Noita is an open world game set in a magical realm where players can explore, fight monsters, and collect loot. The game uses blockchain technology to create a unique economy that encourages players to work together.

Noita is a game that focuses on spell interactions. The noita wand combos are the best way to use your spells in combat.

A compilation of information I’ve gleaned so far regarding how spells and modifiers interact, as well as what I’ve discovered to be BY FAR the most successful method to construct end-game wands.

The Fundamentals of Wands

Every wand will fire all of the projectile spells in its slots at the pace of its Cast Delay + any modification to that cast speed if the spell being spent has one, and after all of the slotted spells have been shot, the wand will take its Recharge Time to be able to shoot through the spells again. Casting spells costs mana, with each spell’s mana cost plus any applicable modifications, and each wand’s mana pool and recharge rate.

The following are the wand’s particular characteristics:

If you choose Yes, the wand will pick a random spell from the list of slotted spells and cast it. I’ll go into more depth about how modifiers work later, but shuffling wands essentially fire all of the spells in the list in random order with the associated modifiers until they’re all expended, at which point the wand will recharge. If you choose No, the wand will use each spell loaded in sequence before recharging, and I’ll explain how modifier, timed, triggered, and passive spells work later.

Spells/Cast — This setting controls how many spells from the list are cast each mouse click. Even when the wand is shuffled or you have a lot of simultaneous modifiers, this may be confusing, but in essence, the wand picks the first two accessible independent projectiles/bombs to cast and casts them.

Cast Delay is the amount of time that occurs between successive spell casts, with each spell adding its own modification to the total. For example, the cast delay of a spark bolt is +0.05s, while the cast delay of an arrow is +0.17s, thus if you slot three of each into the same wand, holding left mouse and rapidly shooting the spark bolts is much quicker than rapid firing the arrows.

Recharge Time – The time it takes for a wand’s spell list to be refreshed. You won’t be able to use the spells until this length of time has elapsed after you’ve fired all the spells placed in the wand (you’ll see a yellow “Recharging…” pop up above your head if you click while the wand is recharging).

The greatest quantity of mana a wand can have is called Mana Max.

Mana Charge Pace — The rate at which mana is replenished.

*A brief word on mana: if your wand does not have enough mana to perform the next spell in its list, it will simply skip it if another castable spell is available.

The amount of spell slots in the wand is known as its capacity.

Spread – The degree of variance in the trajectories of projectiles from that line is represented by an imaginary line stretching out from the point of your desire. Negative values indicate that projectile trajectories are being drawn closer together.

Interactions Between Spells (Basic)

I won’t go into too much detail about the spell’s keywords since they seem fairly self-explanatory, but the interactions with modifiers, triggers, and timings are a little more hazy, but I believe I’ve figured out how it works and how to make it function very effectively.

To begin, the projectiles themselves, such as the first spark bolt, are the primary items you fire at opponents. When you cast a single standard projectile, it will just fire out that projectile. When you add projectile modifiers to the mix, things become even funkier, and when you add triggered or timed spells to the mix, things get even funkier. BUT DO NOT BE AFRAID, I WILL TRY TO EXPLAIN IT AS COMPLETELY AS POSSIBLE.

I’ll go through what each of them does first, then what to anticipate when they’re used together, as well as the most beneficial interactions (in my experience so far).

Also, WITH SHUFFLED WANDS, YOU HAVE NO CONTROL OVER HOW THE MODIFIERS/TRIGGERS/TIMERS INTERACT, SO IN GENERAL, LOOK FOR NON-SHUFFLED WANDS, and assume that when I say things about order, I’m always referring about non-shuffled wands.

Projectile Modifiers are spells that change the properties of a projectile. They change a spell’s speed, damage, trail, direction, and other properties, and the wand “reads” the spells from left to right. This implies that you may stack as many projectile modifications to the left of a projectile as you like (assuming you have the mana), and they will all impact the first spell put to the right of the final modifier.

For example, you have a damage mod, a speed mod, and a crit mod all in a row, followed by two spark bolts. When you first shoot, the wand will read all of the modifications and apply them to the first spark bolt, after which the second spark bolt will be read without any modifiers and will come out as a simple bolt.

