Spirit Armor is already a pain. Recently went through Marleybone and Muhong. Every life boss I encountered and even boss minions cast that shield, ruining my damage calculations, if it was increased to 800 many lower-level wizards would be screwed over, as the 400 extra hp would double the boss's health in Marleybone. It's like giving them a second hitbox, which is why 400 and 3 pips are good, lowering the pip count would mean the Enemies could spam it more easily, as currently, they would need to reach 3 pips first. It's a lower-level spell, sure it becomes useless at a Higher level, but even as a Life I used it sometimes in lower-level boss fights. It has its uses and by no means is it one of the worst spells. Saying it's one of the worst spells seems like a stretch. When Pacify exists. But Ice Armor is worse in every way than Spirit Armor consumes all your pips and even at 3 pips Spirit Armor has more value.
How to instantly make Polymorph vaguely playable: It cannot reduce your stats. So, if you transform while having a skewed profile, it can buff some stats and keep the others exactly where they were.
Polymorph would be useful if it kept everything about your gear in tact. Kept all your gear spells and all your gear stats, with basically just your deck spells being replaced. Or even if all your stats were kept, but your primary school stats are converted to the primary school stats for the polymorph. I feel like that might make them just slightly OP, but anything is better than their current absolutely useless status.
I think an interesting use case for polymorphs should be when you're going up against a boss of your own class, you can polymorph into your opposite class and be good against your class, except for the fact that the polymorphs come with inherent weaknesses to their opposing classes like a normal enemy so it's not even good there. Take away the weaknesses to opposing classes and don't nerf stats and I could see some niche cases for polymorphs being used. It just sucks because it's such a cool concept but the way it's designed means it's always useless unless you're memeing.
Taunt and pacify do guarantee they hit the target, this got changed like 4 years ago. They're also useful on the Jade Oni rematches to keep your hitter alive since they hit stupidly hard when storms have under 2.5k
@@lifedeather to have a bigger difference from fire and storm is the only reason I can think. having fire spells be more based around dot then straight damage
Yeah I can't believe they did FFA dirty like that. Before it got changed it was my ace cast for my fire, did devastating hit then the 3 traps to follow made it more easy in PvE but now it's ruined and it makes me sad
Right I had it in my trap deck you can put the sun trap chant on it to for more damage on the trap when I got back on 3 months ago from a break I seen the change I'm thinking why change such a good spell for what it did not need changing.
Seriously KI really has fucked up shadow pips and spells. Honestly in my opinion KI needs to fix how easily/fast you can get a shadow pip, PVP ban all shadow spells, and then edit all shadow spells to be OP/extremely powerful but also have them have a downside. (Ex: glowbugs doing backlash damage, call of khrulu putting a feint on the caster, etc.) that way it’s a risk Vs reward gamble if you wanna use it. Just something to make shadow pips both important again and also unique in there own way to make them interesting
Precision actually has some use when you have allies in the Battle Example: you take the time to set up a partner into dealing a massive hit on the turn you're a partner is going to lock into the spell you could throw on a precision to your partner to make sure the attack doesn't miss. That's how I use it whenever I have an ally to help me in the Battle the two of us would set up massive hits to take out the opponents planning around using precision to make sure the hit works buy casting it whenever the attack would be released on the opponent
I will never understand why Gaze of Fate is so cheeks, 5 pips, shadow pip and only does 325 per hit with the 2nd hit being random and then a random bubble. Plus enchanting it splits the damage
It's a Balance global, not a random global. It's useful in PvP. There can only be one bubble, so casting one while your opponent has one up both denies them their bubble while giving you an edge.
There's a storm sacrifice minion spell for 4 pips that's super good for an arc 1 myth, I think that's the only exception to the sacrifices spells really.
They changed taunt so it guarantees you’re the only person that can get hit, they changed it along with pacify and spells with a hit and pacify like grrnadier
Polymorphs are so underutilized, I really hope they actually create an astral school to pick as a real class sometime. Pteranodon polymorph is actually pretty good. KI just failed at creating opportunities to entice them to be used, I haven't seen a viable strategy using them basically ever. The only time they really embraced polymorphs was when the boss turned us into as a bad thing! I get that fire from above was too similar to the smore machine and that's why they changed it, I mean you could follow up with a detonate after.
