Friday, December 4, 2020

Wizard101 School Decisions



    This article is mainly designed for wizards who have just started or are about to start their journey as a young wizard. Here we will illustrate the advantages of every school as well as their function in battle.
             The school of ice is one of the most chosen schools in the game. It comes with high resistance but somewhat lower damage. The low damage of the gear, as well as the spells, will prolong questing especially if you’re conquering the game on your own. A secondary problem would be the accuracy of spells. Prepare to fizzle a lot when you start your own adventure however this will be less of a problem at the end of the game. Ice has very easy gameplay in a battle this school relies on blades that will make up for the low damage. Due to its high withstanding ability, it is very recommended as a starter school if people don't mind progressing a bit slower when it comes to solo questing.

The role of ice in a higher boss fight will always be the one of a tank. Their main job is to shield their allies to a maximum by using spells such as ‘Legion Shield’. As a tank, you are expected to set their focus entirely on resistance that is why you will start the battle and claim the first position in the battle ring most of the time. The chances of finding an open spot in difficult battles are decent. It is possible that people invite you to tag along but keep in mind that some may prefer a healer over a tank.

  • decent questing speed
  • good solo player
  • decent chances on finding a team


The school of fire is also among the most chosen schools. Fire is the second strongest school in the game only surpassed by storm when it comes to damage. The difference is that fire still comes with decent resist. Mainly fire focuses on damage over time (dot) spells. Nevertheless, the damage they can deal shouldn’t be underestimated. At the beginning of the game, fire tends to fizzle some spells as well so the key is patience. Whether you are a solo or team player fire will be a great option since it allows you to finish worlds at a rather high speed. Furthermore, you should have less trouble when it comes to soloing difficult boss fights in the higher worlds.

The role of fire in group fights is simply to deal damage. Just try to collect as many blades and traps as possible and go for the hit. Some people may prefer a storm as a hitter but with the right setup fire can easily keep up damage-wise. Due to some specific cheats of certain bosses such as ‘Fellspawn’ fire wizards could be chosen over storm wizards. Either way finding a good team shouldn’t be a problem.

  • fast questing speed
  • good solo player
  • good chances on finding a team
                    When it comes to dealing damage storm will definitely be the first choice. However in exchange for high damage spells and gear with a high damage stat storm will lack accuracy, health and resist. The accuracy will only be frustrating at the start of the game but won’t bother later on. The fact that storm can deal a great amount of damage and its ability to hit fast with spells such as ‘Tempest’ makes storm the perfect school to speed run through the game. Unfortunately the low health and resist leads to many deaths along the path. Expect struggle especially when it comes to solo fights.

Storm is a perfect player when it comes to group battles. Almost every team will want a storm to be the main hitter. Finding teams should never be an issue. As a storm wizard your one and only goal will be to deal damage don’t forget to blade yourself first though.

  • perfect questing speed
  • decent solo player
  • perfect chances on finding a team

            The death school isn’t as common as the previous ones. Death will focus on using drain spells which means you gain health back by attacking your opponent. Death has overall decent stats it doesn’t have a real focus when it comes to stats. Some would say that death is the ideal solo player since it doesn’t go down in battle easily. A negative point would be that it will take some time until death gains their first AoE spell which would be ‘Scarecrow’. Of course there is an option to craft ‘Deer Knight’ but people rarely do it. Because of this you should expect death to be very slow in lower worlds since you have to take out your opponents one by one.

The chances for death to find a team aren’t bad although it completely depends on the boss fight itself. The role of death will always be to weaken the opponent by using spells such as ‘Virulent Plaque’ or ‘Bad Juju’. Most death wizards run a high resist together with a life mastery hit so they are able to weaken the opponent without losing too much health and to heal their allies.

  • slow questing speed
  • good solo player
  • decent chances on finding a team

           Myth isn’t a common school in the world of wizards. Their main ability would be to summon minions. While summoning minions may be a good advantage at early stages of the game it also prolongs the matches. Myth has decent overall stats although it can’t be as strong as fire or storm when it comes to hitting. Using minions to aid the player in battle can prove helpful in solo fights but keep in mind it will always consume a lot of time so don’t expect to finish worlds fast with this school.

Myth will have a rough time when it comes to finding a team since their ability to summon minions will be entirely useless in later boss fights. Some may take in Myth so they can remove shields and traps of bosses but that is rather rare.

  • decent questing speed
  • decent solo player
  • bad chances on finding a team
             Life focuses on healing themselves and allies in battle. It is mainly chosen by people who wish to play in teams throughout the game. While their ability to heal is outstanding the life school does lack damage which makes it more difficult to speed through the storyline. Furthermore life does not get a AoE spell for a while which forces them to take out enemies one by one unless they decide to farm or craft. Life should not have trouble in solo fights but they will struggle when it comes to questing through worlds alone.

Life will be often be chosen to join various teams. The only role of life is to keep their allies alive. A setup with high healing incoming and outcoming is always great to boost their heals.

  • slow questing speed
  • bad solo player
  • perfect chances on finding a team

                           Balance is the combination of all schools. They have a lot of different spells to offer such as healing spells, blades, traps and hits. Also while some spells deal balance damage others may deal damage of the other six schools. Balance is designed to be more of a team player since their blades can support every school. It shouldn’t be overseen that these blades are not very strong though which gives balance a difficult time when they try to solo worlds because they will need more turns to blade themselves in order to hit. It is definitely to quest alone through worlds but it will take some time.

The balance school has decent chances of finding a team. Some teams will definitely want somebody to blade up the hitter while others may think it won’t be necessary. If balance manages to find a team their job would be to blade the hitter every round. Traps shouldn’t be neglected but the main focus will be blades.

  • decent questing speed
  • bad solo player
  • decent chances on finding a team Even if some schools have certain advantages over others in the end the school has to suit the player. There will always be negative aspects in every school but despite of that each can be equal fun. Don’t be afraid to try all of them and find your favorite and most importantly enjoy the game!