Deepwoken: All Mantras - Tier List & Versus
(2022)
Published
Deepwoken: All Mantras - Official Tier
Editorial placements for Deepwoken: All Mantras, with the reasoning behind each list.
Shadowcast Mantras
Shadowcast is the Ether thief of Deepwoken: every Mantra that connects drains the victim's Ether and hands it back to the caster, at the cost of a little raw damage. The S row leans on the abilities that decide fights anyway โ Eclipse Kick ragdolls and flings nearby opponents, Shadow Vortex drags everything into one spot, Shade Bringer summons a greatsword for a huge slash and Shadow Gun guardbreaks unsparked casts at level five. The A row holds the reliable workhorses: Dark Blade's three-hit dash, Clutching Shadow's lift-and-slam grab, Shadow Meteor's three independent drops and Umbral Slash's fast diagonal cut. Lower rows are honest about the tradeoffs: Shadow Roar locks you in place, Shade Devour spends your own health for a 20% weapon damage buff and Shade Wisp is a ritual cast that hides the caster instead of killing anyone.
Eclipse Kick
Shadow Vortex
Shade Bringer
Shadow Gun
Rising Shadow
Dark Blade
Clutching Shadow
Shadow Meteor
Umbral Slash
Shadow Eruption
Shade Step
Shadow Assault
Shadow Chains
Shadow Roar
Shadow Seekers
Encircle
Devouring Eye
Shade Devour
Shade Wisp
Flamecharm Mantras
Flamecharm is the straightforward burn element: big numbers, wide arcs and a surprising amount of zoning. Flame Ballista and Flaming Scourge top the board for raw reach and whip-like pressure, while Ash Slam flips the ground into ash and Flame Sentinel drops a persistent flame turret on a point. Rising Flame and Flame Assault cover the aggressive entries, and Flare Volley rewards players who can lead three fireballs at once. The middle rows are where the element gets situational: Burning Servants and Fire Forge ask for setup, Searing Snare is a trap that only pays off if the enemy walks into it, and Flame Repulsion is a reactive parry-like blast that most builds never slot. Graceful Flame is pure campfire utility rather than combat, so it stays at the bottom of a fighting board.
Flame Ballista
Flaming Scourge
Ash Slam
Flame Sentinel
Rising Flame
Relentless Flames
Flare Volley
Flame Assault
Fire Palm
Fire Eruption
Flame Grab
Flame Leap
Burning Servants
Fire Blade
Fire Gun
Fire Forge
Searing Snare
Flame Wisp
Flame Blind
Flame Repulsion
Flame Of Denial
Graceful Flame
Thundercall Mantras
Thundercall turns Ether into speed and shock: beams, bolts and clones that punish anyone standing still. Lightning Cloak wraps the caster in constant pressure, Emotion Wave sends surging waves across the ground, and Rising Thunder carries a grabbed opponent into the air before crashing down as a bolt. Spark Swap is the element's escape card โ swap places with a selected target and leave them where you were. The A row is the ranged core, from Grand Javelin and Bolt Piercer to Lightning Beam, while the B row collects the tools that need a specific build: Lightning Clones for distraction, Electro Carve for zone control and Jolt Grab for players who can land a chokehold. Almost nothing here is dead weight, so the board stays tight.
Lightning Cloak
Emotion Wave
Rising Thunder
Spark Swap
Grand Javelin
Lightning Assault
Bolt Piercer
Storm Blades
Lightning Beam
Lightning Strike
Jolt Grab
Lightning Blade
Electro Carve
Fleeting Sparks
Lightning Clones
Lightning Impact
Thunder Kick
Lightning Stream
Thunder Wisp
Frostdraw Mantras
Frostdraw trades burst for control: ice that slows, spikes that zone and combos built around launching enemies skyward. Ice Fissure ripples out in a shockwave, Ice Cubes can be recast to keep firing, and Ice Lance turns the caster into the projectile. Crystal Knee and Crystal Impale are the signature one-two โ Impale hits 25% harder against airborne targets or right after a Crystal Knee. Iceberg is the defensive oddity of the element, a cryostasis state that buys time instead of damage. The lower rows are not weak so much as narrow: Frozen Servants, Ice Flock and Ice Forge all want a distracted opponent, while Ice Skate is pure mobility.
