Psychic
"Clear your mind! Manipulates enemies from afar with massive starting mana."
Unlock Requirement
Beating The Moon
Strengths
- God-tier specific skills (Permanent Charm, Extra Turn)
- Great repositioning tools
Weaknesses
- If you don't draw the OP skills, you are useless
- Needs colorless skills to function consistently
Recommended Meta Build
Meta Build: Hunt for "Extra Turn" and "Permanent Charm". Use basic attacks and skills to push/pull dangerous enemies into traps. Plays very differently from Cleric—Psychic prevents damage by controlling the board.
psychic Ability Codex
Asteroid
Make an asteroid fall onto a tile within your line of sight. The asteroid deals damage and leaves a rock.
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Psychic Pull
Pull a unit toward you from anywhere dealing low damage.
tk_Reset
Revive all bodies, fully heal all units, and clear all status effects. (This spell can be cast only once per battle.)
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Telekinesis
Push a unit within your line of sight away from you 10 tiles.
Telekinesis
Push a unit within your line of sight away from you 10 tiles with Chain Knockback.
Suggestion
Cause an enemy within your line of sight to attack another enemy if it can.
Suggestion
Cause enemies in a target area within your line of sight to each attack another enemy if they can.
Mind Control
Charm an enemy within your line of sight for the rest of the battle.
Mind Control
Charm an enemy within your line of sight for the rest of the battle. That unit immediately takes an extra turn.
Mega Grav
Damage and throw each unit near you to random tiles.
Mega Grav
Damage and throw each unit in a target area to random tiles.
Psyflutter
Teleport exactly three tiles away.
Psyflutter
Teleport exactly three tiles away. (This spell costs less.)
Gravity Pull
Pull units toward a tile within range 5.
Gravity Pull
Pull units in a larger area toward a tile at infinite range.
Mindblast
Push away each unit near you. This inflicts Madness and has a small chance to inflict Stun.
Mindblast
Push away each unit near a target area. This inflicts Madness and has a small chance to inflict Stun.
Psychic Choke
Deal damage to and inflict Bruise on a unit within your line of sight.
Psychic Choke
Deal damage to and inflict Bruise on a unit within your line of sight. This damage counts as physical damage and scales with .
Shatter the Sky
Create floating glass shards on a tile within your line of sight.
Shatter the Sky
Create floating glass shards in an area within your line of sight.
Supernova
Deal damage to and inflict Blind on every unit within your line of sight.
Supernova
Deal damage to and inflict Blind on every unit within your line of sight, excluding your allies.
Read Mind
Replace your spells with the spells of an ally cat until the end of the turn.
Read Mind
Replace your spells with upgraded versions of the spells of an ally cat until the end of the turn.
Alter DNA
Spend all your mana. Give a unit within your line of sight a random stat up for every 3 mana spent (rounded up). Give enemies random stat downs instead.
Alter DNA
Spend all your mana. Give a unit within your line of sight a random stat up for every 2 mana spent (rounded up). Give enemies random stat downs instead.
Flicker
Teleport two tiles away. Displace any units you teleport into.
Flicker
Teleport two tiles away. Displace any units you teleport into and inflict them with Confusion 2 and Blind 2.
Mind Meld
Give another unit an extra turn after this one. This spell can't be cast during extra turns.
Mind Meld
Give another unit +10 mana and an extra turn after this one. This spell can't be cast during extra turns.
Vacuum
Teleport all enemies within an area as close to the center of that area as possible.
Vacuum
Teleport all enemies within a large area as close to the center of that area as possible and inflict Confusion on those units.
Grow Head
Gain +1 and -1 .
Ping
Deal 1 damage to any unit within your line of sight. RELOAD: Spend mana
Ping
Deal 1 damage to any unit within your line of sight. RELOAD: Spend mana Bonus Passive: +2 .
Flash Forward
Teleport to any tile. At the end of your turn, teleport back to your original tile and deal 10 damage to any unit you teleport into.
Flash Forward
Teleport to any tile. At the end of your turn, teleport back to your original tile and deal 10 damage to any unit you teleport into. (This spell costs less.)
Flashback
Teleport back.
Order
Force a unit within your line of sight to move and attack one of its enemies.
Order
Give a unit within your line of sight All Stats Up and force it to move and attack one of its enemies.
Temporal Shards
Give a unit within your line of sight +3 temporary Bleed Thorns until the end of its turn.
Temporal Shards
Give a unit within your line of sight +3 temporary Bleed Thorns until the end of its turn. If its was an ally, the bleed thorns last for the rest of the battle.
Reality Scramble
Randomize the positions of all units. Enemies get Confused.
Reality Scramble
Randomize the positions of all units. Enemies get Confused. Non-boss enemies have a 10% chance to be erased from existence.
Glare
Inflict Madness on a unit in your line of sight.
Glare
Inflict Madness and Confusion on a unit in your line of sight.
Blinding Flash
Inflict Blind 2 on each unit near you in your line of sight.
Blinding Flash
Inflict Blind 2 on each enemy within five tiles of you in your line of sight.
Snatch
Collect any pickup within your line of sight.
Snatch
Collect any pickup within your line of sight. Gain +1 .
Future Sight
A unit within your line of sight backflips out of the way the next time they're targeted by an enemy.
Future Sight
A unit within your line of sight backflips out of the way the next time they're targeted by an enemy. (This spell costs less.)
Mass Mana Leech
Inflict Mana Leech 2 and Weakness 2 on all units within 3 tiles of you.
Mass Mana Leech
Inflict Mana Leech 2 and Weakness 2 on all units within 5 tiles of you.
Become Entropy
Vaporize everything on a tile within your line of sight. Against a boss, this deals 10 damage and inflicts Stun instead.
