Magic is one of the most important progression systems in Clover RPG because it determines the magical abilities you can use in combat. There are currently seven obtainable Magics, ranging from common pulls like Flame and Light to the extremely rare Time Magic.
In this Clover RPG Magic guide, I’ll explain how to unlock your first Magic, how to reroll it, and which Magics are worth keeping an eye out for. I’ll also cover the currently documented movesets, obtainable chances, and cosmetic variants so you can compare your options before spending Robux or using a reroll.
One important thing to understand is that rarity doesn’t automatically mean a Magic is the strongest. The available information confirms the chances and several moveset names, but detailed damage values, cooldowns, passives, and reliable PvP or PvE rankings are still missing. I’ll separate the confirmed rarity rankings from the provisional combat tier list so you know what is actually established.
Clover RPG Magic Tier List – All Magics, Movesets, Rerolls
You don’t receive your Magic immediately when you start the game. First, you need to reach Level 10.
Once you reach Level 10, speak to the Announcer. This unlocks the Magic obtainment process and determines which Magic you receive.
There are currently seven obtainable Magics:
- Flame
- Light
- Wind
- Lightning
- Shadow
- Beast
- Time
Each Magic has a different obtainment chance. This means you may need to reroll several times if you’re trying to get a particular one.
How to Reroll Magic
If you don’t get the Magic you want, there are currently three ways to obtain another roll.
1. Shop Reroll
You can purchase a Magic Reroll from the in-game Shop using Robux. This is the direct paid option, so check the current price and item description before purchasing.
2. Slot Wipe
You can wipe your slot’s data and start over. However, this means losing your existing slot progress and reaching Level 10 again before obtaining another Magic. Think carefully before choosing this method.
3. Boss Drops
Magic Rerolls can also drop from the Bael and Gladiator bosses. The drop chance is described as low, so this method may take repeated attempts.
If you prefer not to spend Robux, boss farming is worth considering. Just remember that the drop rate isn’t confirmed in the supplied information, so don’t expect a reroll after a fixed number of kills.
Clover RPG Magic Tier List
The following tier list separates confirmed rarity from actual combat strength. The rarity ranking is based on the published obtainment chances, not a claim that the rarest Magic deals the most damage.
Rarity Tier List
| Tier | Magic | Obtainment Chance |
|---|---|---|
| S — Extremely Rare | Time | 1% |
| A — Very Rare | Beast | 5% |
| B — Uncommon | Lightning | 15% |
| B — Uncommon | Shadow | 15% |
| C — More Common | Wind | 20% |
| C — More Common | Flame | 22% |
| C — More Common | Light | 22% |
This is a rarity-based ranking only. It helps you understand how difficult each Magic is to obtain, but it should not be used as a definitive PvP or PvE power ranking.
Combat Tier List: What Should You Choose?
At the moment, there isn’t enough verified information to confidently rank all seven Magics by damage, combo potential, cooldowns, mobility, or boss performance.
For now, I recommend using these guidelines:
- Time Magic: The rarest Magic at a 1% chance. A high-priority pull if you’re collecting rare Magics, but its combat superiority isn’t confirmed by the available details.
- Beast Magic: The second-rarest Magic at 5%. Worth investigating if you obtain it, although its full moveset performance still needs testing.
- Lightning Magic: Has a 15% obtainment chance and several cosmetic variants. Its exact combat ranking remains unconfirmed.
- Shadow Magic: Has a 15% chance and five documented skills. Its strengths and weaknesses need further testing.
- Wind Magic: Has a 20% chance and six documented skills, giving you a relatively extensive list of abilities to explore.
- Flame Magic: Has a 22% chance and five documented skills. A reasonable Magic to test early rather than rerolling immediately.
- Light Magic: Also has a 22% chance, with six documented skills. It has a broad listed moveset, but the skill count alone doesn’t prove that it is stronger than other Magics.
My recommendation: Don’t wipe your slot or spend Robux just because you receive Flame, Light, or Wind. Test the Magic you get first, learn its abilities, and wait for reliable combat comparisons before chasing a specific meta build.
