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Orbs are weapons that are used by Magicians. While only the Ice Orb 6 and Thunder Orb 6 have the word "orb" in their weapon names, all of them are shaped like spheres, hence the name. The name of orbs often refer to their elemental type. Orbs tend to have higher damage and more intense magical effects than other weapons, but, in exchange, have higher AGI and therefore a lower rate of fire than most other weapons. Instead of name differences like most other weapons have between levels, orbs have differences in the icon outlines: level 1-2 orbs more or less just have a simple orb as their icon, at levels 3-4, they gain a sparkly bit on the upper left part of the icon, at level 5-6, it looks as though there's two thin rings circling the orbs, and at level 7-8, there is a single fiery ring within a cloud surrounding a small point of light, and the orb's edge cannot be seen. Orbs have 5 types: Physical, Fire, Thunder, Ice, and Freeze.

List of orbs

Icon Weapon LV AT PC AGI Range Type MP Bonus AT RPC Dropped by Buy Sell
Magic (orb) Magic 5-10 1 80-90 90 Physical 100 12
Note: Starting weapon. It is the only orb with type Physical.
Explosion (orb) Explosion 1 5-10 1 80-90 90 Fire 5-10 1 Blue X Walker
250 31
Note: Shoots a ball like the Magic, but creates an explosion upon hitting enemies or the terrain dealing splash damage. The explosion is large enough to penetrate the thinnest floating panels, dealing damage to enemies on the other side. Adding a Garnet to it will make the explosion stay longer if it hasn't hit an enemy yet.
Ice (orb) Ice 1 5-10 1 80-90 90 Ice Slow 30% Grey Smiley Snake
500 62
Fire (orb) Fire 1 2-6 1 80-90 80 Fire 2-6 (Burn 8%) 1 Purple X Walker
750 93
Note: Shoots a fire which turns into a ground fire upon collision with said ground. The fire shot lasts for 2s, while the ground fire lasts for 4s and deals splash damage. A Garnet can increase both the time of the fire shot and the ground fire produced. Equipping a Guide's Card makes it effective on flying enemies and most fish, but ineffective against some ground enemies.
Thunder (orb) Thunder 1 1-30 3 80-90 80 Thunder Red Boss Smiley Tree
1000 125
Note: 3 bolts of lightning appear in the sky and travel straight toward the enemy. It can be equipped with a Bullet's Card to increase the number of bolts to 4, 5, 6, or 9 thus increasing damage by 33%, 67%, 100%, or 200%.
Freeze (orb) Freeze 2 5-10 1 80-90 90 Freeze Freeze time 1.0s Yellow Smiley Wheel
1500 187
Note: Shoots a bolt that freezes enemies, even in midair. Very effective on fast enemies. It is recommended to equip a Quick's Card, a Diamond, and have 30 DEX on the Magician to help keep enemies constantly frozen. It is not as effective on bosses or freeze-immune enemies.
Blizzard (orb) Blizzard 2 5-10 9 120-135 90 Ice Slow 30% White Boss Skull Stickman (CG)
2000 250
Note: This is an improvement of the "Ice" orb. It summons a blizzard, and it occurs near an enemy within the Magician's range. 9 hailstones drop from mid-air onto the ground. The hailstones are staggered, and the orb can be equipped with a Bullet's Card to increase hailstones dropped to 10, 11, 15, 18 or 20. This orb is effective when used against a group of enemies or big enemies, and useful for defeating the Castle Boss.
Volcano (orb) Volcano 2 2-6 1 120-135 80 Fire 2-6 (Burn 5%) 9 Green Cap Mushroom
2500 312
Note: This is an improvement of the "Fire" orb. Shoots a pellet which lasts for 2s, and spews 9 fires upon contact with the ground. Each fire damages individually, does splash damage and lasts for 2s. It does very high damage, making it an ideal weapon for the early parts of the game. The Garnet can also increase both the time of the pellet and the fire produced. A Ruby is also recommended for even more damage.
Thunder Storm (orb) Thunder Storm 2 1-30 12 120-135 90 Thunder Orange Smiley Walker (CV1)
3000 375
Note: This is an improvement of the "Thunder" orb. It is similar to the Blizzard orb; If an enemy is within the Magician's range, 12 lightning bolts drop from mid-air onto the ground and do individual damage. The lightning bolts are staggered, and the orb can be equipped with a Bullet's Card to increase lightning bolts dropped to 13, 14, 18, 21, or 24. This orb is effective when used against a group of enemies or big enemies.