Haven't touched the game in almost a decade but a rework to the Polymorph/Minion spells would bring me back. I remember wanting to create a build that revolved around either back in the day. Especially because I mostly played the game solo but it just wasn't viable.
I remember being so enthusiastic about moon school and then trying it and realizing how sucky it is. Monstrology has changed the game for minions, though. Minions are more viable than ever now.
Personally I gotta disagree on a few of these. When you are working with a minion, taunt and pacify are so useful. Now you may be like, aren't minions useless? Honestly, no. I'm a level 94 in Azteca still using my minions (Vassanji currently, but also with Monstrology as an option there's so many possibilities). And all of the shield spells are also super useful when you have a minion. Over healing is always wasted, but over shielding never is. Shielding gives you more life than your life total, or it gives your minion more life than their life total. Shields enable you to give your minion more hit points than they naturally have, helping them last longer. Precision is also good when working with a minion, because you always go right before them and know what they will cast, so if they cast a low accuracy attack spell, you can give it to them to guarantee that they hit. I do agree that the sacrifice minion spells are absolute trash... you never want to sacrifice your minion because the entire point of them is that they benefit you. I've never had a situation where I would choose having more life over having my minion... if anything, I would come within the edge of death to be able to save or summon a minion instead. All the benefits a minion provides are way greater than a few pips or health.
The problem with the sacrifice minion spells is really just that minions are bad. If minions were useful then sacrificing them when you no longer need them would be decent
ill forever be mad at the FFA changes as a fire main, we barely have good single target spells as is and then they take away the one that everyone used consistently 🙄
I will admit precision is good for me and my gf were doing storm balance duo since she picked storm because it looked cool for her first playthrough and since i blade her i use the accuracy before she hits very niche but still good low level
I mean, not entirely fair for a few comparisons here. Things like “Why use the inferior ice armor?” are relatively easily answered by noting that its a precursor. You get it earlier. Same as keen eyes. Ill also defend the armor spells in general briefly. Take Spirit Armor, as an example. Life gets it pretty early, and it effectively gives you 400 HP, same as fairy. You pay an extra pip for the ability to effectively heal over max health, a pretty valuable skill in the early game, especially if you are questing with wizards who dont have high max health. Similar idea with the Ice Armor, though it is admittedly worse. And to offer a brief defense of the accuracy blades, those things are incredibly helpful early, especially the storm one. You havent played early storm if you havent lost a battle in Krok to fizzling 3 times in a row on a hit that should kill. Cant offer any defense for pacify or taunt, even if they actually do require enemies hit you, since they still get outright countered by aoes and (I think) boss cheats.
Spirit armor was essential and the GOAT in 2011 during 4v4 PVP battles. It had a very good use during the games early years, but yeah if you consider everything past lvl 50+ its semi useless i guess. Taunt - Used to be 0 pips or 1 pip , it was funny to spam this in pvp just for the laugh animation , but this spell was useless early game if you wanted an ice wiz to straight up tank
This is not a bad list by any means, but a lot of these spells are supposed to be a strat for early game content. I vividly remember absorb being "meta" in level 10-15 questing pvp. That was back in the day though.
tbh pacify deserve some credits, as for low lvl wiz who farm sometimes with high lvl wiz in higher lvl bosses, pacify comes in useful sometimes as they damage alot and low wiz often die, if ever you think you can skip them hitting you, you can pacify yourself from dying and let your team hit next turn, as for some people who says "just flee and come back" i would rather pacify if i need to than using 3k potion to flee and come back, it aint worth it, so yeah in these cases pacify is useful.
lightning strike is good as a low level storm. my damage was good enough to one shot most things with bats, but didn't have perfect pips or accuracy. might as well spend my turn to guarantee my hit with lightning strike instead of using a useless blade or passing.
Any of the death spells that do self damage for blades or heal seem utterly useless (although keep in mind im only level 92 so i dont know everything). Especially sacrifice that's supposed to heal you. Because they include your stats in the damage calculations you end up doing an insane amount of damage to yourself for such little return. And if you want the heal, it would be infinitely more impactful to cast vampire, maybe even ghoul.