All Clover RPG Magics and Their Chances
Here’s a quick comparison of every obtainable Magic and its currently documented cosmetic variants.
| Magic | Chance | Cosmetic Variants |
|---|---|---|
| Flame | 22% | Amaterasu, Azure |
| Light | 22% | Moon |
| Wind | 20% | Crimson |
| Lightning | 15% | Storm, Solar, Verdant |
| Shadow | 15% | None listed |
| Beast | 5% | None listed |
| Time | 1% | None listed |
The variants listed above are cosmetic variants according to the available information. Their effects on gameplay, if any, haven’t been established here, so don’t assume a variant automatically increases damage or changes a Magic’s abilities.
1. Flame Magic
<text>Obtainment chance: 22%
Flame Magic is one of the more commonly obtainable Magics in Clover RPG. It focuses on flame-based abilities and currently has five documented skills.
Flame also has two cosmetic variants: Amaterasu and Azure. The full details of its passives and variants are still being documented, so its complete build potential isn’t yet clear.
Flame Magic Moveset
| Skill | Name |
|---|---|
| 1 | Binding Flame |
| 2 | Blazing Dive |
| 3 | Burst Pistol |
| 4 | Fiery Grapple |
| 5 | Scorching Barrage |
The names suggest a range of flame-themed attacks, but the exact damage, range, cooldowns, and effects haven’t been confirmed in the available details.
Flame Magic Passives and Variants
Flame’s passive information is currently undocumented.
Its known variants are:
- Amaterasu
- Azure
If you roll Flame, test each ability in actual combat before deciding whether to reroll. Its 22% chance makes it one of the more accessible options, and there isn’t enough evidence to call it a bad Magic based on rarity alone.
2. Light Magic
<text>Obtainment chance: 22%
Light Magic shares the highest listed obtainment chance with Flame. It focuses on light-based abilities and currently has six documented skills.
Light has one known cosmetic variant: Moon.
Light Magic Moveset
| Skill | Name |
|---|---|
| 1 | Slashes of Light |
| 2 | Aerial Assault |
| 3 | Falling Lance |
| 4 | Divine Light |
| 5 | Blinding Rush |
| 6 | Sword of Conviction |
Light has one more documented skill than Flame. However, that doesn’t necessarily make it stronger, since skill damage, cooldowns, hitboxes, and utility matter more than the number of abilities alone.
Light Magic Passives and Variant
Light’s passive details are still being documented. The Moon variant is listed as its only cosmetic variant, but its specific appearance and any additional effects haven’t been confirmed here.
Light is worth testing if you receive it early. Try each move against ordinary enemies and bosses to understand its range and how easily you can land your attacks before spending resources on a reroll.
3. Wind Magic
Obtainment chance: 20%
Wind Magic has a 20% obtainment chance and six documented skills. It also has a cosmetic variant called Crimson.
Wind’s full passive information and ability descriptions are still being documented, so a definitive combat ranking isn’t available yet.
Wind Magic Moveset
| Skill | Name |
|---|---|
| 1 | Gale Rupture |
| 2 | Gale Sphere |
| 3 | Gale Updraft |
| 4 | Rushing Tempest |
| 5 | Tempest Blade |
| 6 | Tornado |
These names indicate a variety of wind-themed abilities, but their exact functions haven’t been confirmed. Test whether each move is useful for dealing damage, controlling enemies, moving around the battlefield, or starting combos.
Wind Magic Passives and Variant
Wind’s passive details are currently undocumented.
Its known cosmetic variant is:
- Crimson
Wind is another Magic I’d recommend testing before considering a reroll. Its six listed abilities provide several options to explore, although the actual quality of those abilities will depend on their in-game performance.
4. Lightning Magic
<text>Obtainment chance: 15%
Lightning Magic has a 15% obtainment chance, making it less common than Flame, Light, and Wind.
It also has three listed cosmetic variants:
- Storm
- Solar
- Verdant
The available information confirms Lightning’s obtainment chance and variants, but doesn’t provide its complete moveset, passive details, or ability descriptions.