Delta Explosion (orb) Delta Explosion 3 10-20 3 80-90 80 Fire Red Roundhead Bat
4000 500
Note: This is an improvement of the "Explosion" orb. If an enemy is within the Magician's range, 3 oval-shaped explosions occur when the Magician attacks that can deal damage to nearby enemies. It penetrates enemies and thin panels, making it an ideal weapon in crowded areas, such as ??? , and can be equipped with a Bullet's Card to increase the number of explosions to 4, 5, 6, or 9. Adding a Garnet will cause the explosion to last longer if it hasn't hit an enemy yet, and a Guide's Card will cause the explosions to turn around, hitting the enemy if it hasn't already.
Icicle (orb) Icicle 3 15-25 1 80-90 90 Ice Slow 35% Green Gel Walker
4500 562
Note: This orb fires a short icicle that slows the enemy down. Can be considered an improved version of the Ice orb.
Fire Rise (orb) Fire Rise 3 2-6 5 80-90 80 Fire Burn 3% Pink Gel Eel
5000 625
Note: This is an improvement of the "Fire" orb. This orb fires five flames in a U-shaped path toward the enemy. Each flame lasts for 2s. The amount that the flames curve upward makes them ineffective against low-lying enemies such as Walkers and Trees. A Guide's Card is a good choice for this weapon, which makes the fire home. Adding a Garnet will also increase the range of this weapon, and adding a Bullet's Card will increase the number of flames. This is not an ideal weapon for VS mode, because the fire goes up and ends up dealing very little damage.
Big Thunder (orb) Big Thunder 3 1-150 1 80-90 80 Thunder Red Roundhead Tree
5500 687
Note: Fires a large lightning bolt that passes through terrain and deals splash damage. It is a very useful weapon on strong enemies and bosses, although the Thunder orb can potentially deal more damage because AT increases are multiplied by the number of bolts. Also, Thunder orb can be equipped with a Bullet's Card to increase damage whereas the Big Thunder cannot. It is recommended to equip a Quick's Card and a Topaz so it deals greater damage in a shorter time.
Big Icicle (orb) Big Icicle 4 10-20 1 80-90 90 Freeze Freeze time 1.0s Olive Roundhead Stickman
6000 750
Note: Similar to Big Thunder, the projectiles of this weapon can pass through terrain and deal splash damage. It can be considered an improved version of the Freeze orb, although the Freeze length is the same. If this orb is equipped with a Quick's Card and a Diamond, then its Freeze length will be long enough to keep a non-resistant enemy constantly frozen. It is highly recommended for levels with large numbers of enemies such as Seaside 4, Mist Grove 2, ??? and Snowfield 7, as the projectile can hit as many as 20 enemies at once, and it can help keep other team members alive for that amount of time.
Ice Meteor (orb) Ice Meteor 4 100-150 1 120-135 90 Ice 10-15, Slow 30% 9 Tan Box Snake
6500 812
Note: Fires a fast-moving projectile that splits into 9 randomly aimed projectiles when hitting ground or an enemy that slows enemies on impact. This is also an effective weapon for the VS mode. The projectiles cannot be guided with the Guide's Card, but that is not a big problem because they don't do much damage. Priests with high STR are very useful for this weapon.
Super Volcano (orb) Super Volcano 4 2-6 1 120-135 80 Fire 4-8 (Burn 5%) 15 Orange Box Bat
7000 875
Note: Just like Volcano, it shoots a pellet which produces fire. However, when it hits the ground, it shoots the fire residues upwards (because of that, this orb can deal with flying enemies, sometimes) and less horizontally than Volcano. Also, 15 fire is produced instead of 9. As a result, it will deal more damage to a single enemy and the enemies around it. Both the pellet and the fire residue last for 2s and can be increased at the same time with a Garnet, but only the fire residue deals splash damage.
Thunder spear 4 Thunder Spear 4 1-30 24 120-135 90 Thunder Yellow Boss Box Eel (Oasis)
7500 937

