Choose the effect you want before choosing its name
Use Rush when you want its movement, Needle connection and repeat-use pull. Use Magic Scissors when you want charged piercing shots between spell uses. They can occupy different equipment slots, but a similar name does not establish a shared debuff.
The Rush panel is from ZlXgames’ Steam PC v1.0.0 recording, uploaded August 31, 2026. Magic’s panel is from CT602’s later Steam PC v1.0.2 segment, uploaded September 4. The optional Threading definition below is a separately dated developer preview.
| Path | Input you control | Observed result |
|---|---|---|
| Rush / Thread | First use, then reuse within two seconds of that first use. | Needles connect targets; the repeat action pulls those connected targets. |
| Base Magic Scissors | Hold the weapon charge, then release. | Piercing projectiles; level-one-or-higher charge makes the hits critical. |
| Threading Imprint | Select the matching current modifier only after reading it. | The August preview describes extra tracking with a weapon damage tradeoff. |
Make the first Rush connect before using its follow-up
Aim the first Rush so its Needles can reach the intended enemies. The separate Needle panel says they tie the target’s HP with Thread; the Thread panel describes a reduction to target maximum HP by the tied amount. Merely moving past an enemy is not the same observation as a Needle connection.
Reuse Rush within two seconds of that first use to pull Thread-connected targets. The recorded follow-up lists 100% increased additional damage. Finish this short sequence before settling into a long weapon charge; a second press after an unrelated wait is not the described follow-up.
The panel names connected targets, not every enemy in the room. If the expected group is not pulled, recheck whether the first Needles connected and whether you used the follow-up inside its window. This does not assign an unseen immunity rule or an exact tied-HP percentage.

Use Magic Scissors for charged piercing shots
Hold the assigned weapon control to build charge, then release. Magic Scissors fires projectiles equal to the charge level, damaging enemies they pierce. Charge level 1 or higher produces critical hits. Its recorded base menu has one maximum stack, so do not assume unlimited stored charged releases.
Aim along the enemies you want the projectiles to pass through. Use an opening for the charge and leave a new warning before committing to another one. The base menu describes piercing rather than homing and does not mention applying Thread.

Threading changes tracking; it is not a proven Thread generator
The August 3 preview defines Magic Scissors Threading as 65% less weapon damage and tracking its target two additional times. That is a dated modifier description. It does not state that the projectiles apply the Thread debuff used by Rush.
If you see Threading offered in your current game, compare its exact wording with the way you want to aim. Tracking can be relevant when targets move; a damage reduction is still a tradeoff. Do not equip an old name on paper and assume a current numerical result or a Needle connection.
Run a concrete mixed plan once the choices are unlocked
For a mixed loadout, try Magic Scissors, Rush and Counter. This is an author-recommended arrangement based on the observed roles. Counter gives a short timed-block option; it is not a Thread source, and the recordings do not prove this exact loadout is optimal or cleared a boss.
Use Magic for ranged pressure, then perform the two-part Rush sequence when a connection and pull are useful. Complete the follow-up before returning to weapon charging. Keep your Special skill and reward notes specific to what your save actually offers.
- Use a safe opening to charge and release Magic Scissors along the target line.
- When a pull is useful, aim Rush’s first use so its Needles can connect.
- Reuse Rush within two seconds of that first use, before switching into a long charge.
- Reposition and resume Magic shots when the ground is safe.
- Use Counter against an incoming hit you can time; recheck the arena before attacking again.