Become Entropy
Vaporize everything on a tile within your line of sight. Against a boss, this deals 25 damage and inflicts Stun instead.
Fast Forward
Every ally that hasn't taken their turn yet takes their turn right after yours. You go first next round.
Fast Forward
Every ally that hasn't taken their turn yet takes their turn right after yours. Those units get +4 temporary . You go first next round.
Ancestral Recall
Upgrade one of your spells at random for the rest of the battle.
Ancestral Recall
Target yourself or a unit within your line of sight and upgrade one of their spells at random for the rest of the battle.
Cumulative Blast
Deal damage to a unit in your line of sight, then increase this spell's damage by 1 for the rest of the battle.
Cumulative Blast
Deal damage to a unit in your line of sight, then increase this spell's damage by 1 for the rest of the battle. (This spell costs less.)
Hallucinate
Spawn a friendly illusion of a random unit that fades away after one turn.
Hallucinate
Spawn a friendly illusion of a random unit that fades away after one turn. The illusion gets +4 and +2 Damage.
Mass Hysteria
Every enemy in your line of sight takes an extra turn. They are charmed on that turn.
Mass Hysteria
Every enemy in your line of sight takes an extra turn. They are charmed on that turn. (This spell costs less.)
Extra Turn?
Take an extra turn. You're stunned and don't regenerate mana on that turn. (This spell can't be cast on extra turns.)
Extra Turn?
Take an extra turn. You have a 75% chance to be stunned and don't regenerate mana on that turn. (This spell can't be cast on extra turns.)
Mindcrack
Inflict Magic Weakness 2 on all units in your line of sight.
Mindcrack
Inflict Magic Weakness 2 and Confusion 1 on all non-allied units in your line of sight.
Reset
Revive all bodies, fully heal all units, and clear all status effects. (This spell can be cast only once per battle.)
Reset
Revive all bodies, fully heal all units, and clear all status effects. Castable while you're downed. It costs 0 mana if you're downed. (This spell can be cast only once per battle.)
Mimic
Target an allied cat within your line of sight. Cast one of their spells at random for free (or use their basic attack if theres no good spells).
Mimic
Target an allied cat within your line of sight. Cast one of their spells at random for free (or use their basic attack if theres no good spells). (This spell costs less.)
Chaos Swap
Swap positions with a random unit.
Chaos Swap
Swap positions with a random unit. If that unit was an enemy, you inflict Confusion on it.
Asteroid
Make an asteroid fall onto a tile within your line of sight. The asteroid deals damage and leaves a rock.
Asteroid
Make an asteroid fall onto a tile within your line of sight. The asteroid deals damage, bruises and leaves a boulder.
Stasis
Inflict Freeze on a unit within your line of sight.
Stasis
Inflict Freeze 1, Blind 2, and Confusion 2 on a unit within your line of sight.
Pass
Give a unit within your line of sight an extra turn immediately, then end your turn. Castable only if you haven't taken any actions this turn. (This can't be cast on extra turns.)
Pass
Give a unit within your line of sight an extra turn immediately, then end your turn. Castable only if you haven't taken any actions this turn other than your movement action. (This can't be cast on extra turns.)
Think Deep
Restore all of your mana and fall asleep. (Castable once per turn.)
Think Deep
Restore all of your mana and fall asleep. (Castable once per turn. This spell costs 0 mana.)
Puppet
Force an enemy within your line of sight to attack in the direction it's facing.
Puppet
Force a unit within your line of sight to attack in the direction it's facing.
Look Away
Every unit within your line of sight turns away from you.
Look Away
Every unit within your line of sight turns away from you and is inflicted with Blind 1.
Gravity Blast
Deal 10 Knockback to adjacent units. If you cast this from full mana, the units take 10 damage on collision.
Gravity Blast
Deal 10 Knockback to adjacent units. If you cast this from full mana, the units take 10 damage on collision and get stunned.
Increase Gravity
Inflict Slow 1 on a unit within your line of sight. If you cast this from full mana, instead inflict Immobilize 1 and deal 6 damage.
Increase Gravity
Inflict Slow 1 on each unit in an area around a tile within your line of sight. If you cast this from full mana, instead inflict Immobilize 1 and deal 6 damage.
Manifest
Teleport in a straight line into a unit within your line of sight. Deal damage and displace it.
Manifest
Teleport into a unit within your line of sight. Deal damage and displace it.
Flip
Turn a unit within your line of sight 180 degrees. Inflict Confusion 1 on that unit.
Flip
Turn a unit within your line of sight 180 degrees. Inflict Confusion 2 and Magic Weakness 1 on that unit.
Withdraw
Pull any unit within your line of sight to a tile adjacent to you.
Withdraw
Pull any unit within your line of sight to a tile adjacent to you. (This spell costs less.)
Gravity Wave
Deal damage with Knockback 4 and Chain Knockback in a cone.
Gravity Wave
Deal damage with Knockback 4, Chain Knockback and inflict Bruise 1 in a cone.
Inversion
Swap positions with a unit in your line of sight.
Inversion
Swap positions with a unit in your line of sight. (This spell costs less.)
Echo
Teleport to the last tile you targeted with an ability if it's empty.
Echo
Teleport to the last tile you targeted with an ability. Displace and damage any units on that tile.
Slipstream
Dash up to three tiles in a straight line or diagonally. Leave floating glass shards on tiles you pass through.
Slipstream
Dash up to five tiles in a straight line or diagonally. Leave floating glass shards on tiles you pass through.
Psychic Choke
Deal damage to and inflict Bruise on a unit within your line of sight.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Psychic starter ability when you lock in your team's collars.