Nothing locks on. Spells travel, so lead a moving target and remember Firebolt arcs slightly. Hits to the head do 1.5× damage.
Each round opens with a buy phase — spend on spells, press B to reopen the shop. You keep what you bought only while you live; dying costs you everything but Firebolt.
Ritual: attackers carry the Sigil to site A or B and hold F; defenders hold F to dispel it.
Siege: defenders build walls around a crystal; attackers must break it — Arcane Orb and Meteor are the siege weapons.
Air-strafe. In the air, hold A or D alone and turn the mouse smoothly the same way. Every jump you steer like this comes out faster than you went in — holding W does nothing.
Wall kick. Press Space again while touching a wall in mid-air to kick off it. Two kicks per jump, and they only come back when you land.
Boost. Look down and cast Earthen Wall at your own feet to ride it up. Blink follows where you look, so aim up to clear a wall — or chain the two.
Frost Lance glazes whatever it hits. Ice is fast to cross and slow to turn on — carry speed onto it, or lay it under someone who needs to change direction. Fire it into steam to clear one cloud and freeze the ground at the impact. The lance is consumed, so it cannot also hit someone behind the cloud.
Firebolt into ice boils it into steam: a cloud nobody can see through, that Firebolts, Arcane Orbs and bodies pass straight through. Two spells make a smoke.
Arcane Orb bursts in mid-air if you press fire again, so you can airburst it over cover instead of waiting for it to hit something.