Spells

Super Shout Showdown Spell Tier List

Fan rankings for Super Shout Showdown spells after demo balance — update after every hotfix.

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Super Shout Showdown Spell Tier List

This Super Shout Showdown tier list ranks spells for competitive lobbies using demo patch context and community play patterns. It is not an official Rezero Studio ladder. Early Access will reshuffle values, so treat tiers as a living snapshot for August 2026.

Ranking criteria

We weigh cast reliability (voice, typing, tapping), fight-winning impact, counterplay, and post-hotfix numbers. Spells that require perfect long chants drop a tier if the payoff no longer matches the risk.

S tier — lobby staples

Lightning Dash stays elite for mobility and immobilise setups even after losing cast interruption. Force awkward angles, then follow with a finisher from your Builds page.

Destruction Beam earns S for new-player surprise and clean pressure once you rehearse the chant. Pair with shout clarity tips in Shouting Mode.

Strong non-Explosion ultimates climb after the demo ult damage buff. If your ultimate is not Explosion, lean into it as a round closer in Duel.

A tier — excellent with conditions

Dark Pulse sits in A after its rework: less raw damage, more pull, longer cooldown. It shines as a setup tool inside Team Battle combos rather than a solo nuke.

Ice Age is A for freeze windows that buy typing time or teammate ultimates. Value spikes when your squad communicates.

Energy Bomb remains A when aimed cleanly; post-bugfix numbers are honest again, so practice leading shots.

Fly is A in Free-for-All scouting and vertical plays, closer to B in tiny duel arenas where ground control rules.

B tier — solid but situational

Heal and Healing Tree fall to B after reduced healing. Still mandatory for some support builds, but you cannot out-heal every mistake. See sustain notes in the Spell List.

Cosmic Slash is B until slow/domain consistency feels perfect on your patch. Strong when slows stick; frustrating when victims sprint out early.

Utility secrets from FFA vary wildly — some stolen books feel S for one match and vanish the next. Rank them by the fight you are in, not a global average.

C tier — high risk or outpaced

Explosion lands in C/B border: spectacular fantasy, long vulnerable incantation, and it missed the broad ultimate damage buff. Bring it for style or surprise, not as your only win condition.

Outdated generic chants that ASR constantly mishears effectively play like C-tier even if the spell data is fine. Fix the words with the Incantation Planner.

Mode modifiers

  • Duel: Mobility + reliable finisher > greedy sustain.
  • Team Battle: Dark Pulse, Ice Age, and Healing Tree rise when coordinated.
  • Free-for-All: Fly, loot spells, and flexible kits beat glass-cannon one-tricks. Read How to Play Free-for-All.

How to use this list

  1. Draft a kit from S/A spells that cover engage, punish, and escape.
  2. Rewrite chants so Typing Mode and shouting both feel natural.
  3. After each Steam news post, re-check Heal, ults, Lightning Dash, and Dark Pulse notes on Release & Demo.
  4. Compare alternatives on the Spell Finder.

Return to the Spells Hub, deepen definitions on the Spell List, and convert ranks into kits on Combos & Builds.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is Explosion bad now?

Not useless — just riskier. It skipped the general ultimate damage buff and has a long cast, so most lobbies prefer other finishers.

Why did Heal drop tiers?

Demo hotfixes reduced healing from Heal and Healing Tree, so sustain no longer erases as many mistakes.

Will Early Access change this list?

Yes. Rezero Studio plans more spells and balance during Early Access. We refresh tiers after meaningful patches.

Should I copy S-tier only?

No. Cover roles. Three S-tier damage spells with zero mobility still lose to a smarter A-tier mix.

Where do I practice tier picks?

Private lobbies, then Duels. Use [Getting Started](/guides/getting-started/) if you are still learning casting modes.