Build guide · official example path

Garden of Witches Magic Scissors Build: Fireball

Charge Magic Scissors for piercing critical projectiles, then turn those crits into Spell Rampage for Fireball.

Quick answer

Magic Scissors + Fireball + Blue Chakram is the cleanest documented ranged interaction: charge Magic Scissors past the first gauge to force critical projectiles, gain Spell Rampage from those crits through Blue Chakram, then spend the resource when using Fireball.

Official pre-launch demonstration by Team Tapas. Exact values were marked subject to change.

Documented loadout pieces

Threading Imprint icon
Threading

Projectiles track a target additional times in exchange for lower damage.

Downpour Imprint icon
Downpour

Adds a projectile at a high charge while reducing max charge.

Rapid Fire Imprint icon
Rapid Fire

Changes Fireball toward multiple smaller projectiles.

Fragment Imprint icon
Fragment

Creates small Fireballs when the first Fireball explodes.

Blue Chakram Relic icon
Blue Chakram

Grants Spell Rampage when Magic Scissors lands a critical hit.

How to play the loop

  1. Create space before charging. Your damage engine needs enough time to cross the first Magic Scissors gauge.
  2. Line up multiple enemies. Magic Scissors projectiles pierce, so a good angle increases one release.
  3. Confirm the crits. Charging past the first gauge makes previewed projectiles critical and activates Blue Chakram.
  4. Spend with Fireball. Spell Rampage is consumed on Spell use to increase that Spell’s damage.

Pick a branch by hit pattern

GoalMagic ScissorsFireball
Repeated hits / on-hit effectsThreadingRapid Fire
More projectiles at a practical chargeDownpourFragment
Large single releaseKeep the base charge behavior until a current 1.0 comparison proves the branchUse the charged base Fireball

Verification boundary: Team Tapas published these interactions before 1.0 and warned that detailed effects and numbers could change. Final launch notes confirm charging remains part of Magic Scissors and Fireball.

Quick answer

Create space, line up the piercing release, cross the first Magic Scissors charge gauge, and use the resulting critical-hit interaction with Blue Chakram only if the current tooltip confirms it. Fireball is the documented charged Spell partner; Threading/Downpour and Rapid Fire/Fragment are separate branches, not a requirement to collect every name.

Component jobs

ComponentJobLive check
Magic ScissorsCharged piercing projectile and crit setupGauge threshold and projectile behavior
FireballCharged Spell payoff and burning effectCharge stages and current burn wording
ThreadingRepeated tracking hits in the previewDamage tradeoff and tracking count
DownpourDifferent projectile output at a capped chargeCharge cap and extra projectile condition
Rapid Fire / FragmentMulti-projectile or post-explosion Fireball branchesProjectile count, trigger and damage changes
Blue ChakramBridge weapon crits into Spell RampageResource trigger, duration and consumption

Two branch patterns

Repeated-hit pattern

Threading and Rapid Fire point toward more individual hits. This direction makes sense only if the current effects preserve enough damage and the encounter gives tracking projectiles valid targets. Use it when moving enemies or on-hit conditions matter more than one concentrated release.

Projectile-volume pattern

Downpour and Fragment point toward more projectiles around a practical charge and explosion. Create a clear lane before holding the input. More projectiles do not help if the player releases into terrain, a finished target or a room that forces constant interruption.

Execution loop

  1. Move until the nearest threat cannot immediately interrupt a held input.
  2. Align multiple enemies so piercing can create real value.
  3. Charge Magic Scissors past the confirmed threshold and release.
  4. Check the crit or resource state instead of assuming it occurred.
  5. Charge and cast Fireball at a target that justifies spending the setup.
  6. Reposition before beginning the next charge.

Fallback rules

If Blue Chakram does not appear, Magic Scissors remains a ranged charge weapon; select control, charge safety or direct weapon support rather than a Relic with an unusable trigger. If Fireball's preferred branch is missing, keep the base charged behavior and choose a reward that preserves aim and release timing. The run should still function without a perfect screenshot loadout.

