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Top 10 spells in Wizard101

Rating: 4 votes, 4.50 average.
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

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Updated 7-15-10 at 6:19:38 PM by Onion Knight

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Comments

  1. dav_gro's Avatar
    I really do not understand how Weakness does not make this list.
  2. Itz Rob3rt's Avatar
    Nice list, but I think weakness is another great spell, and reshuffle is another of those must-have spells. Earthquake is another good spell to use when dueling with a team, and i also heard it will take away rebirth absorbs now. Still, I think your list did a good job of covering the top10 spells
  3. Onion Knight's Avatar
    Looking back on it, I'd say that Weakness should have been on the list, replacing Pixie at number 10. I considered grouping it with Infection, but I wasn't sure I should do that.

    Earthquake is another good spell, I believe I'll add an "honorable mention" list at the bottom of the post.
  4. winicott1001's Avatar
    With out Weakness most GM Balance equiped effectively with non-arena gear items can break through a Tower with a Judge for a kill (or near kill). Way back when i ws a one hit Judge wonder (yes, I am ashamed), I was able to accomplish this fairly regularly. Weakness is also the only really effective way to deal with Orthus.

    I found that until I learned how to use weakness effectively I had difficulty maintaining Warlord Rank. For me this card should replace the bubbles. I am weekend warrior for sure when it comes to the arena and do not do many touneys so I am not an expert. I am assuming in overlord matches and tourney matches you see the bubble more often. Why does balance have such a cruddy bubble? Why would I want to give them a pp% increase. IDK. Balance: Doomed to always lose the bubble war.
  5. Onion Knight's Avatar
    Quote Originally Posted by winicott1001
    With out Weakness most GM Balance equiped effectively with non-arena gear items can break through a Tower with a Judge for a kill (or near kill). Way back when i ws a one hit Judge wonder (yes, I am ashamed), I was able to accomplish this fairly regularly. Weakness is also the only really effective way to deal with Orthus.

    I found that until I learned how to use weakness effectively I had difficulty maintaining Warlord Rank. For me this card should replace the bubbles. I am weekend warrior for sure when it comes to the arena and do not do many touneys so I am not an expert. I am assuming in overlord matches and tourney matches you see the bubble more often. Why does balance have such a cruddy bubble? Why would I want to give them a pp% increase. IDK. Balance: Doomed to always lose the bubble war.
    Hmm, I'm really starting to think that I should swap Pixie with Weakness. The bubbles are pretty regular in high rank matches, and the player with his bubble out has a distinct advantage, which is why bubbles are on the list.

    As for why Balance has such a bad bubble? I don't see it as bad, just not as good as the others.
  6. FireBringer's Avatar
    Of course, I'm going to be the one contradicting the bubble... I, personally, think that it should be in the top 3... But you know my opinion on that
  7. Onion Knight's Avatar
    Quote Originally Posted by FireBringer
    Of course, I'm going to be the one contradicting the bubble... I, personally, think that it should be in the top 3... But you know my opinion on that
    hahaha, Of course you would say that. Believe me, fitting only 10 spells on to a list like this, and then ranking them wasn't an easy decision. There were at least 5 other spells that could've been on the list, so I'd say that, if they're even on the list, I'd consider them to be very very good spells.
  8. Eric.'s Avatar
    hello out there
  9. adiw's Avatar
    Judgment is good because you can hardly block it, but if your opponent has no storm shields, Tempest is better, even in 1v1, especially in PvE vs. a storm opponent. Convert it first turn, then lay on the traps. You can blade it, trap it, and convert it a whole lot more.

    1 correction: Balefrost gives +35% not 25%. Even better!

    In The Test Realm, I kept two Wyldfires in my deck.
  10. Onion Knight's Avatar
    Quote Originally Posted by adiw
    Judgment is good because you can hardly block it, but if your opponent has no storm shields, Tempest is better, even in 1v1, especially in PvE vs. a storm opponent. Convert it first turn, then lay on the traps. You can blade it, trap it, and convert it a whole lot more.

    1 correction: Balefrost gives +35% not 25%. Even better!

    In The Test Realm, I kept two Wyldfires in my deck.
    Judgment is simple to block. You Tower and Weakness, and it's shut down completely. Tempest isn't better, it takes a while to get all those boosts, and everyone carries 70% Storm shields to stop it. Even with converts, you just lay a Storm Shield over it and it all goes down.

    All bubbles are 25%.