Note: Similar to Thunder Storm, but it summons 24 thunder bolts straight down at the enemy. Highly effective on large, slow enemies, especially when there is a Bullet's Card 4 equipped, which will double the amount of bullets to 48. Fast enemies, however, can simply move out of the way to avoid most of the spears. When a Guide's Card is added, the spears that miss will travel on the ground towards other enemies because the spears linger on the ground for a short moment when hitting it and can sometimes shoot at an angle if the enemy moves when it shoots.

Time Explosion Time Explosion 5 20-40 1 80-90 80 Fire 15-25 10 Orange Diamond Snake
8000 1000
Note: Releases a pellet that rolls on the ground. The pellet explodes into 10 heat gases dealing splash damage when an enemy touches the pellet, or when the pellet hits the wall. Using a Pierce's Card on this weapon is counterproductive as the pellet will drop through the ground and cannot deal damage. A Guide's Card will be helpful in VS mode. A Quick's Card will make it release more pellets in a shorter time, making it easier to defeat bosses with high LP. This weapon is useful when dealing with grouped enemies.
Atomic Ray (orb) Atomic Ray 5 10-20 1 80-90 90 Fire Burn 8% (Resort) 8500/
Note: Releases a laser beam that travels in a linear fashion that can bounce off the ground. Equipping a Guide's Card to this and using it against crowds of flying enemies will devastate them, as the projectile's fairly slow movement will allow it to make 360° turns and continuously hit enemies in the crowd. If the Magician uses this weapon in Cavern Stages, the laser beam bounces in great numbers, damaging loads of enemies with a single shot. The beam lasts for 20 seconds. Attaching a Guide's Card (preferably of the highest possible level) and a Knockback's Card 4 or 5 can cause this weapon to take enemies off on a rather damaging ride (especially with high MAG), allowing the Magician to turn their attention to other enemies.
Ice Spike Ice Spike 5 15-25 1 80-90 90 Ice 5-15, Slow 40% 3 Red Boss Shield Bat
8500 1062
Note: Shoots a needle similar to Icicle, but splits into 3 more needles upon hit which can bounce off terrain. This weapon is very good for slowing down bosses with an Aquamarine 6 (Slow 70%). However, its low damage makes it not suitable for dealing large amounts of damage (unless when equipped with a Sapphire and lots of MAG).
Inferno (orb) Inferno 5 2-6 7 80-90 60 Fire Burn 3% White Boss Castle Stickman (SF2)
9000 1125
Note: Shoots 7 heat gases in a straight line. Equipping a Guide's Card makes the gases home on enemies, which makes them clump up in a fireball, dealing far more damage to enemies. Adding a Bullet's Card 4 and investing SP in MAG can make this attack rather deadly. Each heat gas lasts for 4s. A Magician with a high range may not be able to handle this weapon well because the heat gases move slowly and may disappear before reaching the enemies. A Garnet may help in this situation if the range is not too high. Before ver11.2, this weapon had a range of 80, making this the first weapon to be weakened.
Electric Shock (orb) Electric Shock 5 1-20 30 80-90 30 Thunder Yellow Big Diamond Tree
9500 1187
Note: Produces 30 thunderbolts spreading out slightly at the same position one by one. A Bullet's Card can increase the number of thunderbolts to 31, 32, 36, 52, 60 or 67. It also has the lowest range among all orbs, and because of this, a Catapult's Card or high STR is highly recommended so the deadly effect of this weapon can be executed at a safe distance. It is very deadly with a Bullet's Card 4 and a Catapult's Card 5 on a Magician with very high MAG, as the AT boost is multiplied by 60 bolts and the range is high enough to keep the Magician safe.
Freeze Explosion (orb) Freeze Explosion 6 5-10 6 80-90 90 Freeze Freeze time 0.2s White Big X Walker
10000 1250

