Mashle Academy Magic Tier List & Showcase (2026 Update)

Mashle Academy Magic Tier List & Showcase (2026 Update)

I remember the match: a Common Waters player stalled a full-legend Muscles for three minutes and walked away with a comeback win. You felt the room tilt—every stamina bar click mattered. I sat there thinking how the rarity number on your screen lies more often than it tells the truth.

I watched a ranked duel where a Common beat a Legendary — Mashle Academy Magics Tier List

I write this as someone who’s logged weird hours in Roblox servers and read dozens of patch notes: Magics in Mashle Academy don’t obey rarity like some rigid ladder. You’ll see Legendary tags in highlights, but you’ll also see Commons carry games because match outcomes hinge on combos, timing, and small rule-bending plays.

My goal here is simple: I’ll show you what I use to evaluate each Magic and why some feel effortless while others demand orchestration. Think of the tiers less like an absolute hierarchy and more like a checklist of how many moving parts each Magic needs before it sings.

mashle academy magic tier list and guide
Image by Moyens I/O

How I rank: S-Tier are Magics that need almost nothing from you to be threatening. Each tier down requires more context—weapon synergies, mastery points, team setup, or a refined brain for parry baits. I considered both PvP and PvE; if this were purely PvP, Timez climbs. For PvE, Partisans and Fire feel safer picks.

S-Tier Magics

S-Tier Magics Ranking Breakdown
DarknessLegendary • One of the best Magics in the game due to a lot of options and powerful base moves• Z is highly flexible since you can both set it up to use during combos or just fire them for pressure• I like to set them up, start a two-hit M1 combo, parry bait, then when the parry ends fire them with Z• The X’s damage can be parried but it still pulls them in as a combo starter into Dragon Rise and other skills• The C is a massive burst, especially with Trait crits, that has hyperarmor, a weird parry timing and you can move during it to go behind them• Even the Secondths M1s deal massive damage with the reaper echoes
IceRare • Ice is similar to Charm where it has really strong synergy with itself• Basically your Z and Secondths M1s apply Frost that make your Z and X stronger• Combine this with an Ice Weapon like the Twin Drake fists where the crit applies frost• Then alternate between empowered Z and X for excellent sustained DPS in PVE and PVP• Plus you have a safety move for healing with C that also works on allies which is great utility but can be punished with timing• Overall a very competitive synergistic Magic if you combine it with an Ice Weapon
SandsRare • Sands is IMO a better version of Roks in terms of defense because you get better utility• X completely negates any big attack in the game and is shared with allies in a teamfight both in PVP and PVE• On top of that you get a nice combo starter with Z and C is great chasedown that you can easily bait out parries with by moving back/sides before grabbing them• Broom Strike also works with the Secondths third attack knockup for combo extension and the hook blinds like Scorched Gauntlets• Overall a very strong mix of offense and defense
MusclesLegendary • Amazing PVP moveset due to a lot of combo extenders• If you can land a C it true combos into Dragon Rise• X and Z are great combo enders• The Secondths M1s are great combo starters because they don’t have a combo end so you can keep punching• You can even evade parries by just turning your camera around to miss a punch then back to the opponent and then combo into X or C• Really strong in PVP if you know how to combo even with the HP drain on Secondths M1s but it’s negligible
WatersCommon • Water is one of the best Common Magics and it used to be stronger before the change but it’s still oppressive• This is because Z is a great combo starter into X (Dodge disable) and C (high burst)• Plus you get a ton of Stamina drain with most moves which is really strong since you’re actively taking away your enemy’s moves• Comboing base moves and M1-ing during Secondths takes away so much Stamina• Just make sure to combo into C since it can be easily dodged or jumped over if you spam it