@@creativeartstudios6792 Even if that's the case, you're doing an insane amount of damage for very little health to others. It would be better to pixie or satyr.
pacify is only good for one pve fight and the fight in question is rage from wallaru. he puts 3 fire dispels on himself the first time you cast pacify, and 1 dispel every cast after
Bruh KI gotta have an iq of 0 for that ffa change. Why? I would of been ok with it doing lower damage and overtime type similar to fire dragon but for a single target. At least raging bull is still good.
FFA is weird since before its change it was a question of it vs smores. Because they originally both very similar spells with only slight differences in damage, cost, and the type of trap applied. While the change fits with fire's intended identity as a dot focused school, but nobody likes dots and we generally only use them in specific boss situations. Frankly if the change needed to happen I feel like smorse should have been the one to take fire's change since it came later, as to not affect level 100 fire pvp not that i play anything other than max level pvp, and it specifically applied dot traps.
cooldown had a unique reaction with delayed OTs, being able to skip their damage on the last turn, so it wasn't completely useless Dimension shift was one of the best counters to trap stacking, being able to clear out every trap Mega pacify/taunt is literally an X pip versions of those spells Shadow Seraph and sent literally have more downsides that upsides and would be better to just have a jade life support than using either of those 2. The 2 pip ones are arguably the worst except dark nova Cloak was useless and only got banned because it caused rounding errors when used with some spells
I think sacrafice minion could be good as a TC, summon a wooden doll and use it and you can get a quick heal if you dont wanna waste training points for saytar
Most of these spells are good. You don't know how to use them. Try better spell combination. Learn to work with others better. Also, I have personal use Sap a minion. Then used the pips to drop a fire dragon on a player. Your point of view is short sighted. You have a responsibility. Not to confuse your opinion with fact. There are impressionable wizards that watch you.
Im sorry you feel that way but i can confidently say this gotta be rage bait or ur just horrendous at the game. Youre saying with a straight face that your combo is summon minion sap fire dragon tf did i just read...
@@Sniffyy in the old days before amulets came out. Yes, I did that. The point is to work on better spell combination. Not call a card useless. Because you don't know how to use it.
@@DarkZ0l As a Life Wizard before the Amulets came out. We would trade Our Grand Master spells. Using keen eyes and tough, and ect. A player would then trade for Rebirth, Fire Dragon, Storm Lord, ect. Then summon a 0 or 1 pip minion. Crown minions work too. Sap the minion to max out your pips. And Then summon Fire Dragon. Thanks to your Fire Wizard. Ect. It was fixed. So no one could enchant a card a trade it. However, it can still be done. Works well till you have full power pips.
Under taunt it says it lasts for one turn cmon sniffy stop being stoopid 😒😡
Why is cloak pvp banned that’s its entire purpose!
Spirit Armor is already a pain. Recently went through Marleybone and Muhong. Every life boss I encountered and even boss minions cast that shield, ruining my damage calculations, if it was increased to 800 many lower-level wizards would be screwed over, as the 400 extra hp would double the boss's health in Marleybone. It's like giving them a second hitbox, which is why 400 and 3 pips are good, lowering the pip count would mean the Enemies could spam it more easily, as currently, they would need to reach 3 pips first. It's a lower-level spell, sure it becomes useless at a Higher level, but even as a Life I used it sometimes in lower-level boss fights. It has its uses and by no means is it one of the worst spells.
Saying it's one of the worst spells seems like a stretch. When Pacify exists.
But Ice Armor is worse in every way than Spirit Armor consumes all your pips and even at 3 pips Spirit Armor has more value.
Yea ice armor early game with 800 damage would be nastyyyy
I will never forgive KI for the change to FFA, used to be my favorite shadow hit before it turned into the 3 dots
worst change ever, went from good boss finisher to a useless overtime
They need to change it back to a multi hit that puts a triple dot trap on the opponent.
This change makes the Morg the merciless fight even harder.
How to instantly make Polymorph vaguely playable: It cannot reduce your stats. So, if you transform while having a skewed profile, it can buff some stats and keep the others exactly where they were.