Note: This weapon behaves like the Delta Explosion: 6 large freezing one-arrows will appear if an enemy enters the Magician's range. While Delta Explosion will pierce terrain, this attack will bounce off terrain instead. Although this weapon can potentially keep a group frozen more reliably than Big Icicle due to the fact that it's arrows always spread out evenly from the center of the nearest enemy, whereas Big Icicle comes in from somewhat random angles, it's much lower freeze time means the Magician will likely need at least 30 DEX, a Diamond, and a Quick's Card of the highest available levels to reliably keep a group frozen solid. If enemies with lots of strong resistances are encountered, this weapon has extremely deadly damage potential for decimating them with Bullet's Card 4 or 5 and Quick's Card 5 if the Magician has lots of MAG, as freeze damage cannot be reduced by enemy resistances. Even with such large DPS, it is still not recommended on single enemies except for the biggest ones and those immune to all types.

Ice Orb (orb) Ice Orb 6 0-0 1 120-135 60 Ice 10-15, Slow 30% 50% Orange Big Gel Tree
11000 1375
Note: Fires a slow-moving projectile that does no damage, but constantly produces slowing needles like the attack from the White Boss Vampire Tree. However, the attack from this orb does not have the bouncing capabilities like the attack from the boss. Equipping a Guide's Card will increase the moving speed of the ball when the attack homes towards the enemies. Extremely deadly at close range with about 75 DEX, a Quick's Card 5 or a Sapphire 5, and a Guide's Card 5, dealing massive damage to anything not resistant to Ice type damage. It is useless at high range as the effect lasts for just 3s and the slow-moving orb cannot reach enemies in that amount of time. It is worth mentioning that, despite the fact that the orb itself can gain AT from investing SP into MAG, it will never truly do damage directly. Before ver12.7, this weapon had a range of 90.
Lava (orb) Lava 6 2-6 1 120-135 80 Fire 6-9 (Burn 5%) 30 Grey Roundhead Tree
12000 1500
Note: Shoots a pellet which produces fire like Volcano and Super Volcano. However, this orb produces 30 fire with splashing capabilities which slides on ground in one direction. Both the pellet and the fire lasts for 2s, and they can be further increased with a Garnet.
Thunder Orb (orb) Thunder Orb 6 0-0 1 120-135 60 Thunder 1-90 25% Grey Big Box Snake
13000 1625
Note: Essentially the Thunder type variant of the Ice Orb 6. This orb shoots a harmless ball which produces mines that deal thunder damage like the attack from the Yellow Boss Box Eel (Oasis). The projectile also travels faster than the Ice Orb, and lasts slightly longer (4s), effectively increasing range. A Guide's Card may be used to let the harmless ball stay on one enemy for a longer time, causing more mines to spawn on top of the enemy, dealing more damage. While it doesn't have as big a problem with higher range as Ice Orb does, it still runs into one of Ice Orb's problems; past LV 39, the 75 DEX mark, there are no further ways to boost the damage or usefulness by leveling up. This means, like the Ice Orb, it's most useful in the hands of a lower level team that's aiming for really good weapons for lower rank VS Mode.
Spread Explosion Spread Explosion 7 20-40 10 80-90 80 Fire 30-50 1 Orange Roundhead Snake
15000 1875
Note: Shoots out 10 pellets in the same fashion as the Yellow Demon Eel which bounce off terrain. After 1s of pellet creation, when they hit an enemy, it will explode dealing splash damage. Essentially a stronger version of the Time Explosion 5, albeit with less splash clouds after detonation, but an averagely higher splash range, and massively increased damage as a result of the heavy increase of projectiles. When combined with a high-level Quick's Card and a Bullet's Card 6, the Magician will be spewing the projectiles out at an alarmingly rapid rate. A Guide's Card and/or a Pierce's Card will also be useful in reducing waste caused by the rather great spread of projectiles or aiming at ground enemies blocked by raised terrain.
