Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

My take on all the 7 schools (advantages/gimmicks)

AuthorMessage
Survivor
Nov 13, 2012
14
Lots of people like labeling schools as better or worse than others. There's often comparisons that look at certain stats to deduce this. For example: "storm is overpowered because of their damage," "life isn't powerful enough because they barely get AoE damage spells," "ice is overpowered because of their resist," etc.

In the big picture, though, each school is balanced. You just have to look at every single stat. For every strength in a stat, there's weakness in another. Each school also has certain fighting styles and gimmicks that a majority of their spells play on. And here I want to list them!

Fire
Class type: Basic offense
Health: Low
Accuracy: Low
Damage/Critical: High
Resist/Block: Low
Gimmick 1: Damage over time spells
Gimmick 2: Stealing positive charms (blades)

Ice
Class type: Tank
Health: Very high
Accuracy: Average
Damage/Critical: Very low
Resist/Block: Very high
Gimmick 1: Spells and stats that are defensive against all schools
Gimmick 2: Stealing positive wards (shields)

Storm
Class type: Glass cannon
Health: Very low
Accuracy: Very low
Damage/Critical: Very high
Resist/Block: Very low
Gimmick 1: Extreme focus on insane damage at the expense of everything else
Gimmick 2: Destroying charms (blades on opponent, debuffs on self)

Life
Class type: Healer
Health: Above average
Accuracy: Very high
Damage/Critical: Low
Resist/Block: Above average
Gimmick 1: Group healing capabilities that other schools blatantly lack
Gimmick 2: Wide mix of beneficial team buffs (accuracy charms, healing charms, removal of DoT damage, etc)

Death
Class type: Soloist
Health: Average
Accuracy: Above average
Damage/Critical: Average
Resist/Block: Average
Gimmick 1: Health stealing spells with capabilities that prevent the opponent from healing or defending
Gimmick 2: Massive variety of buffs, some of which are powerful and involve self-sacrifices

Myth
Class type: Duelist
Health: Below average
Accuracy: Average
Damage/Critical: Above average
Resist/Block: Average
Gimmick 1: Focus on bypassing defenses (multi-hit spells, shield destroying spells, stuns)
Gimmick 2: Wide variety of helpful minions that focus on many different aspects of play

Balance
Class type: Support
Health: Average
Accuracy: Above average
Damage/Critical: Below average
Resist/Block: Average
Gimmick 1: Spells that take concepts from each of the schools, and a special universal balance damage type
Gimmick 2: Mass focus on rule-altering buffs and debuffs across the board