Polymorph would be useful if it kept everything about your gear in tact. Kept all your gear spells and all your gear stats, with basically just your deck spells being replaced. Or even if all your stats were kept, but your primary school stats are converted to the primary school stats for the polymorph. I feel like that might make them just slightly OP, but anything is better than their current absolutely useless status.
I think an interesting use case for polymorphs should be when you're going up against a boss of your own class, you can polymorph into your opposite class and be good against your class, except for the fact that the polymorphs come with inherent weaknesses to their opposing classes like a normal enemy so it's not even good there. Take away the weaknesses to opposing classes and don't nerf stats and I could see some niche cases for polymorphs being used. It just sucks because it's such a cool concept but the way it's designed means it's always useless unless you're memeing.
Taunt and pacify do guarantee they hit the target, this got changed like 4 years ago. They're also useful on the Jade Oni rematches to keep your hitter alive since they hit stupidly hard when storms have under 2.5k
that change to ffa killed that spell. i remember when it came out that spell was filthy
yeah no idea why they changed it from strong single target boss hit to this
@@lifedeather to have a bigger difference from fire and storm is the only reason I can think. having fire spells be more based around dot then straight damage
Hopefully they’ll rework the polymorph cards one day and make them viable.
Half of these being ice 😭😭
Yeah I can't believe they did FFA dirty like that. Before it got changed it was my ace cast for my fire, did devastating hit then the 3 traps to follow made it more easy in PvE but now it's ruined and it makes me sad
Right I had it in my trap deck you can put the sun trap chant on it to for more damage on the trap when I got back on 3 months ago from a break I seen the change I'm thinking why change such a good spell for what it did not need changing.
Seriously KI really has fucked up shadow pips and spells.
Honestly in my opinion KI needs to fix how easily/fast you can get a shadow pip, PVP ban all shadow spells, and then edit all shadow spells to be OP/extremely powerful but also have them have a downside. (Ex: glowbugs doing backlash damage, call of khrulu putting a feint on the caster, etc.) that way it’s a risk Vs reward gamble if you wanna use it. Just something to make shadow pips both important again and also unique in there own way to make them interesting
Precision actually has some use when you have allies in the Battle
Example: you take the time to set up a partner into dealing a massive hit on the turn you're a partner is going to lock into the spell you could throw on a precision to your partner to make sure the attack doesn't miss.
That's how I use it whenever I have an ally to help me in the Battle the two of us would set up massive hits to take out the opponents planning around using precision to make sure the hit works buy casting it whenever the attack would be released on the opponent
It's also super useful for minions. I keep a few in my deck to play on my minions for turns that they attack
I will never understand why Gaze of Fate is so cheeks, 5 pips, shadow pip and only does 325 per hit with the 2nd hit being random and then a random bubble. Plus enchanting it splits the damage
it's not a random bubble, it's a balance bubble
It's a Balance global, not a random global. It's useful in PvP. There can only be one bubble, so casting one while your opponent has one up both denies them their bubble while giving you an edge.
since it hits twice isn't it more like 650 damage?
8:49 Why couldn’t KI just remove the absorb from Sacred Charge and restore the HOT from base Goat Monk
it’s hilarious because when i was farming darkmoor on my ice i got a lot of cooldown value
There's a storm sacrifice minion spell for 4 pips that's super good for an arc 1 myth, I think that's the only exception to the sacrifices spells really.
I love how he shows a life rhoshambo spell to say ffa is trash, dots counter several schools. myth has 0 dot counters.
They changed taunt so it guarantees you’re the only person that can get hit, they changed it along with pacify and spells with a hit and pacify like grrnadier
Polymorphs are so underutilized, I really hope they actually create an astral school to pick as a real class sometime. Pteranodon polymorph is actually pretty good. KI just failed at creating opportunities to entice them to be used, I haven't seen a viable strategy using them basically ever. The only time they really embraced polymorphs was when the boss turned us into as a bad thing! I get that fire from above was too similar to the smore machine and that's why they changed it, I mean you could follow up with a detonate after.