Failure symptoms

SymptomCause to testCorrection
Charge is interruptedStarted too close to an active enemyCreate space before holding the input
Projectiles hit only one weak targetRelease line ignores piercingMove sideways until enemies overlap
Blue Chakram does not feed FireballCrit threshold, trigger or current tooltip differsVerify the live effect and confirm the resource indicator
Fireball lands after enemies moveCharging without control or predictionCast on a stable cluster or shorten the charge
Peak DPS is high but survival is poorToo much stationary setupPrefer a mobility or control fallback

Controlled comparison

Keep the same chapter and loadout, then compare one branch at a time. Measure sustained DPS, hit rate, time spent charging, clear time and damage taken. The current in-game tooltip determines detailed effects because Team Tapas marked preview values as changeable.

Charge management by encounter

A charge is a commitment with an opportunity cost. The player gives up immediate movement or output to create a stronger release. That trade is favorable only when distance, enemy recovery or control produces enough time. Begin by reading the room, not by holding the button automatically.

Piercing changes target selection. The nearest enemy is not always the best aim point. A short sideways movement can align several bodies and turn one release into multiple useful hits. If alignment takes too long, release earlier or reposition; an interrupted maximum charge produces less value than a safe partial cycle.

Fireball handoff decisions

State after Magic ScissorsFireball decisionReason
Confirmed crit/resource and stable clusterBegin the intended charged payoffThe setup and target both exist
Resource unclearCheck the indicator or tooltip behavior firstDo not spend from an assumed state
Enemies are about to leave the areaShorten or delay the chargeA missed maximum release has no value
Threat is entering melee rangeMove or use controlSurvival protects the next cycle

What a valid test captures

Record the exact Magic Scissors and Fireball tooltips, the selected branches, Blue Chakram wording, chapter and difficulty. For the combat sample, preserve the full sequence from spacing to weapon release to Spell cast. The DPS display should be visible, but also record misses, interrupted charges, clear time and damage taken.

Compare Threading and Downpour separately, then compare Rapid Fire and Fragment separately. Changing both weapon and Spell branches at once prevents attribution. If a branch increases hit count but lowers practical clear speed, describe that result instead of calling the larger visual effect stronger.

Practice and isolate the handoff

First use Magic Scissors without depending on Blue Chakram or a preferred Imprint. Create space, aim through more than one target, cross the confirmed threshold and release. Next add Fireball and practice the handoff only when the target state is stable. Finally add one branch and compare the same encounter.

If the base sequence works but the complete build fails, remove pieces in reverse order. This isolates whether the problem comes from branch behavior, resource timing, Spell charge or basic spacing. It also keeps an impressive preview animation from hiding a loadout the player cannot reproduce.

A useful result captures the full sequence, current tooltips, chapter, difficulty, sustained DPS, clear time and damage taken. Compare Threading and Downpour separately from Rapid Fire and Fragment. Changing both sides at once cannot show which branch caused the difference.

When to choose this build

Choose Magic Scissors when the player can establish space, aim along a useful line and release a charge before pressure closes the gap. Fireball becomes a practical partner when the same spacing supports its charge and the current Blue Chakram tooltip confirms the weapon-to-Spell bridge.

A ranged route is not automatically safer. Time spent charging creates exposure, missed lanes waste piercing and delayed Fireballs can lose the target. Judge the build by repeatable complete cycles, not by the largest isolated projectile.

When random rewards do not complete the named route, preserve spacing and charge safety first. A functional base cycle remains a valid run; an unrelated Relic does not become useful merely because it is rare.

Frequently asked questions

Why pair Magic Scissors with Fireball?

Both use charging, and Blue Chakram was officially previewed to grant Spell Rampage when Magic Scissors lands a critical hit. That creates a weapon-to-spell handoff.

Which Magic Scissors Imprint should I use?

Threading favors repeated tracking hits, while Downpour favors a capped three-gauge charge with an extra projectile in the official preview.

Which Fireball Imprint should I use?

Rapid Fire favors multiple projectiles and on-hit effects; Fragment creates small fireballs after the first explosion. Verify final 1.0 values in the live tooltip.