A-Tier Magics

A-Tier Magics Ranking Breakdown
TimezLegendary • Timez is very build specific because by itself it’s not that powerful but it’s amazing utility with other moves• For example you can use Z to revert enemies into a Magic Trap• C is great for setting up strong burst moves like Dragon Rise or combo Heian active with Demon active slash for high damage• You also have some defense with he dodge counters and the Secondths reduces your cooldowns while increasing the enemy’s• Overall a nice utility package to add onto your build
GravioleRare • Graviole is bad early but powerful late-game when maxed out on a pure Magic build dealing a ton of damage• You also have excellent combo starters with Z, X into Broom Strike or just landing a C for a pull into a combo• The Secondths mode allows you to kite back and keep firing at great range but it doesn’t synergize too much with the base moves• Overall, a ton of damage potential here on a full Magic build if you learn the combos
CharmCommon • An incredibly strong combo option since Z is an excellent combo starter into both Charm moves but also Dragon Rise and other skills• The combo starters continue with the X mark that allows C to stun them again for another combo starter/extender• X also gives you like a single-target Roks C damage reduction that makes you really tanky against that single target• Finally the Secondths weapon just applies X on-hit for more damage reduction and more opportunities for C’s stun• I’d usually use a C to pop the mark after a missed parry by my opponent• Overall an incredibly strong PVP Magic with a ton of in-built synergy but you need other skills for damage to benefit from combos
TornegusCommon • Tornegus is one of the skill-based Magics requiring good knowledge on combos to be good• Use Z as a combo starter then turn around since the tornado drags enemies toward your camera then turning back for combos once they’re close• Like M1 with Secondths rapier for heavy after cut/Bleed damage• Or you can tornado, turn around, then once they’re close turn back around for a Broom Strike which is a great combo• X and C are amazing PVP (Catching escapes) and PVE (traversal) mobility but C can be easily PB by players who’ve learned its timing
PartisansLegendary • Not good early since the number of partisans spawned scales with Magic Mastery• That said in late-game it’s pretty good for pressure• Both Z and C just keep raining down partisans that your opponent can block/parry but they just keep going• This means you can go in for combos with other skills and it’s going to be very difficult for your opponent to parry everything• Overall pretty good for PVP late-game but I prefer it for PVE
LightningRare • Lightning is similar to Fire where the moves are easy to deal with by themselves but become much better when used in mix-ups with other skills• Unlike Fire, Lightning is better for PVP because the Z’s mini-stun attack block Evasives meaning you can combo off of them really well (E.g. Dragon Rise)• Most of the moves including Secondths M1s block Evasives for a really oppressive an aggressive combo option• Combos great with Fists for combo potential or Wands for a bit more range• Learn the C Counter timing and you have yourself a strong PVP build

B-Tier Magics

B-Tier Magics Ranking Breakdown
RoksCommon • Roks (Scales with Muscles) is a great defensive option due to C but it’s only offensively viable if you combo it with other tools• For example it goes well with Shield’s Bulwark Stampede to crash enemies into the X wall• You can curve X to the sides by turning your camera to catch dodging enemies or position it better for Shield• Roks also has one of the best Secondths since the mace deals a ton of damage, is fast and the final hit is unparriable• Overall an underrated option that can be good as long as you combo it with something else
SoundsRare • It’s more of a teamfight Magic because Z tethers in an AOE and C is a team mobility buff• You can still apply great pressure in 1v1s with the Z tether and X stun to start a combo• Yes, the enemy can dash away, M1 to proc the X stun, and then parry it but it’s still awkward and puts pressure on them• Plus your guitar M1s from Secondths combo into Broom Strike and other moves for great mix-ups• That said, C makes your 1v1 game weaker since it’s more for teamfights so Sounds is less optimal for duels IMO

C-Tier Magics

C-Tier Magics Ranking Breakdown
SpacesLegendary • Very playstyle-specific Magic that forces you to play around the Z Planets detonation damage• Both X and C drag the Planets toward you or toward your opponent• That said you can also detonate them for damage by walking into them like with a 2-hit combo that forces a parry bait then walk into a planet• Overall it’s a pretty decent Magic but one where the reliability of your DPS depends on your opponent’s positioning and skill
FireCommon • Easy to use, decent damage and very beginner-friendly but has a lower power potential• The moves by themselves are only good if you can mix them up with other moves• The highlights here are the burn damage and the hyperarmor C even though it can be PB• And lastly, the burn, range and dual scaling on the Secondths is pretty good but then again that’s the case for most Magics• Overall, Fire is a great start to learn the combat system but there are more advanced Magics

At a tournament I watched the meta shift three times in one hour — Mashle Academy All Magics Showcase

mashle academy all magics showcase
Image by Moyens I/O

All Magics are playable in both PvE and PvP and you can reroll them through Gold Coin farming or Robux microtransactions if you prefer. Each Magic gives you three base moves and a Secondths Mode that swaps your weapon and usually adds an on-hit status effect. Below are the full movesets by rarity so you can scan for the ones that match your playstyle.