Haven't touched the game in almost a decade but a rework to the Polymorph/Minion spells would bring me back. I remember wanting to create a build that revolved around either back in the day. Especially because I mostly played the game solo but it just wasn't viable.
I remember being so enthusiastic about moon school and then trying it and realizing how sucky it is. Monstrology has changed the game for minions, though. Minions are more viable than ever now.
Personally I gotta disagree on a few of these. When you are working with a minion, taunt and pacify are so useful. Now you may be like, aren't minions useless? Honestly, no. I'm a level 94 in Azteca still using my minions (Vassanji currently, but also with Monstrology as an option there's so many possibilities). And all of the shield spells are also super useful when you have a minion. Over healing is always wasted, but over shielding never is. Shielding gives you more life than your life total, or it gives your minion more life than their life total. Shields enable you to give your minion more hit points than they naturally have, helping them last longer. Precision is also good when working with a minion, because you always go right before them and know what they will cast, so if they cast a low accuracy attack spell, you can give it to them to guarantee that they hit. I do agree that the sacrifice minion spells are absolute trash... you never want to sacrifice your minion because the entire point of them is that they benefit you. I've never had a situation where I would choose having more life over having my minion... if anything, I would come within the edge of death to be able to save or summon a minion instead. All the benefits a minion provides are way greater than a few pips or health.
Loved the best spells vid! Looking forward to this one! 😁👍🏼
Dimension shift was a life saver against Jade Jujus.
The problem with the sacrifice minion spells is really just that minions are bad. If minions were useful then sacrificing them when you no longer need them would be decent
ill forever be mad at the FFA changes as a fire main, we barely have good single target spells as is and then they take away the one that everyone used consistently 🙄
I will admit precision is good for me and my gf were doing storm balance duo since she picked storm because it looked cool for her first playthrough and since i blade her i use the accuracy before she hits very niche but still good low level
Fire from above used to deal damage instead of a dot. Idk what happened
I mean, not entirely fair for a few comparisons here. Things like “Why use the inferior ice armor?” are relatively easily answered by noting that its a precursor. You get it earlier. Same as keen eyes.
Ill also defend the armor spells in general briefly. Take Spirit Armor, as an example. Life gets it pretty early, and it effectively gives you 400 HP, same as fairy. You pay an extra pip for the ability to effectively heal over max health, a pretty valuable skill in the early game, especially if you are questing with wizards who dont have high max health. Similar idea with the Ice Armor, though it is admittedly worse.
And to offer a brief defense of the accuracy blades, those things are incredibly helpful early, especially the storm one. You havent played early storm if you havent lost a battle in Krok to fizzling 3 times in a row on a hit that should kill.
Cant offer any defense for pacify or taunt, even if they actually do require enemies hit you, since they still get outright countered by aoes and (I think) boss cheats.
Spirit armor was essential and the GOAT in 2011 during 4v4 PVP battles. It had a very good use during the games early years, but yeah if you consider everything past lvl 50+ its semi useless i guess.
Taunt - Used to be 0 pips or 1 pip , it was funny to spam this in pvp just for the laugh animation , but this spell was useless early game if you wanted an ice wiz to straight up tank
This is not a bad list by any means, but a lot of these spells are supposed to be a strat for early game content. I vividly remember absorb being "meta" in level 10-15 questing pvp. That was back in the day though.
I use spirit armor on my Storm wizard, helped me a lot lmao
tbh pacify deserve some credits, as for low lvl wiz who farm sometimes with high lvl wiz in higher lvl bosses, pacify comes in useful sometimes as they damage alot and low wiz often die, if ever you think you can skip them hitting you, you can pacify yourself from dying and let your team hit next turn, as for some people who says "just flee and come back" i would rather pacify if i need to than using 3k potion to flee and come back, it aint worth it, so yeah in these cases pacify is useful.
lightning strike is good as a low level storm. my damage was good enough to one shot most things with bats, but didn't have perfect pips or accuracy. might as well spend my turn to guarantee my hit with lightning strike instead of using a useless blade or passing.
Fire from above used to good because it had base damage but got changed. Why? Only the geniuses at Kingsilse know.
since ffa and other fire spells apply multiple over times now.. cooldown value
Are you still gonna do the Arc Storyline Explanations?