Multicast — These spells work in the same way as modifiers do, except instead of impacting only the next spell read, they effect all of the spells mentioned. This implies that if you cast a double scatter spell first, the wand will choose the following two projectile spells to cast, and the wand will fire them. The same may be said for formation multicasts such as front-back, hexagonal, up-down-and-front, and so on. After the modifier, they search for a projectile spell to fill each direction. I haven’t worked out the sequence in which each spell gets allocated to each direction from the spell list, but I keep attempting to fill the directions with the same spell, so it would take some science to figure out.

You insert a front-back formation modifier and three spark bolts in the following slots, for example. The initial shot will examine the modifier, search for two projectiles, and choose the next two spark bolts, which will be fired in front and behind you. The wand will recharge after the next shot, which will be only a single spark bolt.

Triggered and Timed — Triggered spells are projectiles that, when they strike a wall or an opponent, automatically perform the next spell to their right. Nothing happens if the spell reaches the limit of its range without touching anything. Timed spells are similar to triggered spells in that they cast on contact and expire at the end of their range, but they also auto-cast the following spell at that range. Aside from the timed’s additional purpose, these two spells are identical and interact with other spells and the sequence in the same manner.

You slot a Timed spark bolt, a Timed spark bolt, and a regular spark bolt in that sequence, for example. The initial shot will fire a spark bolt, which will cast another spark bolt when it collides with anything or reaches the end of its range. The new spark bolt will perform the same thing as the old one, casting the third spark bolt, but this one will be the last one. I’ll go over modifiers in particular since they were the most perplexing element for me while I was learning it, and when used correctly, they result in huge damage.

Passives — Mana-costing spells that do something to your character or the wand all of the time. These effects will only work if you presently have the wand with the passive slotted in it equipped. Also, I’m not sure whether this is a glitch or not, but if you put the passive in the final slot, it takes cast delay to complete, making it seem as if your wand stops at the end of what you’re really firing. This delay is removed by reslotting the passive to the beginning. (Place your passives in the first slots at all times.)

For example, you have a torch passive in the first slot of your ten-slot wand, with a variety of additional effects in the latter slots. When you take that wand out, it will be lit like a torch, and you may use it to interact with the surroundings, such as lighting wood or oil on fire.

Interactions Between Spells (Advanced)

I won’t go over every conceivable combination of modifier, multicast, and trigger for the sake of space and attention span, but I will go over the most helpful and valuable ones that I found the most gratifying to really get a grip on.

There are mainly three interactions that have the most impact on the spells you use/aim for.

Modifiers and Multicast — Let’s say you wish to fire three burning spark bolts from a shotgun. Place the Multicast/Formation -> Modifier -> Projectile 1 – 2 – 3 to accomplish this. The formation will be read first, followed by the collection of all of the following modifications, and finally, the next three projectile spells will be chosen and fired in formation, with all of the gathered modifiers applied to all of the projectiles fired.

Triple Scatter Spell -> Fire Trail -> Spark Bolt -> Bouncing Bolt -> Magic Bolt is an example of a chain. When you left-click, the dispersion spell is read, followed by the fire trail, which is added to the collection of modifiers, and finally the following three bolts. Your wand will fire off all three of those bolts in a shotgun-like burst, each with the fire trail added to it separately (I haven’t figured out how the sequence of the bolts affects location).

UNIQUE – Arc modifiers are only seen in formations/scatter multispells, and they force whatever element they are to bounce between all of the projectiles that are fired at the same time. When used on a single projectile, it has no effect. I find these modifications to be so self-destructive while also being completely worthless against opponents that I would advise against utilizing them unless you acquire immunity to that element, and even then, I believe it is a waste of a slot.

Modifiers and Triggers — A modifier will influence the projectile to its right, but nothing beyond that (unless it’s being “collected” by a multicast modifier, as described above). This implies that if you place a fire trail trigger in front of a magic bolt trigger with a regular spark bolt behind it, the magic bolt will have the fire trail, but the spark bolt from the first bolt would not. You may even do it the opposite way around, leaving the initial magic bolt unaltered but altering the spell it performs next. This is when all of your spells begin to provide the greatest usefulness and damage.

When you combine the two ideas to create a cluster spell, you get a lot of damage and range. Triggers, Modifiers, and Multicast — Because a trigger “casts” a spell upon contact/expiration, it also takes modifiers and multicasts into account. This implies that if a scatter multicast is cast after a trigger bolt, the trigger bolt performing the following spell will read the multicast and then cast whatever many the scatter (or formation) prescribes.

