Waterworks Strategy
I was lucky enough to learn this strategy from another wizard, Gorman Legendstone. I spend almost 2 hours doing Waterworks. I always bring a life. I’m sure life wizards around the spiral are being begged to escort three wizards through Waterworks.
I brought in fire, storm, myth, and balance. Fire is not necessary for this instance. You must have some of the following gear: someone with dragonblade pet, Witch’s Star Necklace, and Feint Amulet for the boss fights. Treasure buffs speed up the second boss fight as well. The mob fights typically last only 2 turns. Balance should go in first to blade a wizard, but don’t worry if they aren’t first. Balance’s role is completely supportive with availing hands and buffs. All other school should have single blade and an attack all enemies spell in deck. All schools hitting it is highly suggested to put on power gear and train gargantuan but not required. However, storm is required to have a gargantuan tempest for final boss.
For mob fights put only this in your deck:
- Myth- Single blade, Frog and Gargantuan
- Fire- Single blade, Meteor and Gargantuan
- Ice- Single blade, Blizzard and Gargantuan
- Storm- Single Blade, Tempest and Gargantuan
- Balance- Blades, Heals, Sand Storm and Gargantuan
- Death- can also be supportive with heals and boosts
The first few mob fights are now done, hopefully with those two turns. You can heal up from the red wisps after you finish the clams correctly. Now on to Luska, the first boss you face. I suggest throwing storm in first for Leviathan. Balance should blade and just heal as usual. Remember single attacks (except efreet) and traps from any position other than first will get you seriously injured!
Do the next mob fights the same way you did the first round of them.
The final boss can be done in 7 turns! Follow instructions carefully:
- Storm- 3 single trap, 3 windstorm, 2 single blades, 2 vengeance (can substitute for amplify) Storm should have tempest in treasure that is boosted, so you can pull out your attack on the fourth round of blades being allowed.
- Balance- All buffs on main boss. Should have other members help you distribute buffs. For example give death the treasure blades to put on storm, or have them wear a windstorm necklace.
- Myth- Must dispel in the first three turns so the traps are not taken away when the field is changed! This is a must! Help buff Storm.
- Other School- help buff storm and heal and shield teammates.
Keep all decks short and simple and to the point! Balance and Storm wizards delete duplicates of cards and wands.
Everyone needs to work together to be buffing storm and trapping only the boss on appropriate rounds. Storm can use windstorm, but other than that, storm should not be using pips to buff, those pips need saved for tempest.
It is very important you count these rounds! First three rounds are traps. Count the rounds so you know when to blade, write them down if necessary! After the third round, start buffing the storm with blades. He will interrupt you after the third round to change bubble to allow blades. After three rounds of buffing storm with blades (Remember to count!) the fourth round storm should tempest.
I accomplished this with our storm doing 130,000 in damage to boss and killing off minions. No life required and only 7 turns! My total run time was 45 minutes.
I would not recommend this for people that are not familiar with Waterworks. You can read up on waterworks here. I strongly encourage you to try, though this may take a few attempts.
Thank you for showing me this strategy Gorman Legendstone! Any questions, feel free to ask, they will be answered in an appropriate time. I hope to have a video up of the final boss battle in the next few days.