 Marks. If your goal is group healing or burn-assisted M1s, account for those unlocks before expecting the interaction to work.

Lightning's Stormcaller's Respite costs four Points and 300 Marks. Each of Time's three passives costs four Points and 100 Marks; each of Shadow's two passives costs the same. If you want to change your allocation, a Magic Mastery Reset has a 5% chance to drop each time you clear a Grimoire Evolution trial. Use it from your inventory to refund spent Mastery Points; this resets allocation rather than rolling another magic.

How to Reroll Magic in Clover RPG

To change your magic, use a Magic Reroll item to roll for a new type. It gives a random result, not a choice from this tier list. Magic Variant Rerolls change the variant, not your magic type. Variant Rerolls are now tradable items, sold in packs of 1, 5, or 10 on the Ability page; their purchase and backpack-use bugs have been fixed. Check which item you are buying before spending.

Bael and Gladiator are reported sources of Magic Reroll drops, with Vaelor also dropping them at a lower rate than Bael. During the Halloween event, ending November 28, the Headless Horseman can drop Magic Rerolls, and the Halloween Pass includes Locked Magic Rerolls. Pass progress tracks Candy Corn earned, so spending it does not set you back. Exact reroll drop rates remain unconfirmed; the announced Horseman drop-rate buff concerned weapons, not a stated reroll increase.

Before rerolling, check whether you need a different magic or a different point allocation. A Mastery Reset can address the latter. Magic Mastery is remembered per magic, so rolling a previously used type restores its mastery, although returning to it is still random. Test the tools available in your preferred mode before giving up a useful kit. A wipe remains a broader character reset, even with the expanded item and profession retention, and is unnecessary just to chase a higher tier.

RELATED: Clover RPG Race Tier List: Best Races Ranked

Clover RPG Magic Tier List FAQ

What is the best magic in Clover RPG?

Light, Wind, and Time remain S tier overall. Light combines healing with recastable hovering swords, Wind offers aerial control despite its longer windups, and Time brings recovery and control. The ranking includes passives and evolution tools where available; both are excluded from Colosseum.

Is Time the best magic because it is the rarest?

No. Time earns S through recovery and control, not its 1% chance. Slow Zone's alternate cast and Palm Thrust received fixes, while its evolution adds damage, a time bubble, and a speed boost outside Colosseum. Exact recovery limits, orb rules, and boss interactions still need testing.

What is the best magic for PvP?

Time, Wind, and Light remain my leading overall recommendations outside Colosseum. In Colosseum, passives and Grimoire Evolution powers are disabled, including Beast Rage, and bandages and Mana Pots are removed. Compare base kits there. Failed parries now briefly prevent attacks and spells, so openings and recovery matter more.

What is the best magic for PvE?

Light remains my safest general PvE pick for offense and healing. Beast is a stronger aggressive alternative after Vicious Assault gained faster startup and stopped cancelling when a slash is parried. Event encounters still require their own mechanics: parry Headless Thralls and account for the Horseman's damage reduction during Pumpkin Summon.

Are Flame and Shadow worth keeping?

Yes. Flame remains A for control and burn-assisted weapon pressure, with corrected Burst Pistol aiming and a Fiery Grapple lifesteal interaction that still needs its source and amount confirmed. Shadow remains B: Tendril no longer tethers through blocks or parries, so landing its long-cooldown setup cleanly matters.

What are the magic roll chances in Clover RPG?

Flame and Light are 22% each, Wind is 20%, Lightning and Shadow are 15% each, Beast is 5%, and Time is 1%. These chances total 100%. Wind is 20%, not 22%.

Do magic variants change your ranking?

Cosmetic variants do not earn a higher combat rank. Magic Variant Rerolls are now tradable items available in packs of 1, 5, or 10 on the Ability page. They change the variant rather than rolling another magic type. Keep Magic also retains your variant.

Keep a magic for the fights you enjoy and the build you want to finish. Light, Wind, and Time are my overall front-runners, but Flame's weapon synergy or Beast's pursuit tools can be a better personal fit. For the rest of your character, use our Clover RPG guides to compare weapons, races, and traits before spending your next reroll.

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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

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