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 for their overall PvE and PvP value, 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 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. Time moves up from A, and Flame moves up from B, now that their fuller kits give us a clearer picture of their recovery and control tools.
⇓ META MAGIC ⇓

Light

Wind

Time
⇓ VERY GOOD MAGIC ⇓

Beast

Lightning

Flame
⇓ DECENT MAGIC ⇓

Shadow
These are provisional kit-based rankings, informed by ability descriptions, passives, and gameplay showcases. They are not measured DPS rankings or proof of guaranteed combos. Control duration, boss immunities, damage scaling, and several transformation effects still need testing.
| Tier | Magic and Ranking Explanation |
|---|---|
| S | LightRoll chance: 22%Best all-rounder; self-healing and team support Divine Light heals you; Divine Field gives you an ally-healing alternative. Add Blindstrike, a forward rush, an aerial attack, and ranged blades, and Light has the broadest mix of tools here. Its main catch is the heal's 60-second cooldown: it rewards good defensive timing, not reckless trading. WindRoll chance: 20%Aerial control and cheaper airborne casting Aerial Efficiency cuts airborne Wind spell mana costs by 30%. Gale Rupture and Gale Updraft help you get airborne, while launches, knockback, and the extra Tempest Blade projectiles give you several ways to pressure opponents. Positioning matters: sending an enemy flying can also put them outside your next attack. TimeRoll chance: 1%Control, recent-damage recovery, and repositioning Rewind, bubble traps, Slow Zone, and Chrono Surge earn Time its S-tier placement. Its strength is the range of problems those tools can answer. Orb storage and cheaper orb-enhanced casts add build potential, although orb rules, control durations, and Rewind's exact recovery window still need testing. |
| A | BeastRoll chance: 5%Close-range pursuit and aggressive pressure Holy Hunting and Feral Impact help you get back onto a target. Howling Slash adds an aerial slam, Vicious Assault hits around you, and Savage Maul rounds out the six-spell kit. Beast suits players who want to stay close, but it has no current magic passives, self-heal, or dedicated ranged beam. LightningRoll chance: 15%Mixed-range offense with spell-to-M1 synergy Stormcaller's Respite gives Lightning a reason to weave basic attacks between spells. Beam, barrage, and descending attacks cover different situations, with Lightning Shroud adding a transformation. Its exact buffs and thunder-imbued M1 effects remain unclear, and Rain Dancer's damage bonus only applies in rain. FlameRoll chance: 22%Burn-assisted weapon pressure and crowd control Binding Flame and Fire Stomp give Flame more setup than its old ranking credited. Amplified Wrath rewards M1s against burning targets, with Fiery Grapple helping you close distance. Binding Flame costs 45 Energy on an 18-second cooldown, so a wasted cast leaves a meaningful gap in your pressure. |
| B | ShadowRoll chance: 15%Delayed homing attacks and selective control Shadow Annihilation's homing orbs and Void Beam's recast support deliberate setups. Tendril adds a slow and tether, but its 50-second cooldown limits how often you can build an attack around it. Nighttime damage helps when available; Shadow's remaining spells still have to carry the fight between those windows. |
| 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 is my default recommendation if you want one kit for solo progression, PvP, and helping a group. Blinding Rush closes distance, Aerial Assault launches a target and kicks them back down, and Falling Lance gives you an overhead attack. Slashes of Light and the mouse-aimed Swords of Conviction round out its offense. The kit has answers at 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, so blowing it on a small scratch can leave you without recovery when the fight turns ugly. The modified field's self-healing behavior and exact healing 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.
Light earns S for versatility, not an assumed damage lead. Its heal has a long recovery time, and Swords of Conviction fires toward your aim rather than automatically chasing targets. Use the kit to manage distance and preserve health; the healing button is not permission to eat every attack.
Wind: Best for Aerial Casting and Displacement (S Tier)
Wind has the clearest connection between its movement tools and its mana-saving passive. Aerial Efficiency makes Wind spells cost 30% less mana while airborne. Gale Rupture launches you and surrounding enemies, while Gale Updraft sends you upward. That gives you ways to create the airborne casting windows the passive rewards.
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. The gameplay demonstrations reinforce how much of this kit moves enemies vertically or away from you.
Blade Storm adds two blades when you hold RMB while casting Tempest Blade. It gives you more projectiles to work with, but landing all three on one target is a separate question. It is not a blanket triple-damage upgrade.
The catch is that displacement can work against your next attack. Knocking someone beyond your weapon's reach wastes an opening, and scattering a pack can make group clearing messier. Wind stays S because its control and airborne discount work toward the same playstyle. Get comfortable with where your spells leave you and the target before treating every launch as a combo starter.
Time: Best for Control and Reactive Recovery (S Tier)
Time moves into S because its full kit combines recovery, control, and multiple ways to reposition. Rewind reverses damage taken during the last few seconds and has a 16-second cooldown. That makes it a reactive tool: its potential payoff depends on the damage you just took, rather than simply pressing a standard heal whenever your health is low.
