Monday, 31 May 2021 19:03

Biomutant Psi-Power Tier List | Game Rant

Written by Andrea Trama
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Biomutant players are trying to find the best combinations in terms of Psi-Powers to use, and there are a ton of higher tier options to choose.

Biomutant is a game full of features that can make the gameplay quite complex at times for players just starting their journey into this vibrant post-apocalyptic world. There are Biogenetic "powers," as in mutations, that are very similar to spells, melee, and ranged weapons, with attacks to execute in order to activate the Super Wung-Fu mode. Then there are Psi-Powers too, which are mutations allowing characters to use psionic and elemental magic. Psi-Powers are unlocked via Psi-Points, which are acquired by activating shrines and interacting with prisoners in Biomutant, either helping them or not.

There are not too many Psi-Powers to unlock in the game, with a total of eight base abilities and an extra one coming from the Psi-Freak in the form of Spark Ball, which is exclusive to this class. Despite the little number of Psi-Powers available, some of them are sensibly better than others, while some of these abilities can seem great on paper and yet not so good in practice. This tier list should help players navigate Biomutant's Psi-Powers with ease, selecting what is best for their characters.

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Blink - While Blink can be really good for melee builds as a tool to rapidly jump into enemy packs and catch them off-guard, this Psi-Power costs a great amount of Ki energy. It's hard to really justify using it over regular dodge rolls or Blaze, even. Blink falls short when compared to most abilities, meaning that it doesn't really have its place in any build.

Levitate - This placement is one that will have a few players surprised, as Levitate is one of those abilities that looks really good on paper, but ultimately doesn't live up to the expectations once gamers start using them. Levitate is conceived as a Psi-Power that allows the caster to levitate and perform other actions simultaneously. However, it prevents the use of powerful Psi-Powers while active, like Skyspark, and it drains a lot of Ki energy pretty quickly. The best use of this ability would be in ranged builds so that the character can be safe from harm's way, but then again, ranged builds are likely not to have tons of Ki energy to spare.

Spark Ball - Spark Ball is a great starting Power in Biomutant, and it will carry players for a while in early and midgame, especially. This is a very straightforward damaging ability, and many don't know that this spell can be charged up by holding its cast button. A charged Spark Ball will push close enemies away and deal lots of damage too.

Sizzle Ball - Pretty much the equivalent of Spark Ball, but this is a fire variant. As such, it may be useful to know that it can burn enemies, which sometimes makes them run away for a bit, so it's useful for a little extra crowd control.

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Blaze - This ability is a better version of Blink, basically. It is less costly in terms of Ki energy, likely due to its low damage output. Blaze is great to use for exploring the world of Biomutant at a fast pace, or simply to reach a set destination in a timely fashion. On top of that, Blaze leaves fiery trails in the character's wake, which can burn enemies and make them run around doing nothing.

Freeze - This Power is great to have crowd control for all classes and builds, as it freezes enemies in radius and also creates a slippery patch of icy ground to boot. It only falls short in quick fights, when players are able to kill their opponents fast. Otherwise, this is a great tool to unlock as soon as possible and use as a panic button for tricky situations. This ability is also great for stopping everything around the character to focus on Wung-Fu combos, especially.

Telekinesis - Telekinesis is great because of its damage, but its main use is to grab an enemy and prevent them to do anything in the meanwhile. It is one of those Powers that are just too strong not to have, and it is kind of a game-changer. Like Freeze, it doesn't shine in short fights where everything dies quickly, though.

Skyspark - There aren't many magic abilities that end up dealing as much damage as Skyspark, and Biomutant values high damage in all fights. This is the main reason, and possibly the only one, why Skyspark is so high in this tier list. In fact, while it is awesome to annihilate anything, it can be moved while the character remains still, making players very susceptible to all sources of damage, and moving will cancel the cast without refunding its Ki energy cost.

It can be difficult to master Skyspark, and even then, there's one more limitation about it that doesn't make it feel good. In fact, this Psi-Power cannot be cast indoors, which is a huge downside. It doesn't work while up in the air, either. All these facts would probably warrant Skyspark to even drop down one tier, back into A-tier, instead. Still, for fights against a single powerful enemy, this is the go-to ability for mages.

Ki Spark - This Psi-Power is, simply put, Star Wars' equivalent of "unlimited power." Ki Spark is the sovereign of all magic abilities in Biomutant, probably even better than most Biogenetic abilities, and that's due to its incredible damage output, AoE coverage, and interaction with Brain Drain. This is the last Perk unlocked by Psi-Freaks, and it allows players to regenerate 20% of their Health whenever they inflict Power damage.

The combo potential with Ki Spark is crazy high, as this spell hits multiple enemies at once, and it does so very fast. This translates into virtual immortality, even on Hard mode, unless enemies are somehow capable of one-shotting players. However, Ki Spark shouldn't be used by players who don't invest much into Intellect, Ki energy, and Ki energy regen because it will deal subpar damage and it will be near impossible to sustain its cost.

Biomutant is available on PC, PS4, and Xbox One.

MORE: Biomutant: 10 Best Wung-Fu Techniques For Melee Combat, Ranked

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