Clover RPG Magic Tier List – Best Grimoire & Reroll Guide

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

Updated on October 27: Reassessed Time and Beast after their new evolution ultimates and buffs, added Flame's implemented Shattering Ember, and updated Colosseum restrictions, mastery resets, and reroll advice. The overall tiers stay the same, with stronger cases for Time, Beast, and Flame.

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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, 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. Time's improved evolution strengthens its S-tier case, while Beast's PvE buff and Flame's implemented passive reinforce A tier. The changes do not yet establish a new overall order.

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 are disabled in Clover Colosseum; same-tier entries suit different builds.
TierMagic 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, and Slow Zone give Time a strong control-and-recovery foundation. Its new evolution ultimate now deals more damage, traps the hit enemy in a time bubble, and grants a bigger speed boost. Orb passives and Chrono Surge add options outside Colosseum, but exact control durations and Rewind limits 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. Beast now adds an evolution ultimate to its six base spells and has received a specific PvE scaling buff. That makes it a stronger A-tier pick for aggressive PvE, although the new ultimate's full effects and damage still need comparison with the S-tier kits.

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 set up burn-assisted weapon pressure. Shattering Ember is now implemented, rewarding Flame guard breaks with an explosion, burning, and nearby knockback. Its 60-second cooldown limits that payoff, while Binding Flame remains an expensive setup at 45 Energy and an 18-second cooldown.

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. In Colosseum, leave Divine Field and Blindstrike out of the evaluation: those passive benefits are disabled. Slashes of Light now correctly grants Magic Mastery, fixing a progression issue rather than increasing its damage.

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 weapon reach wastes an opening, and scattering a pack can make group clearing messier. Forward air dash now follows your camera up and down, adding another positioning tool. Wind remains S overall, but Colosseum removes Aerial Efficiency and Blade Storm, so its ranked value must come from the base attacks and movement rather than cheaper airborne casting.

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

Time stays S because its kit combines recovery, control, and repositioning. Rewind reverses damage taken during the last few seconds and has a 16-second cooldown. Its new evolution ultimate has also been strengthened: it deals more damage, puts the hit enemy in a time bubble, and grants a bigger speed boost. That gives the evolved kit another offensive control tool without making Rewind a standard heal.

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 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 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 now has an evolution ultimate, and its PvE scaling has been buffed. The ultimate uses C and requires an evolved grimoire; the bug that gave everyone access has been fixed. Its six base spells still offer consistent 9–13-second cooldowns and mostly cost 25 Energy, with Holy Hunting at 30. The ultimate's cost, cooldown, and complete effects are not established by those base-skill numbers.

Beast's PvE buff makes A tier a stronger recommendation, but staying close still exposes you to retaliation. NPCs now keep a little more distance instead of standing on top of you, making its pursuit tools useful for maintaining contact. Neither its blink nor its animations establish invulnerability, armor, or physical damage scaling. The earlier lack of magic passives also gives less reason to penalize it relative to passive-heavy kits in Colosseum, although that alone does not prove an S-tier ranked placement.

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 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 because its control tools support weapon pressure, now with Shattering Ember adding a guard-break payoff. 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.

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 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. 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. It combines attacks at several distances with self-healing. Wind supports airborne casting, Flame offers explosions and burn-assisted M1s, and Beast is more attractive after its specific PvE scaling buff and new ultimate. Evolution ultimates have also received a broader damage increase. None of that establishes a fastest boss-clear record without damage and immunity testing.

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 outside Colosseum, Time, Wind, and Light remain my leading overall picks. Beast favors pursuit, Flame and Lightning reward spell-to-M1 pressure, and Shadow favors setup. Colosseum disables passives and removes bandages and Mana Pots. Do not count Wind's Mana discount, Flame's M1 passive, or Lightning's thunder-imbued M1s in that mode. Base healing, control, resource costs, and evolution performance need their own comparison before calling a ranked winner.

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. 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, Graceful Escape adds 10% dodge frames, and Mob Slayer adds 10% damage against mobs after its 150-NPC-kill requirement. Whether every boss qualifies still needs checking. The max level is now 80, with level-based progression rescaled, so check current requirements instead of following the old Level 20 gate. Learned traits now show requirements on hover. 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 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. The updates also add Magic Rerolls to Vaelor's loot pool at a lower rate than Bael, without giving exact percentages. Magic Mastery is now remembered separately for each magic: rolling one you used before restores its mastery. Returning to it still depends on a random roll.

Before rerolling, check whether you need a different magic or a different point allocation. A Mastery Reset can address the latter. For PvE, try the defining passives before writing off a kit; for Colosseum, judge the tools that actually work there. A wipe remains a broader character reset even though professions, recipes, discoveries, and certain items are now retained. It is not a sensible shortcut just because your magic sits one tier lower.

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 offense and healing, Wind rewards aerial positioning, and Time combines recovery with control, including its improved evolution ultimate. These full-kit rankings include passives that are disabled in Clover Colosseum, so they are not a separate ranked tier list.

Is Time the best magic because it is the rarest?

No. Time earns S through recovery and control, not its 1% chance. Its evolution ultimate now deals more damage, puts the hit enemy in a time bubble, and grants a bigger speed boost. Exact durations, Rewind limits, orb mechanics, and boss interactions still need testing.

What is the best magic for PvP?

Time, Wind, and Light are my leading overall picks outside Colosseum, with Beast strong for pursuit. Colosseum disables passives and removes bandages and Mana Pots, so bonuses such as Aerial Efficiency and Stormcaller's Respite cannot support a ranked recommendation. A separate ranked order still needs testing.

What is the best magic for PvE?

Light remains my safest general PvE recommendation for offense and healing. Wind supports airborne casting, Flame gains an implemented guard-break explosion through Shattering Ember, and Beast benefits from its new ultimate and PvE scaling buff. Evolution ultimates also deal more damage, but fastest-clear rankings need comparison.

Are Flame and Shadow worth keeping?

Yes. Flame remains A tier, with Shattering Ember now adding an explosion, burning, and knockback after a Flame guard break. Shadow remains B for its delayed pressure and slow-and-tether setup. Void Beam's auto-cast now correctly triggers its cooldown. Try the tools available in your preferred mode before rerolling.

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. New magic variants have been added, so the earlier variant list is no longer a complete inventory. Check the current in-game options; Keep Magic now also keeps 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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