Palm Thrust traps a target in an exploding bubble. 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 slows enemies in an area. Warping Blitz adds a targeted teleport above an opponent followed by a slam. These descriptions support Time's control identity, but do not prove an uninterrupted sequence against a player who can escape or a boss that ignores control.
Chrono Surge lets you hold RMB and dodge to spend mana on an instant reposition. Temporal Overflow adds one orb of storage per 15 “magic intensity,” while Timeflux reduces the mana cost of orb-enhanced abilities. The orb-generation rules and the meaning of magic intensity still need confirmation, so I would not commit a stat build around those thresholds yet.
Rewind's exact lookback window and recovery cap remain the biggest questions. It is not established death prevention, and Time Stop's life drain does not establish lifesteal. Time earns S on the combined utility of the kit, with less certainty about its final balance than Light or Wind. Its 1% roll chance has nothing to do with that promotion.
Beast: Best for Close-Range Pursuit (A Tier)
Beast is the pick for players who want to stay on top of an opponent. Holy Hunting closes distance, and Feral Impact reappears at point-blank range for a double-heel strike. Both have 13-second cooldowns. Having two approach tools matters when your first engage fails or the target gets away.
Once close, Apex Claw provides a slash, Vicious Assault attacks around you, and Savage Maul adds a lion's-maw bite. Howling Slash launches an enemy and brings them back down, with a nine-second cooldown. The earlier demonstrations show the kit's emphasis on contact attacks and aerial knockdowns, which fits this pursuit-heavy approach.
Beast currently has no magic passives or built-in healing in its six-skill kit. That does not make it weak, but it leaves fewer utility options than the S-tier picks. Its listed cooldowns are consistently 9–13 seconds, and most spells cost 25 Energy, with Holy Hunting at 30. Consistent costs make the kit easier to budget, not automatically cheaper per point of damage.
Its main limitation is commitment: much of its offense wants you close enough for the opponent to hit back. Neither the blink description nor the visual effects establish invulnerability or armor. Also, claw and kick animations do not prove physical damage scaling, so do not choose a physical-damage race expecting it to buff every Beast spell.
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, Thunder Strike delivers a descending kick, and Dragon Impact calls down a large lightning strike. Volt Surge rounds out the attacking spells, but its written effect description remains incomplete. The showcases help establish the different attack shapes; they do not establish that every bolt stuns or breaks guard.
Lightning Shroud is a transformation with a 25-second cooldown. Lightning Pulse changes your dodges while it is active, but neither the transformation's stat bonuses nor the dodge enhancement is specific enough to assign extra damage, speed, or i-frames. Rain Dancer adds damage while it rains, which is useful when available but cannot carry the ranking in every fight.
Lightning stays A because its mix of attack distances and M1 interaction gives it a practical role. The next thing that could move it higher is a clearer picture of Shroud and the imbued attacks, not how impressive Dragon Impact looks. Whether multi-hit spells get multiple Respite proc checks also needs testing.
Flame: Strong Burn and M1 Synergy (A Tier)
Flame moves up to A because Binding Flame and Fire Stomp give its weapon-focused offense more setup. Binding Flame binds nearby humanoids; Fire Stomp creates a damaging eruption that stuns. Fiery Grapple dashes into a grab, while Blazing Dive supplies an aerial plunge and explosion. Burst Pistol and Scorching Barrage give you ranged explosive pressure.
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 is a bigger investment at 18 seconds and 45 Energy, while Fiery Grapple returns after 10 seconds. The expensive bind is the cast to make count. Missing it hurts more than whiffing a cheaper approach tool.
Blazing Meteor converts an RMB Scorching Barrage cast into one larger meteor. Infernal Defiance interrupts an execution attempt and briefly stuns nearby enemies on a 60-second cooldown, which is a useful last chance rather than ordinary damage protection. Shattering Ember promises a Magic Power-scaling explosion on a Flame block break, but an earlier description marked it unimplemented. Flame's A-tier placement does not depend on Shattering Ember being active.
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 explicitly slows and tethers the target. That makes it a logical setup tool for delayed attacks, but its 50-second cooldown is the main reason I keep Shadow below A. Most of its other spells return in 10–12 seconds. You need to get value from those spells without relying on Tendril for every opening.
Dark Piercer rushes forward, Dark Haste releases a close-range burst that briefly “cripples,” and Dark Cyclone adds a circular slash followed by a vertical finisher. The exact restriction behind “cripple” is unclear. Fear The Shadows increases Shadow ability damage at night, but the amount is unspecified and the condition limits its availability.
B tier is an overall recommendation, not a claim that Shadow loses every duel. It could suit a patient player who likes delayed pressure more than an aggressive Beast setup does. To move it up, I want to see how well the homing orbs track evasive players and how reliably Tendril creates usable follow-ups. A tether is not automatically a full root, and a stronger single beam is not automatically more total damage than the barrage.