Ice Bolt Ice Bolt 7 25-35 3 80-90 90 Ice Slow 45% Blue Boss Gel Mushroom
16000 2000
Note: Essentially a fusion of the Thunder 1 and Icicle 3 orbs. This weapon is very good for slowing down bosses when equipped with an Aquamarine 7 (Slow 80%). A Quick's Card or a Bullet's Card may also help in damage. Before ver16.0, this weapon was bought for $15000 and sold for $1875.
Hell Fire (orb) Hell Fire 7 2-6 30 80-90 40 Fire Burn 5% Purple Triangle Cactus
17000 2125
Note: Spews out 30 heat clouds at close range. The clouds, while densely packed, travel slowly and lasts for 1.6s so a Garnet is recommended to increase the effective range of the weapon. Alternatively, combining this weapon with a max level Bullet's Card and Guide's Card makes an incredibly powerful short ranged weapon that can shred enemies not resistant to fire, in a similar fashion to the Flame Sabel 4.
Lightning (orb) Lightning 7 1-90 30 80-90 80 Thunder Green Boss Cap Tree
18000 2250
Note: Shoots 30 sparks towards the target like the magical effect of the Thunder Rings. The sparks do not bounce off terrain like the Rings though. Combined with the Quick's Card 5 and Bullet's Card 6, this attack can deal incredible amounts of damage to enemies and big targets, such as bosses. However, it lacks the useful utility of appearing directly on top of an enemy, like the Electric Shock 5, though it deals much more raw damage than the Electric Shock.
Permafrost (orb) Permafrost 8 15-25 6 80-90 90 Freeze Freeze time 0.6s Blue Cap Tree
19000 2375
Note: Essentially an upgrade of the Freeze Explosion 6. This weapon creates blazes instead of one arrows, and has tripled freezing time and increased AT. The increased freeze time makes this weapon far more reliable at freezing hordes at once than the Freeze Explosion 6, making this essentially a straight upgrade.
Ice Missile (orb) Ice Missile 8 0-0 3 120-135 90 Ice 10-15, Slow 30% 90% Green Box Wheel
20000 2500
Note: Essentially an upgraded Ice Orb 6. Shoots 3 harmless bullets which constantly produces clouds as the main hit. The bullets travel much faster and further than the orb from Ice Orb 6 even though the effect time is reduced to 2s, making this weapon viable on also Magicians with semi-high range. However, the projectiles have no bouncing or piercing capabilities like the Ice Orb 6.
Pyroclastic Flow (orb) Pyroclastic Flow 8 2-6 1 120-135 90 Fire 9-12 (Burn 5%) 50% Grey Big Mask Eel
21000 2625
Note: Shoots a pellet which leaves a trail of fire. The fire falls slowly, slides on terrain and deals splash damage. The pellet lasts for 4s while the fire lasts for 3s. Overall this weapon is much more effective on flying enemies and/or at long range, but Lava can be a stronger alternative at close range and/or if there is a need of focused damage.
Thunderbolt (orb) Thunderbolt 8 0-0 1 120-135 90 Thunder 1-999 1 Red X Walker
22000 2750
Note: Shoots a ball which does minimal damage, and releases a large vertical laser that cuts through the whole screen like the Grey Big Box Snake's attack when it hits an enemy or the terrain. The laser deals splash damage. Equipping a Topaz or investing SP into MAG will also increase the AT of the ball above 0, which in turn allows the AT of the ball be affected by the Priest's Aura (AT).


  • Before ver1.5 BETA, Orbs looked like this: Orb (old)

External links

Neutral Glove
· Neutral Sword
· Neutral Bow
· Neutral Orb
· Neutral Staff
· Neutral Gun
· Neutral Whip
· Neutral Ring

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