Ice Fissure
Ice Cubes
Crystal Impale
Ice Lance
Iceberg
Warden S Blades
Ice Beam
Ice Eruption
Crystal Knee
Rising Frost
Ice Lasers
Frost Grab
Ice Blade
Ice Spikes
Ice Chain
Ice Daggers
Ice Forge
Ice Smash
Ice Carve
Ice Flock
Glacial Arc
Frost Wisp
Ice Skate
Frozen Servants
Galebreathe Mantras
Galebreathe is movement as a weapon: dashes, updrafts and wind blades that keep the caster one step ahead. Wind Passage and Astral Wind are the aggressive openers, Pillars of Erisia calls a malicious gale from a stomp and Wind Gun is the element's clean ranged blast. Champion's Whirlthrow and Rising Wind turn positioning into damage, while Tornado and Updraft give the element its vertical play. The B row is full of options that depend on the user's hands: Tornado Kick only reaches its full three-hit follow-up on a clean hit, Wind Forge is a fence that traps instead of kills, and Galetrap asks the enemy to walk into it. Gale Wisp rounds out the board as the utility servant that cuts fall damage.
Astral Wind
Pillars Of Erisia
Wind Passage
Wind Gun
Champion S Whirlthrow
Tornado
Updraft
Gale Lunge
Heavenly Wind
Wind Forge
Air Force
Tornado Kick
Wind Blade
Gale Punch
Galetrap
Twister Kicks
Rising Wind
Wind Carve
Gale Wisp
Ironsing Mantras
Ironsing is the forge element: spikes, rods and constructs that hit like a dropped anvil. Rocket Lance impales and sends the target flying, Iron Hug crushes bones in a grab, Metal Gatling fires a rush of rods and Iron Slam brings a giant rod down on a point. Metal Armament gives the caster a blade that swings alongside them, which is why it sits above the pure projectile picks. The A row covers the zoning kit โ Metal Rain, Firing Line, Caltrops and Metal Turret โ while the B row is the slower setup: Metal Rampart is a pillar for cover, Iron Skin is a defensive coat and Metal Fakeout swaps a clone for a backstab. Nothing in the element is unplayable, but the gap between a landed Iron Hug and a missed Needle Barrage is enormous.
Rocket Lance
Iron Hug
Metal Armament
Metal Gatling
Iron Slam
Metal Rain
Oxidizing Rush
Firing Line
Iron Quills
Metal Ball
Metal Turret
Chain Pull
Caltrops
Metal Eruption
Needle Barrage
Metal Kick
Metal Fakeout
Metal Rampart
Iron Skin
Metal Wisp
Bloodrend Mantras
Bloodrend is the newest attunement and the one that punishes greed hardest: it spends the caster's own health for pressure and pays it back through damage. Bloodcurdle manipulates the blood inside a target, Bloodtide Ritual performs a sacrificial judgement and Scarlet Cannon fires a giant blood beam, which is why those three headline the board. Soulflare Siphon is the sustain pick โ grab a victim and drain them directly. The A row is the combo core: Crimson Rain's daggers can be recalled, Razor Blitz arm-blades dash through crowds and Veinbreaker charges a heavy punch. The bottom row holds the honest setup tools, from Crucifixion's cross to Sanguine Dive's reposition.
Bloodcurdle
Bloodtide Ritual
Scarlet Cannon
Soulflare Siphon
Crimson Rain
Crimson Surge
Razor Blitz
Scarlet Cyclone
Veinbreaker
Blood Orb
Crucifixion
Bloodedge
Blood Stakes
Vicious Descent
Vein Tendrils
Sanguine Dive
Blood Wisp
Attunement-Less Mantras
Attunement-less Mantras are the universal toolkit: strength, agility, intelligence and weapon techniques that any build can slot without investing in an element. Prediction reflects an opponent's attack back at them, Neural Pathway blinks the caster a short distance and Master's Flourish chips through block and armor, which is enough to put all three at the top. Rally is the team card โ it absorbs posture damage for nearby allies and restores their posture on a parry โ while Dread Whisper turns a grab into a whispered execution and Revenge scales up as the caster's health drops below half. The wide middle row is the melee bread and butter, and only the pure roleplay picks โ Summon Cauldron, Sing and Disguise โ sit at the bottom of a combat board.
Prediction
Neural Pathway
Master S Flourish
Rally
Revenge
Dread Whisper
Strong Left
Table Flip
Skyshatter Kick
Twinstrikes
Ether Barrage
Taunt
Onslaught
Punishment
Slice N Dice
Twincleave
Karita Divebomb
Karita Leap
Rapid Punches
Strong Leap
Tacet Drop Kick
Throw
Shoulder Bash
Reinforce
Brace
Agile Dash
Adrenaline Surge
Prominence Draw
Flashdraw Strike
Pressure Blast
Exhaustion Strike
Gaze
Glare
Rapid Slashes
Ceaseless Slashes
Summon Cauldron
Sing
Disguise
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