Timed Spark Bolt -> Triple Scatter Shot -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt -> Spark Bolt This will fire one spark bolt, and if that spark bolt collides with anything, three more spark bolts will be fired in its stead.

Add modifiers to the mix – unless a multicast modifier collects the rightmost projectile, modifications only impact the rightmost projectile. Consider Fire Trail -> Timed Spark -> Triple Scatter -> Damage+ -> Crit+ -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade -> Sawblade The damage spikes at this point, thus the initial spark bolt will leave a fire trail, then three damage boosted and crit boosted sawblades will emerge from the spark bolt when it strikes anything or travels a specific distance. This means that if you know how far the bolt travels before shooting out super sawblades, you can simply position yourself a little further away from an enemy, and when you fire the bolt at them, sawblades will fire from the bolt just before hitting the enemy, stacking all of the projectiles’ damage from a safe distance.

************************************************************************************************************* HALT. THIS IS ESSENTIAL. Before I get into this final interaction, I believe that the aforementioned approach of having one solid and precise timed bolt that casts a dispersion or formation of more powerful things is by far the best. It doesn’t need a lot of slots to be strong, and it doesn’t take a lot of mana to be effective. You also have a lot of control over when your powerful shots come out, which makes it quite usable. Because you may be considerably further away from the blast zone and reposition yourself in the flight time of the first initiated bolt, you can even stack some insane damaging spells that you would normally avoid this manner (with a decent wand that has a lot of mana). Now for the complicated part: ****************************************************************************************************************************************************************************************************************************************************************************************************************

Consider the following scenario: you have a multicast/formation that chooses three timed spells, each of which selects its own spell. This is when things start to become rabbit hole-y, and you can go as far as your wand/spells will allow. Let’s construct a mental flowchart of an example to explain the multicast selection process. Consider the following spells arranged in this precise sequence in a large wand:

Fire Trail -> Triple Scatter -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed Magic Bolt -> Summon Arrow -> Timed

The fire trail that applies to everything actually thrown by the triple scatter is read first, starting with the left click. The triple scatter searches for three projectiles, so it initially finds the first timed bolt. However, the magic bolt now searches for its spell to cast, thus the next spell read after the timed bolt is the spell that comes out of the timed bolt, modifiers and everything.

For the sake of simplicity, I didn’t include modifiers in my scenario, but if there was an acid trail after the first timed magic bolt, it would apply to the arrow that emerges from one of the three magic bolts that are first fired. Once the timed bolt has found a projectile to fire, the multicast continues to search for additional projectiles to fire, and the procedure repeats for the following two magic bolts. When you fire the wand, it will fire three magic bolts like a shotgun, and each of those bolts will fire its own arrow, with any modifications you put between the timed bolt and the projectile following it.

Madness – Wands don’t have the slots or mana for this, but in theory, if you had a scatter shot of several timed shots, and each timed shot had another multicast and several projectiles as its following modifiers, you could effectively have a shotgun blast of cluster shots, but as far as I’ve played and tried to make wacky wands, the most confounding wands are the ones that have a scatter shot of several timed shots

What to Look for in a Practical Application

To begin, the first important item to search for is NO for shuffle. Shuffled wands are usually only useful for quick fire low damage wands. On that point, I’ll divide this into two sections for things to look out for in the early and late game.


1. Wands that have at least 200 mana, 50 regen, and a recharge rate that is as near to zero as feasible. Wands with a near-zero recharge rate may be equipped with only one spell and fire it at breakneck speed, even though the cast delay is greater, since the cast delay is just between spells. The obvious disadvantage is that it consumes mana, so you can’t simply hold left mouse for as long as you want with most spells. Sometimes you’ll receive a wand that shoots rapidly and recharges quicker than a spell like a spark bolt does, although this usually only works with weak spells. A excellent illustration of this is the starting bomb wand. If you use a spark bolt on it, it will blip blap quickly but burn up the tiny mana pool.

2. Wands with dispersion or multicast modifications, trigger spells (top tier spells include long range and fast spells like magic bolts or magic arrows), or your favorite explosive/powerful shot Keep those expensive modifications to make a late-game wand, even if the wand is hot trash. You only need one timed or triggered spell of preference to support a multishot that comes out of the cluster shot method I mentioned earlier, so keep an eye out for one of those as well as the most powerful spell you can support with the wands you have and the multishot you’ve found, which is usually in groups of two or three.

