Notes Written By An Onion
Top 10 spells in Wizard101
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, 7-14-10 at 11:36:41 PM (7057 Views)
Hello everyone! To add to the entertainment value of my blog, I've decided to periodically post a "Top 10 list" about various things in Wizard101. This week, the topic is:
"Top 10 spells in Wizard101"
[B]#10: Time of Legend, Wyldfire, Balefrost, Darkwind
[/B]All of these spells have one thing in common: they all boost damage, and they all have a cool bubbly look to them. Why are they so good, again? Oh yeah, as long as you have your school's bubble in play, all of your spells of that school are boosted by 25%. [B]All of them[/B]. These cards are so powerful that wars are fought over them! (My fellow arena rats will get that joke. Get it, bubble wars?) But anyways, bubbles are a serious business, and many Fire/Ice/Storm/Myth duelists will keep 5-7 in their decks.
[B]#9: Cyclops Minion
[/B]Arguably the best minion in the game, and rightfully so. The Cyclops Minion will never appear gray in your hand, as he can be cast at any number of pips (1-4). The 1-3 pip minions aren't spectacular, but the 4 pip minion is something to be feared. He boasts 575 health, a massive amount for a minion, and has a huge range of spells. He can heal, attack, trap, break those pesky Myth shields, and even donate pips to you. Awesome? I think so.
[B]#8: Storm Lord / Frost Giant
[/B]These would have been higher on the list if it hadn't been for KI's latest update (In case you haven't noticed, each stun now gets blocked by [B]4 [/B]Stun Blocks now). Now, Lord and Frosty's values in 1v1 have dropped severely, and you can no longer rely on them in team dueling when it comes to stunning.
[B]#7: Sprite
[/B]The best heal in the game, clocking in at 300 health per pip. At only 1 pip, it can be used at any time in a duel, and is an effective way to remove Infections.
[B]
#6: Infection
[/B]In Wizard101, heal spells have over double the efficiency of damage spells. The infamous Sprite boasts a heal-per-pip of 300, which is incredible. The offensively minded wizard's only counter to these massive heals is Infection. Infection cuts your opponent's next heal by 50%, which brings them down to earth. Many wizards will carry as many of the babies as they can, I personally will wear an amulet that gives me 2 extras.
[B]#5: Weakness
[/B]Originally, I had forgotten about Weakness and had excluded it from this list. However, my readers reminded me of it, and I felt obligated to put it here. Weakness does not look like much at first. It only removes 25% of the next attack, compared to Tower Shield's 50%. However, Weakness stops both of Orthrus' attacks, Tower stops one. Weakness stops all four of Poison's hits, Tower stops the first weak one. Weakness is also one of the key ingredients to stopping a maxed Judgment. Again, sorry I missed this one, and I hope I've done it justice.
[B]
#4: Judgment
[/B]Judgment is the most feared spell by new players. They don't know how to stop it, and go on the wizard101.com message boards and complain about it (If you don't believe me, go to the Player Versus Player section of their message boards and read for 3 minutes; I guarantee you'll find something about how unfair Judgment is.) In the higher ranks, players have trained Tower Shield, which is one of the only Judgment defenses. Big Judgment strategies fall apart then, but Judge still is reliable as a finisher, or even a 2,000+ damage attack when playing from first.
[B]#3: Tower Shield
[/B]Known to many as the Judgment defense. However, being able to block any attack by 50% is incredible, no matter who you're fighting. Tower Shield is so necessary in PvP, that you basically have to have it in order to succeed. I know of a few duelists who have done well without it (looking at you, Stephen), but the majority of us have to have it.
[B]
#2: Rebirth
[/B]I tried to not stack this list with rank 7 spells, but keeping Rebirth off this list would've been a crime. In group PvP, a level 48+ Life makes any team solid, almost all thanks to Rebirth. RB gives each player 650 health and a Spirit Armor. So in 4v4, that's 4 Spirit Armors (12 pips) and 6 Pixies (1 and a half for each, 12 pips) all in one 7 pip spell. Because of this spell, the Life player is always the number one target for the opposing team.
[B]#1: Orthrus[/B]
When I first looked at Orthrus back in '09 when it was released, I thought that Myth had gotten ripped off. Myth didn't get a cool hit-all spell, they just got a seemingly sub-par attack in Orthrus. Boy, was I wrong. Little did I know that Orthrus would single-handedly make Myth the dominant school in 1v1. At first glance, it doesn't look all that special. Look again, and you'll see that the first, tiny attack breaks the shields, and the second big attack does all the damage. Combined with the Cyclops Minion and a Storm wand, there really isn't an effective way to stop this beast.
[I]Honorable Mentions (in no particular order): Satyr, Earthquake, Volcanic Shield[/I], Feint
So there you have it, the top 10 spells in Wizard101. I hope I didn't leave anything out!
~OK