Secondths Mode: Activating Mode grants a special weapon, enhanced M1s, teleport dashes, and on-hit effects like Burn, Bleed, or Stamina Drain depending on the Magic.

All Common Magics

Common Magic (89%) All Abilities
Charm • Heart: Release a charming heart projectile that stuns.• Charm: Charm your focused target, putting a heart tag on them, while tagged they deal 20% reduced damage to you.• In Love: Any targets that have been recently hit by CHARM and have a heart tag will instantly be turned to stone.• Mode: Get a heart flail that applies the CHARM effect on-hit that you can proc with In Love.
Tornegus • Tornado: Conjure wind into the tip of your wand forming a tornado that carries your enemies where you choose.• Piercing Wind: Surround yourself in blades of wind slicing up anyone as you soar through the air.• Gale Dive: Leap into the air and dive down piercing anything below with a gale burst.• Mode: Get a wind rapier, attacks apply an after-hit additional damage effect.
Roks • Stone Hands: Summon stone hands that move forward and slam down knocking up anything in their radius.• Stone Pillars: Stomp the ground erupting multiple pillars of rock knocking anyone hit by it upwards.• Roks Skin: Solidify yourself with a coating of stone granting you a defense boost and reflecting a portion of the damage back.• Mode: Get a rock mace with powerful AOE attacks.
Waters • Water Prison: Imbue your hands with a water bubble trapping a target hit inside it, draining their stamina.• Water Pool: Summon a pool of water that slows movement and drains stamina of those inside it.• Tidal Wave: From the depths of the ocean, arise an unstoppable tidal wave that washes out anyone struck by it.• Mode: Get a water lance with fast Stamina-draining thrusting attacks.
Fire • Fireball: Gather flames to the tip of your weapon, unleashing a fireball that combusts into flames.• Blazing Slash: Sharpen your flames into a fire blade, unleashing a horizontal blazing slash.• Flame Eruptions: Fuel your weapon with flames unleashing four devastating eruptions of fire around you.• Mode: Get a fire sword with special burn M1s.

All Rare Magics

Rare Magic (10%) All Abilities
Lightning • Thunder Strike: Call the god of thunder to form dark clouds that strike down mini-stun lightning bolts.• Thunder Flash: Charge yourself in lightning then flash to a target unleashing a lightning discharge upon arrival.• Gamma Counter: A counter move where if you get hit during it, you counter with a teleporting lightning attack.• Mode: Get a lightning dagger with teleporting M1 slashes.
Graviole • Kneel: Lower your weapon manipulating gravity downwards and crushing anyone in its way.• Up and Away: Reverse gravity in front of you knocking anything up then launching it away with powerful force.• Gravitational Pull: Create an attraction of horizontal gravity pulling any target towards you for a combo.• Mode: Get two floating railguns that turn your M1s into ranged attacks and pull enemies toward you on-hit.
Sounds • Sounds Orchestra: Conduct a symphony of magic tethering nearby enemies which stuns and damages them when it breaks.• Howling Sounds: Screech deafening sounds into your last target hit, causing them to explode if they cast abilities for the duration of this spell.• Disco Boombox: Manifest a Disco Boombox that resonates throughout the AOE, buffing yourself and any allies within the range.• Mode: Get a sonic guitar axe with long range AOE attacks.
Ice • Icicle Shards: Conjure icicles that shoot towards your mouse applying Frost to those hit. If target is Frosted, icicles become empowered and freeze.• Frost Claws: Conjure dual frost claws that slash your foes, Frost Claws are empowered against Frozen/Frosted targets.• Iceberg: Encase yourself or a focus-selected PARTY member in ice, granting invulnerability and healing before shattering the ice freezing those around you.• Mode: Get a frosty twin-sword staff that applies the Frosted effect on-hit.
Sands • Piercing Sand: Conjure pits of sand beneath the ground in front of you into multiple piercing spikes.• Absolute Defense: Gather magical sand surrounding yourself and allies within it with the ultimate guard.• Crushing Sandstorm: Transform yourself into the wrath of a sandstorm moving at high speed and ending with a grab.• Mode: Get Crocodile’s hook from One Piece with fast and wide AOE attacks with a knockup at the end.