3. Tentacle is a creature that resembles a tentacle. It doesn’t have the greatest range or attack speed, but it deals 25 damage and one-shots pretty much anything in the first two levels, with virtually no drawbacks such as explosive damage or illness.

Apart from those three, the wands you use early on are mostly unimportant since you’ll mostly likely discover unusable shuffling garbage, bomb wands, firebolt wands, or aura utility things, so most wands can be disregarded save the one you’re now using and the wands carrying the essential stuff.


As far as I’m concerned, none of them should be moved at this time. If it’s jumbled, only take it if you’re looking for a particular spell or modification.

1. Wands having a 10-13 capacity, 1.5k mana, and a 50-minute recharge. If the recharge time is too long, it will be inconvenient, but anything under one second is acceptable. These wands are ideal for backing a powerful cluster shot that will get you into the late game.

2. Nuclear weapons. Just keep an eye out. Also on the list are meteorite strike and stronger magic missile.


Not shuffled, 10 slots, 1k mana, 52 recharge rate

In the following order:

Formation – Trifurcated -> Damage Plus -> Critical Plus -> Homing -> Spark Bolt x3 -> Energy Shield -> Reduce Recharge Time -> Spark Bolt with Timer -> Formation – Trifurcated -> Damage Plus -> Critical Plus -> Homing -> Spark Bolt x3

This is the wand I used on my deepest run so far, and it was doing a lot of damage. The user’s shield reduces missile damage to a minimum. Because of the shortened recharge time, the wand goes straight to recharge after each single timed bolt, and that modifier speeds up that recharge time, making it so quick that mana was the sole worry (a similarly built backup wand is good for mana recharging). In my opinion, the timed version of spells is objectively superior than the triggered form, since it allows you to bank projectiles off of barriers as well as utilize it as an airburst shell for clustered spells. Depending on crits, the damage, critical, and homing modifications make a trio of sparks deliver anywhere from 20 to 80 damage per cluster. Because to their high speed, limited spread, and cheap mana cost, the spark bolts were very helpful.

************************************************************************************************************* START EDITING

Since writing this tutorial, I’ve had a lot of fun, and I put together a few wands to demonstrate a few different interactions.


Two projectiles are fired from the first wand. The timed spark is the first projectile, and the activated magic bolt is the second. When the spark hits anything, it will fire its own magic bolt with a crit bonus, and when the initial magic bolt hits something, it will unleash a mega firebolt, resulting in very high dps with little spread and danger.

The second wand just fires a magic arrow, but approximately a second after casting the arrow, two VERY high-damage magic missiles fire from the bolt, allowing for precise and controlled high damage at a distance.

The third wand is less apparent, but it fires a magical arrow that, when it collides with anything, produces a “giga death cross” (lmao) where it collides, effectively turning it into a 200 dmg airstrike, as shown by where I place the initial bolt. The second spell, the electrical super ball thing, has a high mana cost, similar to the giga death cross, so the wand only casts the giga death cross on touch until I run out of charges, after which it casts the super electric ball on contact. When you can’t change wands on the fly, this enables you to get the most out of your high-cost super spells.

The fourth wand was simply a shuffling wand that triple-cast the slimeballs with a decent firing rate in case I ran out of charges or mana on the other wands, but spoiler warning, I died before I had to use it.

END OF EDIT *****************************************************************************************************************************************************************************************************************************************************************************

Glow lances/large firebolts/magic missiles are excellent alternatives for spark bolts when they aren’t dealing enough damage; you simply have to be extra cautious. Those spells are just rarer, cost more mana, and have fewer applications.

This understanding of timed bolts may also be used to cloud of and circle of , which allow you to perform a self-cast spell similar to the clouds and circles but using it as a ranged spell. Trying with timed/triggered spells yields a lot of interesting results, so keep researching and experimenting.

ThatOneFox is the author of this piece.

Noita is a game that allows players to create their own spells and wands. The noita wand tiers is a resource that will help you find out what tier your wand/spell is on.

Frequently Asked Questions

How do you add spells to Noita wands?

In order to add spells to your Noita wands, you will need to use a spell casting mod.

How do the wands work in Noita?

The wands are the primary way of interacting with Noita. They are used to select which color you want to paint your world in, and also for some other actions.

How do I know if my wand is good Noita?

You can check the quality of your wand by looking at the number of stars on the bottom. If it has a lot, then you are in good shape.

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