Clover Time Grimoires: Every Documented Grimoire, Rarity and Moveset
The ten documented Clover Time grimoires in one factual catalog — verified rarities, named abilities and the progression rules that unlock them.
A Grimoire is your main magic source in Clover Time: equipping one unlocks your character's magic and can completely change the abilities available to you. Each book carries a different magic, gains new moves as you upgrade the Power Stat in your skill tree, and holds more or fewer abilities depending on its rarity. Ten Grimoires are currently documented, and this page catalogs what is verified about each one — rarity, named abilities and progression hooks — so you can identify your options and compare their actual mechanics. Rarity alone isn't the whole picture: movesets, damage and usefulness in PvE differ between books. If you want opinions on which Grimoire is strongest, the Clover Time grimoires tier list covers that; this page sticks to facts.
The ten documented Clover Time Grimoires
The display inside the Grimoire Tower — directions are on the Grimoire Tower location page — shows all ten books, each labeled with its rarity. When you roll, the glow color around the book telegraphs what you got before you even equip it: white for Common, blue for Rare, purple for Epic.
Here is the full list, ordered by documented rarity with the two entries whose rarity is undocumented placed last — a factual arrangement, not a ranking:
| Grimoire | Rarity | Documented abilities | Notes |
|---|---|---|---|
| Anti-Magic | Mythic — shown at the tower as 1-in-179 | 4 base + 5 awakened | Awakening requires the Devil race; scales with Power |
| Battle Lightning | Legendary | 2 named, more seen in play | Kit ranges from M1 boosts to large AoEs |
| Explosive Flame | Epic | Many skills; moves unnamed | Magna's book; purple roll glow |
| Chain | Rare | 3 (final skill needs 50 Power points) | Blue roll glow |
| Ice | Uncommon | 3 | Absolute Zero freezes targets |
| Fire | Common | 2 | Fireball and Fire Ground |
| Snow | Common | 3 | Snowman summons drain mana while active |
| Earth | Common | 2 | Starter book; Stone Push and Stone Edge |
| Water | Not documented | Not documented | Confirmed as a roll result |
| Poison | Not documented | 4 | Damage-over-time kit |
How Grimoire abilities are structured
Three shared rules shape every Grimoire kit:
- Abilities unlock through the Power Stat. You gain new Grimoire abilities by upgrading the Power Stat in your skill tree — simply owning the book isn't enough.
- Rarity gates ability count. Depending on rarity, a book has more or fewer abilities; an Epic was seen with more skills than a Common.
- Each book scales differently. Every Grimoire scales with different stats, but the only scaling documented in detail is Anti-Magic's tie to Power — don't assume another book uses the same stat.
On equipment and storage: after obtaining a Grimoire, you select it in your inventory to equip it and gain its abilities — ideally testing the moves somewhere safe before taking it into real fights. You can equip one book and keep one in your bag, two in total; rolling a third means dropping or replacing one of them. A Robux Grimoire Bag raises capacity so you can carry two copies of each Grimoire. Nothing locks you into your first roll — you can keep books and swap your setup as you go.
Documented Grimoire profiles
Anti-Magic (Mythic)
Anti-Magic is the Mythic Grimoire: the tower display lists it at 1-in-179 odds, and it's described as the current rarest obtainable book. The base kit has four documented moves — a large anti-magic slash on a cooldown, a double slash wielding both blades, Dual Spin (a holdable spin that ends in a ground slam) and a lunge called Rush Divider. The base form is short on AoE; one showcase called it maybe not the best grinding option until awakened.
Its real hook is the Awakening: a separate cutscene sequence that replaces the moveset with stronger abilities and adds devil wings and a tail. The documented awakened kit is Black Divider on E (a demonic dash-slash that stacks), a targeted flight dash on Z, a lifting tornado that ends in a slash on X, a long-range dash-slash on R and an ultimate on V. The Awakening requires the Devil race, and the book scales with Power — details in the progression section below. The Clover Time anti magic guide covers Anti-Magic on its own.
Battle Lightning (Legendary)
The Lightning Battle Grimoire is Legendary, with abilities ranging from M1 boosts to large AoEs. Two moves carry official descriptions: Thunder Discharge (R), a constant lightning projectile that lasts as long as you hold R and can be cancelled into an M1, and Lightning Beast Claws (Z), which embeds your arms with lightning claws and changes your M1 combo. The claws are listed as dealing extra lightning damage, but one player's hands-on test read them as an aura with no damage increase, so treat that bonus as worth checking in game.
