Introduction
Welcome to our guide on the Spellshot class for Tiny Tina’s Wonderlands. In this guide we will outline the Class Feat, Abilities, Skills, and Stats of this class.
What is the Spellshot

The Spellshot is a class that primarily focuses on Spells and Gun Damage for killing enemies. It has The Spellweaving Class Feat that grants Bonus Spell Damage on Spell Casts and Reloads.
Stat Point Synergies and Recommendations
The Spellshot main Stat synergies are Dexterity and Intelligence.
Dexterity increases Critical Hit Chance making Spells and Guns have a chance to hit harder.
Intelligence decreases Spell Cooldown allow the Spellshot to cast faster.
The recommended starting stat selection for the is Raised By Elves since its gives a bonus to Dexterity at the start.
Class Feat, Abilities, and Skills

(Note – The numbers beside the Class Feat, Abilities, and Skills correspond to the number on the above image.)
The Spellshot has (1)Spellweaving as its Class Feat.

The two selectable action skills are as follows:
(2)Polymorph (Unlocked Level 2) – The Fatemaker turns an enemy into a Skeep for a few seconds. If they are Immune, the Fatemaker instantly casts a free Spell on that enemy and gains two stacks of Spellweaving.
While Polymorph is active, the Fatemaker and their allies have a chance to cast a free Spell after dealing Gun Damage to the Polymorphed target. This effect is guaranteed the first time the Fatemaker deals Gun Damage. After the Fatemaker casts a Spell in this way, they gain a stack of Spellweaving.

(3)Ambi-Hextrous (Unlocked at level 7) – The Fatemaker may equip a second Spell in their inventory.
Whenever the Fatemaker presses G, they cast that Spell

The following are the rest of the Skill options.
Skill Name | Skill Description |
---|---|
(4)Spell Sniper | Spell Critical Hit Chance is increased. |
(5)Magic Bullets | A Portion of all increases the Fatemaker receives to Spell Damage is also applied to their Gun Damage. |
(6)Prestidigitation | Reload Speed is increased. |
(7)Font of Mana | Spell Cooldown Rate and Action Skill Cooldown Rate are increased. |
(8)Mage Armor | Whenever the Fatemaker gains a stack of Spellweaving, a portion of their Ward is restored. “Whatever he does to the web, he does to himself.” |
(9)Just Warming Up | The Fatemaker gains increased Fate Rate for every stack of Spellweaving. |
(10)Glass Cannon | The Fatemaker no longer automatically recharges their Ward but they gain drastically increased Spell Damage. “Thus I clothe my naked villainy.” |
(11)Imbued Weapon | Whenever the Fatemaker casts a Spell, their Guns deal Bonus Damage of that Spell’s element for a duration. This effect stacks once for each Spell equipped. |
(12)High Thread Count | Max Spellweaving Stacks are increased. “Weave the intolerable shirt of flame.” |
(13)War Caster | Kill Skill: Whenever the Fatemaker kills an enemy, there is a chance their currently equipped Gun will be instantly reloaded. This chance is increased per stack of Spellweaving. |
(14)Double Knot | Whenever the Fatemaker scores a Critical Hit with a Spell, they deal Bonus Gun Damage of their Gun’s element. |
(15)One Slot, One Kill | The Fatemaker gains increased Gun Damage per stack of Spellweaving. “It smells like upcast.” |
(16)Sever The Thread | Gun Critical Hits have a chance to instantly reset all Spell Cooldowns. This skill has a short cooldown. “Fire when ready, or ice, or lightning, or poison, or darkness…” |