Ziggurat 2

Ziggurat 2

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Wand Tierlist
By Amora Faust
A wand tierlist, with description of pros and cons.
   
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Tier Justification
S Tier – Universally strong. Great stats AND passives that make them worth keeping even if offered a higher DPS wand.

A Tier – Strong overall. Either solid damage or a passive.

B Tier – Okay wands. Might be situationally good. Not worth switching away from, unless you're offered another, better one for free.

C Tier – Weak. Try to replace if/when possible, but not urgent.

F Tier – Useless. Bad damage, bad utility, or both. Personally wouldn't pick those even for +10% mastery bonus.
S-tier
Spiritbranch - as far as wands go, this one offers the most universal benefits while remaining easy to use. If you're stuck with this as a level 1 wand by 6th floor of a campaign, it is worth keeping even if you find a better DPS wand. Aiming the shots is pretty easy.

+5% universal damage applies to all weapons, not just the wand.
The barrier buff builds up in rooms with swarms of enemies. This enables builds that rely on you staying at full health for perks to work.

Wand of the Covenant [DLC Exclusive] - this wand is great as a weapon, while also having a good passive. It fires a continuous beam that has an extremely high chance to freeze the enemy in place. There are quite a bit of fire enemies in the game and they're weak against this beam.

+5% universal damage is great, but the second passive doesn't come up very often, unless you have a primary ice-attribute weapon.
A-tier
Hand of Agnes - a bit more on the defensive side, as both passives keep you alive. Very easy to aim, shoots very fast, though looks a bit silly.

Cursed enemies deal less damage and take more damage from your attacks.








Windleaf - a really solid wand with universal defense passive. This really shines in longer campaigns when you stack it alongside other buffs. Aiming is difficult at long range, but pretty solid in short-medium distance combat.

The second passive comes up when clearing big rooms.
B-tier
Rod of Darkness - a solid option, especially for longer campaigns. Aiming is a bit difficult as you need to stand close to land all of its shots at the same enemy.

+5% experience can lead to an extra level or two, in long dungeons.

Second passive rarely comes up, unless you have a primary curse-attribute weapon.




Icicle - a pretty solid wand (pun intended). Aiming is easy and there are plenty of enemies weak against ice.

+10% Ice fire rate is amazing, but only if you have a primary ice weapon that you use a lot.







Indra's Antenna - beam weapons are really easy to aim and use. This has a very high chance to stun enemies (a worse version of freeze).

+10% Lightning Damage is great with a dedicated primary storm weapon.








Frostflame - amazing passive, but so-so as a weapon. It can go around resistances by alternating between primary and alternate fire, but mentally adjusting is required, as the projectiles are not of the same shape.

+7% elemental damage covers a very wide range of weapons.






Soulcutter - a bit awkward to aim, as you will rarely hit the same enemy with all 5 pellets, but this wand offers solid passives.

Unlimited mana (temporary buff) comes up in large rooms, and if you have a good AoE or piercing weapon, this can extend itself over and over, allowing you to cheat mana economy. The -5% mana usage helps too.
C-tier
Soulwand - an easy to use wand, with nearly irrelevant passives. Nothing else to add.











Thunderspark - solid as a weapon and enemies weak against this element come up surprisingly often. The passives are inconsequential.










Swiftspike - feels amazing to use, but isn't great at long range. The passives are useless, as speed is an inconsequential stat (unless you sacrificed a lot of it through perks/oaths).









Incinerator - awful to aim/use. The altenrate fire is useful to clear melee swarms, but you will have a better weapon for that in 90% of situations.

+10% fire Damage is nice, but not hard to replace. Honestly, if you're a fan of fire weapons, you can bump this to B-tier, but it's a minor difference.






Stiflecane - the only thing keeping this away from F-tier is the +10% cursed damage passive. The weakest wand in terms of raw DPS, aiming isn't fanastic either.
F-tier
Viper Bite - looks cool, but that's about it. It's awful to aim with at a medium-long range and the passives are useless.











Thorny Branch - this wand is the most difficult one to aim with, especially at a long range, as it shoots like a catapult. +10% Poison damage might sound neat, but there are only 2 viable poison weapons to use it with (spoiler: Twin Fang, which is difficult to land both shots with, unless you hit a huge hitbox boss, and Plaguebearer, which is outstanding, but awful at longer ranges).