April 8, 2019 November 28, 2019
Aethyr Elemental 7 Round Speed Run
The Aethyr Elemental is the newest Gold Skeleton Key Boss in Wizard101’s Test Realm. Confirmed by KI to drop the Life Elegant set(including the missing boots), this boss is sure to be a popular one once it comes to live. Here at Final Bastion, we have come up with a 7 round strategy to help you effectively farm this boss. For a complete overview of this boss’s known mechanics click here. Special thanks to Sierra and Jeremy Ravenhunter co-inventors of the Strategy and to Shadow for his help on the first successful recorded run!
The Basics
The strategy centers around using 2 hitters so as to reduce the amount of time needed to kill each stage of the boss. Fire is the ideal first hitter: its access to a multitude of stackable traps and its ability to Scion ensure that it can take down the first boss relatively easily. Storm is an ideal choice as secondary hitter. Its access to Aegis supercharge lets it set up before Stage 2 starts and glowbugs is powerful enough to take down 2 x 20k bosses with a minimal set up. However, any combination of schools can do this boss with the right support but it may extend the run by a round or 2.
The Rundown
In order to ensure the success of the run two key principles must be followed:
- Shop for first – What this means is that you flee and return until your team goes first. While it is possible to complete this fight from second- going first reduces your chances of being chain stunned or running into errant shields.
- Use a small deck with only the cards you need and coordinate with your team – As this is a multi-stage boss that requires different buffs at different stages, running a small deck is paramount to success. Coordinate buffs with your teammates so as to reduce the chance of making a costly or time-consuming mistake.
Other factors of note:
- All members must have one stun block in their deck
- An Elemental Trap must be cast by one of the supports in Stage 1 to ensure the Fire Scion will double
- Indemnity feint should go on before any other traps
- Astraphobia should be cast before the secondary hitter casts supercharge (this can be done on the same round)
The Team
Your team will consist of 4 members each with their own unique tasks. For purposes of this guide we will name them Support 1, Support 2, Primary Hitter and Secondary Hitter. The order in which they enter battle will be Support 1, Support 2, Secondary Hitter Third and Primary Hitter Last. Support 1 and Support 2 can enter first or second in either order.
Step by Step Strategy Execution
Let’s take it step by step and go through each player’s role bit by bit so we can observe the spell being cast on every specific turn. This strategy is recommended to be done as stated below, however there will be instances where something will happen that can and will divert it. Don’t worry! See if the scenario at hand can be salvaged and keep trying!
Stage 1
Round 1
Support 1
Indemnity Feint
Support 2
Elemental Trap
Secondary Hitter
Empower
Primary Hitter
Stun Block
Round 2
Support 1
Astraphobia
Support 2
Backdraft
Secondary Hitter
Aegis Supercharge
Primary Hitter
Fire Trap
Round 3
Support 1
Stun Block
Support 2
Stun Block
Secondary Hitter
Stun Block
Primary Hitter
Berserk
Round 4
Support 1
Different Fire Trap
Support 2
Pierce
Secondary Hitter
Berserk
Primary Hitter
Scion of Fire
Stage 2
Round 5
Support 1
Elemental Blade on 2nd hitter
Support 2
Storm Blade on 2nd hitter
Secondary Hitter
Storm Blade on self
Primary Hitter
Fire Blade on self
Round 6
Support 1
Balance Blade on 2nd hitter
Support 2
Different Elemental Blade on 2nd hitter
Secondary Hitter
Glowbug Squall or Storm Lord
Primary Hitter
Different Fire Blade
Stage 3
Round 7
Support 1
Elemental Blade
Support 2
Different Elemental Blade
Secondary Hitter
Balance Blade
Primary Hitter
Raging Bull or Meteor Strike