I really wish dots were good in pve outside of scald incindiate. A huge dot like FFA should be good for fire but it just isn't
We really went through the whole video without mentioning Wings of Fate?
My main question is FFA worse than rain of fire? I miss pre change both of them...
Both are held back by being damage over time which isn't favorable in pve. It's just a matter of AOE vs single target
Any of the death spells that do self damage for blades or heal seem utterly useless (although keep in mind im only level 92 so i dont know everything). Especially sacrifice that's supposed to heal you. Because they include your stats in the damage calculations you end up doing an insane amount of damage to yourself for such little return. And if you want the heal, it would be infinitely more impactful to cast vampire, maybe even ghoul.
base on the meaning of the word sacrifice.. i think you're meant to cast it on other wizards not yourself.
@@creativeartstudios6792 Even if that's the case, you're doing an insane amount of damage for very little health to others. It would be better to pixie or satyr.
@@Diphenhydra efficiency is over rated XD
It can be helpful if you have any weakness of yourself, especially -50, -60 and -90 ones.
I’m surprised mutate wasn’t on this list, ig the school pips make them ‘usable’ again 🤔
i quit wizard101 more than a decade ago. Can anyone explain to me why they ban so much spells for pvp.
pacify is only good for one pve fight and the fight in question is rage from wallaru. he puts 3 fire dispels on himself the first time you cast pacify, and 1 dispel every cast after
Two youtubers get taunt wrong and think it doesn't force enemies to target you with single target spells lol
And then gets pacify wrong right after
Bruh KI gotta have an iq of 0 for that ffa change. Why? I would of been ok with it doing lower damage and overtime type similar to fire dragon but for a single target. At least raging bull is still good.
FFA is weird since before its change it was a question of it vs smores. Because they originally both very similar spells with only slight differences in damage, cost, and the type of trap applied.
While the change fits with fire's intended identity as a dot focused school, but nobody likes dots and we generally only use them in specific boss situations.
Frankly if the change needed to happen I feel like smorse should have been the one to take fire's change since it came later, as to not affect level 100 fire pvp not that i play anything other than max level pvp, and it specifically applied dot traps.
Sauce mentioned!!!!!
cooldown had a unique reaction with delayed OTs, being able to skip their damage on the last turn, so it wasn't completely useless
Dimension shift was one of the best counters to trap stacking, being able to clear out every trap
Mega pacify/taunt is literally an X pip versions of those spells
Shadow Seraph and sent literally have more downsides that upsides and would be better to just have a jade life support than using either of those 2. The 2 pip ones are arguably the worst except dark nova
Cloak was useless and only got banned because it caused rounding errors when used with some spells
First! And another banger as always king
I think sacrafice minion could be good as a TC, summon a wooden doll and use it and you can get a quick heal if you dont wanna waste training points for saytar
i would say cloak is also pretty useless
Ark3
Most of these spells are good. You don't know how to use them. Try better spell combination. Learn to work with others better. Also, I have personal use Sap a minion. Then used the pips to drop a fire dragon on a player. Your point of view is short sighted. You have a responsibility. Not to confuse your opinion with fact. There are impressionable wizards that watch you.
Get a load of this guy 😂
Im sorry you feel that way but i can confidently say this gotta be rage bait or ur just horrendous at the game. Youre saying with a straight face that your combo is
summon minion
sap
fire dragon
tf did i just read...
what is this atrocious strat
@@Sniffyy in the old days before amulets came out. Yes, I did that. The point is to work on better spell combination. Not call a card useless. Because you don't know how to use it.
@@DarkZ0l As a Life Wizard before the Amulets came out. We would trade Our Grand Master spells. Using keen eyes and tough, and ect. A player would then trade for Rebirth, Fire Dragon, Storm Lord, ect. Then summon a 0 or 1 pip minion. Crown minions work too. Sap the minion to max out your pips. And Then summon Fire Dragon. Thanks to your Fire Wizard. Ect. It was fixed. So no one could enchant a card a trade it. However, it can still be done. Works well till you have full power pips.
Power Play is no longer trainable, being replaced altogether by Balance of Power