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the idea is another pod is created for each frame of contact with target and in few seconds a ton of mushrooms explode showering everything with spikes. It oneshotted both Pyramid boss and Alchemist for me, though it took me few shots to actually trigger that because of shields.
This is also one of the few reliable ways to get rid of Thunder creeps, because material mist spells are not converted to lightning bolts.
I think I had a similar effect in my last run, when I accidentally gave myself the perk "Spells arc towards wielder" - can't remember the exact name. I had about 6 luminous drills and 2 add manas on a strong wand anyway. It suddenly turned into a death laser when I got the arc perk. I won the run, never used another wand. At one point I reached the portal and just pointed the laser up and started spraying it, and blood, debris, and gold started raining down. Butchered everyone and everything. Insane wand.
Boomerang spells + homing perk will turn luminous drill into homing missile. Literally everything that makes other god wands better is applicable to this one.
Lightning explosion with lightning/explosion immunity, infinite spellls and high recharge time is pretty much impossible to die with unless you subject yourself to polymorph.
1 and 3 on this list will slow your computer down if you're running on outdated hardware. And may crash it if you spam too much.
Fire + Explosion Immunities will let you start casting one of my favourite late-game wands: the utterly unreasonable Chain Duck Nuke. Chain Spell - Tau - Omega - Phi - As many nukes and ducks as you can find. Ensure you have a decent computer and perhaps a spare 10 seconds per cast to wait for the game to catch up.
My favorite early effective wand is build upon Fireball orbit and Triplicate bolt. Both are quite common spells (but yea, unlocking orbit spells may be tricky for new players). Speed up and reduce spread are great modifiers for this. Damage scales well simply by adding more Tri bolts.
Timer+Plasma beams/cutter or barrier+larpas are good combo against all bosses. Also rather common spells. Dangerous as hell for sure.
Luminous drill and Ping Pong path was mentioned earlier. Usually I use this as a common damage wand at late game. Trick is to get Wand of Multitudes. Some Chainsaws, and Add damage. Enough Add manas early on and Blood magic later, as well as Projectile weakness. Does quick job on anything but 33 orb Kolmisilmä.
For that, there are infinite damage wands.