Ricochet Ritualwiki

Utility abilities

Twelve buttons on a long cooldown. Five of them do damage, and those five were measured against each other rather than tuned by eye.

Bound to F. You carry exactly one, and they are sold only in the Essence Shop: every visit has one on the shelf, on a card of its own (cut corners, lit in the ability's colour, the cooldown in its footer) so it is never taken for an upgrade, and a reroll deals a different one. Buying one replaces what you had. Pressing F drains the ability's bar over the effect's duration, and the cooldown starts once the effect has ended.

Rewindrewind
Snap back to where you stood 3 seconds ago, restore the health you had then plus 15%, and leave a time-quake where you were: 60 damage, growing with the wave, and a 1.5 second stun.
25s cooldown
instant
no damage — judged behaviourally
Decoydecoy
Send out a double that sprints away. Enemies chase it instead of you for 6 seconds.
35s cooldown
6s active
no damage — judged behaviourally
Sentrysentry
Plant a crystal sentry that fires on the nearest enemy for 12 seconds, twice a second, hitting for 28 a shot and growing with the wave.
40s cooldown
12s active
12.1 kills/cast
0.30 per second of cooldown
capped by shot count, not by targets
Forcefieldforcefield
Raise a dome nothing can enter. Enemies inside are shoved out, and none can follow, for 6 seconds.
45s cooldown
6s active
no damage — judged behaviourally
Meteormeteor
Call down a meteor on the largest group of enemies. 195 damage in a wide crater, growing with the wave, one second after the sky opens.
45s cooldown
1s active
14.8 kills/cast
0.33 per second of cooldown
Thunderstormstorm
Call a storm. For 5 seconds, lightning hammers the crowd three times a second -- 34 to what it hits and 15 to everything beside it, growing with the wave.
45s cooldown
5s active
15.0 kills/cast
0.33 per second of cooldown
Bulwarkbulwark
Brace. Gain 60 shield and take half damage for 8 seconds.
45s cooldown
8s active
no damage — judged behaviourally
Nukenuke
Detonate your orb: 220 damage in a huge radius plus massive knockback, growing with the wave. The orb reforms after 5 seconds.
50s cooldown
instant
20.0 kills/cast
0.40+ per second of cooldown
ceiling — it clears the screen
Overloadoverload
Your orb swells into a comet for 10 seconds: triple size, 3.6x damage, and it ploughs straight through enemies AND scenery.
50s cooldown
10s active
no damage — judged behaviourally
Cryostasiscryo
Freeze every enemy on screen solid for 4 seconds. They cannot move, attack or detonate.
50s cooldown
4s active
no damage — judged behaviourally
Singularitysingularity
Tear a hole in the world. Everything nearby is dragged in for 3 seconds, then it collapses for 140 damage, growing with the wave.
55s cooldown
3s active
18.9 kills/cast
0.34 per second of cooldown
Time Dilationdilation
Crawl the world to a quarter speed for 5 seconds. You are unaffected.
60s cooldown
5s active
no damage — judged behaviourally

How these were balanced

The five damaging abilities are measured against each other. An ability is a button, not a passive, so the fixture leaves the wizard completely idle — no swinging, no moving, orb pinned in hand — fires the ability the moment it is off cooldown, and counts kills rather than damage. Kills, because damage clamps at the target's remaining health and so cannot see overkill: a Nuke does several times a trash enemy's health.

Thunderstorm's bolts splash to a neighbour, so a bolt that lands on something already dying is not wasted. The Nuke stays above the band on purpose — it is the only ability that takes your weapon away for five seconds to do what it does.

Six of the twelve do no damage at all and come back as a row of zeros: the fixture cannot see them, which is not a verdict. Overload is in the same position for a different reason: it amplifies an orb this fixture never throws. All seven are covered instead by behavioural tests that check that pressing the button does its stated thing.

Rewind with nothing to rewind to does not spend its cooldown. Cryostasis stops a Bomber even once its fuse is lit. Nuke, Meteor, Forcefield and Singularity move enemies through the same collision as everything else, so none of them throws a body into a tree.

Kills per cast, and per second of cooldown

AbilityKills / castPer second of cooldown
Nuke20.00.40+ceiling — it clears the screen
Singularity18.90.34
Thunderstorm15.00.33
Meteor14.80.33
Sentry12.10.30capped by shot count, not by targets