Because of this, I wouldn’t place Lightning above or below another Magic based on combat strength alone. Test its available abilities and compare their damage, cooldowns, and usefulness against different enemy types.
If you obtain Lightning, keep it long enough to understand what it offers before deciding whether to use a reroll.
5. Shadow Magic
<text>Obtainment chance: 15%
Shadow Magic is another less-common option, with a 15% obtainment chance. It focuses on shadow-based abilities and currently has five documented skills.
No cosmetic variants are listed for Shadow Magic in the available information.
Shadow Magic Moveset
The current information confirms that Shadow has five documented skills, but it doesn’t provide their names or descriptions.
Its passive information is also still being documented. Until the complete ability list and combat details are available, it’s difficult to judge whether Shadow is better for PvE, boss fights, or PvP.
If you roll Shadow, test its moves against different enemies and pay attention to its damage, range, cooldowns, and how easily its abilities connect.
6. Beast Magic
Obtainment chance: 5%
Beast Magic is one of the rarest obtainable Magics in Clover RPG. Its 5% obtainment chance makes it considerably less common than the five Magics with chances of 15% or higher.
Only Time Magic has a lower listed chance.
Beast focuses on beast-based abilities and currently has five documented skills. No cosmetic variants are listed for it.
Beast Magic Moveset and Passives
The available information confirms the number of documented skills, but the individual skill names, descriptions, and passive details are not yet available.
That means Beast’s rarity is confirmed, but its combat tier isn’t. A 5% chance makes it a rare pull, not automatically the strongest choice for every player.
If you obtain Beast, I’d recommend testing it thoroughly before making any decision about rerolling. You may want to keep it for collection purposes even if later testing shows that another Magic suits your playstyle better.
7. Time Magic
Obtainment chance: 1%
Time Magic is currently the rarest obtainable Magic listed in Clover RPG, with just a 1% obtainment chance.
That makes it the most difficult Magic to target through ordinary rolls based on the published chances. However, the available information doesn’t include its complete moveset, passive details, or specific combat performance.
Is Time Magic the Best Magic?
Not necessarily. Time is the rarest Magic, but rarity and combat strength are two different things.
To determine whether Time deserves the highest position in a combat tier list, you would need to compare its damage, cooldowns, utility, combo potential, and performance in PvP and PvE.
For now, Time is the top choice if your priority is obtaining the rarest Magic. Its position as the strongest Magic remains unconfirmed.
Magic Variants Explained
Some Magics have cosmetic variants in addition to their standard appearance. The currently listed variants are:
| Magic | Variants |
|---|---|
| Flame | Amaterasu, Azure |
| Light | Moon |
| Wind | Crimson |
| Lightning | Storm, Solar, Verdant |
| Shadow | None listed |
| Beast | None listed |
| Time | None listed |
Flame and Lightning have the most listed variants in the available information. Light and Wind each have one, while no variants are currently listed for Shadow, Beast, or Time.
These details may change as more information is documented. The current list doesn’t establish whether variants affect gameplay or are purely visual, so check the in-game description before spending resources to obtain one.
Best Way to Get the Magic You Want
If you’re trying to obtain a specific Magic, you should understand how the chances affect your expectations.
Time has a 1% chance, Beast has a 5% chance, Lightning and Shadow each have a 15% chance, Wind has a 20% chance, and Flame and Light each have a 22% chance.
Assuming these are the actual chances for each independent roll, here are some rough expectations:
| Magic | Chance per Roll | Average Rolls for One Success* |
|---|---|---|
| Time | 1% | 100 |
| Beast | 5% | 20 |
| Lightning | 15% | About 7 |
| Shadow | 15% | About 7 |
| Wind | 20% | 5 |
| Flame | 22% | About 5 |
| Light | 22% | About 5 |
These are mathematical averages, not guarantees. You can get a rare Magic on your first roll, or fail to obtain it after many attempts. The table assumes each roll is independent and that the listed chances remain unchanged.
Before purchasing a Magic Reroll, consider whether you’re happy with your current Magic. You may already have a useful option, and the information available here isn’t enough to prove that rerolling into a rarer Magic will improve your combat performance.