All Legendary Magics

Legendary Magic (1%) All Abilities
Darkness • Void Orbs: Summon six orbs of darkness, recast this ability to launch the orbs and explode towards your mouse.• Darkhole: Conjure dark energies within your body, unleashing darkness capable of absorbing all matter around you.• Shadow Reaper: Arise the Shadow Reaper, reaping all darkness energy into the blade of its scythe before slashing through the void along its edge.• Mode: Get a shadow scythe whose hits summon a shadowy specter with a scythe to echo your attacks.
Partisans • Three Percent Partisan: Summon partisans that shoot forward in the direction you are facing, if a target exists auto-redirect towards them instead.• Partisan Surf: Summon a partisan blade to ride for 3 seconds, if you crash into a target the partisan will break early.• Ten Percent Partisan: Summon giant partisans that rain down from above, if a target exists they will auto-lock on them.• Mode: Get a special trident that has AOE attacks and also each hit summons a partisan to hit the target.
Muscles • Hurricane Rush: Pummel your opponents with a series of devastating punches.• Guillotine Kick: A heavy kick that sends someone flying into a speed blitz.• Hell Fall: Grab a hold of an opponent then flip and bury them into the ground.• Mode: Get super punches with the last one being a guardbreak but each punch drains a little bit of your HP.
Timez • Relapse: At the snap of your finger, mark all opponents with time, marked opponents will leave behind a time circle which they will return to after 5 seconds.• Rewrite: Counter-able attacks will be rewritten, reducing active cooldowns by 10% and resetting Rewrite once, if the attack is LETHAL, teleport behind them instead.• Cease of Time: Collapse the time around you, ceasing opponents from being able to act until damaged or the duration ends.• Mode: Get a special Timez scepter that reduces your cooldowns and increases enemy cooldowns on final hit.
Spaces • Celestial Body: Summon stationary planets that detonate from contact or through Supernova. Upon detonation, Refund half the stamina cost.• Dimensional Carve: Carve the space in front of you and drift through the dimension carrying all Celestial Bodies with you.• Supernova: The absolute pressure of energy absorbs all Celestial Bodies causing a cosmic implosion.• Mode: Get a celestial scepter that applies orbs on-hit that detonate after three orbs.

I keep seeing the same questions pop up in chat — Mashle Academy Magics FAQ

I’ll answer the ones I hear most often, phrased exactly like players ask in Roblox servers, YouTube comments, and Discord threads.

What are Magics in Mashle Academy?

Magics are the three-move base movesets that define your combat identity. Each Magic also has a Secondths Mode weapon that swaps your M1s and usually adds a status effect like Burn or Stamina Drain. Rarity (Common/Rare/Legendary) affects how often you get them, not whether they’ll win fights for you—skill, timing, and synergy do that.

What is the best Magic in Mashle Academy?

There is no single best. If you want a blunt answer: Waters and Darkness are both remarkably consistent in PvP for different reasons—Waters for stamina denial and Darkness for pressure and burst. But the real best Magic is the one you can combo into other abilities and weapons quickly; that combination often beats rarity in ranked matches.

What is Magic Mastery in Mashle Academy?

Magic Mastery raises your Magic’s effectiveness—more damage, longer status effects, stronger Secondths, and sometimes extra spawns like Partisans. Magics that feel weak at low Mastery can spike hard once you invest. If you farm Gold Coins or grind Ranked progression, you’ll see those jumps in performance; some creators on YouTube and streamers on Twitch show clear before/after clips that make the point fast.

I’ll leave you with one practical no-nonsense tip: pick a Magic that fits how you like to pressure opponents—if you enjoy bait-and-punish, Timez or Darkness; if you want sustained harassment, Waters or Ice. Waters, for me, feels like a Swiss army knife when paired with stamina-draining weapons, while Darkness snaps shut like a coiled spring when set up right.

Try the combinations in a private server, test them on friends, and then ask yourself: are you playing the Magic, or is the Magic playing you?