The addon adds two spells to Tensura’s magic system. Both are cast the normal way — hold to
charge a magic circle, release to fire.
They sit at opposite ends of the scale. Static Chain is a cheap, spammable crowd tool you will use
constantly; Kamehameha is an expensive single-target execution beam you will use once per fight.
All numbers below are server-configurable defaults.
A chaining lightning arc. It leaps between nearby targets, leaving each one glowing and
slowed.
Charging the cast fully adds more hops and holds its damage longer, so a charged Static Chain is
a genuine crowd-clear rather than a slightly bigger single hit.
The glow is worth remembering — it marks targets through walls for you and everyone else.
| Normal | Charged | |
|---|---|---|
| Cast time | 1.5s (1s mastered) | held past base cast time |
| Magicule cost | 120 | 200 |
| Cooldown | none | none |
| First-target damage | 20 | 35 |
| Damage per hop | 65% of previous | 80% of previous |
| Maximum targets | 4 | 8 |
| Acquire range | 14 blocks | 14 blocks |
| Jump between targets | 6 blocks | 6 blocks |
| Splash per strike | 1.5 blocks | 1.5 blocks |
Each target hit also takes Glowing for 3 seconds and Slowness III for 1.5 seconds.
It has no cooldown. That is the single most important fact about this spell. At 120 magicule a
cast you are limited only by your magicule pool and the 1.5-second charge, which makes Static Chain
this addon’s default answer to almost any group of enemies.
Charging changes the shape, not just the size. A normal cast hits 4 targets with damage falling
off fast — 20, 13, 8, 5. A charged cast hits 8 targets with damage falling off slowly — 35, 28, 22,
18, 14, 11, 9, 7. The eighth target of a charged cast takes about as much as the third target of a
normal one. Against two or three enemies charging is barely worth the extra 80 magicule; against
six or more it roughly triples your total output.
The 6-block jump limit is the real constraint. The arc can only reach a target within 6 blocks
of the previous one, so a tightly packed group chains fully while a spread-out group stops early
regardless of how many hops you have available. Fighting in a corridor or a cave mouth gets far
more out of this spell than fighting in the open.
Slowness III stacks up. Every target the chain touches is slowed, so a charged cast into a
crowd does not just damage the group, it stops it moving. Against melee mobs that is often worth
more than the damage.
A charged energy beam. Hold to charge, release to fire a beam that tracks where you aim and
detonates against terrain.
You learn Kamehameha by mastering Thunder Lance.
Once you have mastered Kamehameha itself, a fully charged cast fires a wider, stronger
variant. Until then, charging only affects the beam’s power, not its shape.
Because the beam tracks your aim while firing, it rewards holding the shot on a moving target
rather than leading it like a projectile.
| Normal | Charged | |
|---|---|---|
| Charge time | 3s (2s mastered) | held past base charge time |
| Magicule cost | 2,500 | 5,000 |
| Cooldown | 10s (3s mastered) | 3s |
| Damage per hit | 20 | 35 |
| Beam thickness | 1.5 blocks | 2.5 blocks |
| Beam duration | 3s | 5s |
| Explosion radius | 1.5 blocks | 3 blocks |
| Reach | 40 blocks | 40 blocks |
The final second of the beam is a fade-out.
This is the number people misread. The beam hits everything inside it repeatedly for as long as
it lasts. A normal beam listing 20 damage burns for 3 seconds; anything that stays in it the whole
time takes many multiples of 20. Total output depends entirely on how long you keep the beam on
target, which is why aim-tracking matters so much.
A charged beam is therefore far more than the 35-vs-20 comparison suggests: it hits harder, it is
wider so targets are less likely to slip out, and it lasts nearly twice as long. Against a single
large target that compounds into roughly triple the total damage.
Before mastery, Kamehameha is a slow, expensive nuke: 3 seconds of standing still, 2,500 magicule,
then a 10-second cooldown. It is genuinely awkward to use in a real fight.
Mastery changes three things at once — charge drops to 2 seconds, cooldown drops to 3 seconds, and
the charged variant unlocks. That takes it from a once-per-fight opener to something you can
realistically fire two or three times in an engagement.
Do not lead the target. The beam follows your crosshair for its whole duration, so track the
target rather than predicting where it will be. A moving boss takes full duration damage if you
simply keep looking at it.
Aim at the ground behind grouped enemies. The beam explodes where it meets terrain, so a shot
that terminates just behind a group adds the explosion on top of the beam damage.
Watch your magicule, not your cooldown. At 5,000 per charged cast, most builds run out of
magicule long before the 3-second cooldown becomes the limiting factor.
| Situation | Use |
|---|---|
| Several weak enemies, close together | Static Chain, charged |
| Two or three enemies | Static Chain, normal |
| One large or armoured target | Kamehameha |
| Low on magicule | Static Chain — 120 versus 2,500 |
| Target keeps escaping | Static Chain for the slow, then commit |
| Something at range you cannot reach | Kamehameha, 40 blocks |
Both spells respect the usual Tensura casting rules — chanting, cast time and magicule cost.
Two of this addon’s skills interact with them directly:
Both interactions are worth more to Kamehameha than to Static Chain, simply because Kamehameha’s
cost and cast time are so much larger.