Best Clover RPG Magic for PvE and PvP
For solo PvE, Light is my safest all-round recommendation. It combines attacks at several distances with self-healing. Wind is a strong alternative if you make regular use of airborne casting, while Flame offers explosions, control, and a reason to weave M1s into your spell rotation. These are kit recommendations, not verified boss-DPS or fastest-farming records.
For group PvE, Light's Divine Field is the clearest support pick. Wind and Flame have ways to affect nearby groups, but scattering enemies can work against teammates trying to hit the same pack. Against bosses, check whether grabs, launches, and time bubbles actually apply before building your whole plan around them.
For PvP, start with the way you want to win fights. Time suits control and reactive recovery, Wind suits aerial positioning and displacement, and Light supplies a broad mix of offense and disruption. Beast is my close-range pursuit pick. Flame and Lightning reward alternating spells with M1 pressure, while Shadow favors planned setup windows. No kit has enough matchup testing behind it to call every fight in advance.
Best Race and Trait Synergies
Elf and Dark Elf offer two different caster benefits. Elf reduces spell mana costs by 15%; Dark Elf adds 5% spell damage and 10% mana regeneration. Elf is worth considering when casting costs are the problem, while Dark Elf improves spell damage without a weather or time-of-day condition. Wind already has an airborne discount, but the stacking formula with Elf is unverified: do not simply add the percentages and call it 45%.
Lesser Angel adds a defensive option with magic resistance and once-per-life lethal-damage protection. That is distinct from Light's healing or Time's recent-damage recovery. Its Spirit bonuses only add value when you use that progression path, and Divine Retribution does not establish an invulnerability window for safely casting a heal afterward.
Lesser Demon is worth considering when weapon hits are central to your build. Its physical-damage stacks fit the weapon side of Flame's burn-to-M1 plan or Lightning's imbued-M1 plan. The stack ceiling depends on landing melee hits without being hit, and the interaction with magic bonus damage still needs testing. Beast's melee-looking spells should not be assumed to receive the same physical bonus.
For traits, Arcane Rebound restores 5% mana on a successful parry or dodge and requires Level 20, 10 Intelligence, four Points, and 50 Marks. Graceful Escape adds 10% dodge frames for 25 Agility and three Points. Mob Slayer adds 10% damage against mobs after 150 NPC kills and costs three Points; whether every boss qualifies needs checking. Choose around the problem your build actually has, and see our Clover RPG traits guide for the wider options.
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 currently has no magic passives.
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. Time's orb system still needs a fuller explanation, so read the current in-game effects before committing points around a specific orb build.
How to Reroll Magic in Clover RPG
To change your magic, use a Magic Reroll item to roll for a new type. It gives you another random result, not a choice from this tier list. Check the current in-game shop for the available purchase options and price before spending.
Bael and Gladiator are reported sources of Magic Reroll drops, but their exact drop rates are unconfirmed. A character wipe is a progression reset, so reserve that route for an intentional fresh start. Do not wipe an established character just because its magic sits one tier below another.
Try the defining passives before paying to escape a roll. Flame without Amplified Wrath and Wind without Aerial Efficiency are missing major reasons to keep them. A kit that fits your playstyle is usually a better place to invest than repeated attempts at Time's 1% chance.
Clover RPG Magic Tier List FAQ
Light, Wind, and Time are my S-tier recommendations. Light is the strongest all-round recommendation for offense and healing, Wind rewards airborne casting and displacement, and Time offers control, recent-damage recovery, and repositioning. The best fit depends on your build and content.
No. Time has a 1% roll chance, but its S-tier placement comes from Rewind, its control spells, and repositioning tools. Exact recovery limits, orb mechanics, and boss interactions still need testing; rarity does not prove damage or matchup strength.
Time, Wind, and Light are my leading overall PvP recommendations, with Beast a strong choice for close-range pursuit. Flame and Lightning suit spell-and-M1 pressure. These are playstyle recommendations, not a tested matchup chart or a claim of guaranteed combos.
Light is my safest general PvE recommendation because it combines offense with self-healing and an ally-healing passive option. Wind offers cheaper airborne casting, and Flame combines explosive attacks with burn-assisted M1 pressure. A fastest-boss-clear ranking still needs damage and immunity testing.
Yes. Flame is A tier thanks to its control tools and Amplified Wrath synergy. Shadow is B tier overall, but delayed homing attacks and a slow-and-tether setup give it a distinct role. Try the full kit before spending on a reroll.
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%.
No. The variants covered here are cosmetic: Flame has Amaterasu and Azure; Light has Moon; Wind has Crimson; Lightning has Storm, Solar, and Verdant. Beast, Shadow, and Time have no current cosmetic variants shown. Cosmetic rarity does not change the combat ranking.
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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