Gameplay footage adds more documented moves: a T-key ground lightning that keeps exploding for AoE damage, a forward lightning slash on V, a dash into a lightning kick, Thunder Execution (reported by one player to grant a buff), Overvoltage (an attack that needs another target present) and a high-damage ultimate on C. A "Thunder God" skill reportedly gated behind the Elf trait appeared in one video, but its own creator wasn't sure it's in the game yet — treat it as unconfirmed.
Explosive Flame (Epic)
Explosive Flame is the Epic book — it glows purple when rolled — and it's the Grimoire associated with Magna. It's described as having many skills, but no individual move names are documented yet, so its exact kit is best checked in game.
Chain (Rare)
Chain announces itself with a blue (Rare) glow when rolled. Its three documented moves: Chain Barrage sends chains out to damage enemies in front of you and works well as an M1 combo extender; Chain Heavy is a heavy ground attack that deals high damage and knocks the target away; and Chain Stun traps the target in chains so it can't attack while you combo it. Chain's final skill stays locked until you've allocated 50 stat points into Power.
Ice (Uncommon)
The Ice Grimoire is Uncommon and casts large-hitting ice spikes. Ice Spikes (E) summons a wave of spikes that lunges toward the nearest enemy, and Hailstorm (R) calls down ice spikes in a large circle around you. Footage adds Absolute Zero — a very long-range burst of ice spikes that freezes the target — giving Ice a documented three-ability kit: Ice Spikes, Hailstorm and Absolute Zero.
Fire (Common)
Common Fire has two documented abilities: Fireball and Fire Ground, a field of flames on the ground. One earlier playthrough showcased a fire book with a much wider kit — a held fire shot, a flamethrower-style move, a hellfire explosion with a burn effect, a long-range kick and an M1 style that didn't consume mana while held. That kit doesn't match the two-ability Common Fire, and the difference isn't settled — it may be a different fire-family book or a different build — so verify what your own fire book actually has.
Snow (Common)
Snow is a summon-focused Common kit. Snow Barrage throws a held stream of snowballs, Snow Storm drops damaging snowfall from above, and Ice Snow Friends summons two snowmen that follow you and can be ordered to attack NPCs — their punches stun, letting you attack freely alongside them. The catch: while the Snow Friends are active, the summon burns through your mana quickly.
Earth (Common)
Earth is the starter Grimoire most players see first, with two documented abilities: Stone Push, a wall that pushes enemies back, and Stone Edge, a spike that launches the target upward.
Water (rarity undocumented)
Water is confirmed to exist — it has appeared as a roll result — but neither its rarity nor its abilities are documented yet. If you roll it, check its move list in game.
Poison (rarity undocumented)
Poison has a documented four-move kit but no documented rarity. Poison Bullet is a thrown poison, Poison Mister sprays an area that keeps dealing damage over time, Tox Explosion is a poison explosion, and Tox Clone summons a clone you can command to attack NPCs. One player specifically flagged the damage-over-time as useful against bosses.
How stats and skill-tree progression interact with Grimoires
Stat allocation decides what your Grimoire can actually do:
- Putting points into Power unlocks new moves as you go. Anti-Magic's kit, for example, unlocks progressively — Rush Divider first, then Dual Spin later.
- Chain's final skill is locked until you've allocated 50 Power stat points.
- Scaling matters: one player poured early points into Strength while running Anti-Magic and saw no improvement — the abilities only got stronger after reallocating to Power.
- Some books have special requirements: owning a Grimoire doesn't immediately make every ability available. The clearest case is Anti-Magic's Awakening, which requires the Devil race — the Clover Time races page explains how races work.
Awakenings are the main late-game hook: some Grimoires can unlock an Awakening, a separate sequence with its own cutscene that grants a new, stronger moveset. Anti-Magic is the documented example, and the Clover Time awakenings page covers the system in full.
Roster caveats
Clover Time is in beta and updates frequently, so treat this catalog as a snapshot. Two limits matter: Water and Poison's rarities (and Water's abilities) have no published data, and the ten-book roster isn't proven exhaustive — roll footage has shown book names outside these ten. After a content or balance update, re-verify rarity labels and move lists in game before committing resources.
Once you know which book you're after, the Clover Time how to get grimoire guide covers the rolling process itself. Rolls consume mana crystals, and the Clover Time codes page is the quickest way to check for active codes that grant extra spins and crystals before you start rolling.
Related Guides
Grimoires Tier List
All ten grimoires ranked with explicit criteria, plus which rolls to keep or reroll.
How to Get a Grimoire
Reach the Grimoire Tower, roll with mana crystals, and plan around the pity thresholds.
Anti-Magic Guide
What Anti-Magic provides, its Power-stat move unlocks, and the Devil-race awakening.
Awakenings
The confirmed Anti-Magic awakening: prerequisites, the devil transformation and awakened moveset.
