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!

Aethyr Elemental Speed 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:

  1. 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.
  2. 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.

Support 1

Support 1’s goal is to indemnity feint, set up the bubble for the secondary hitter and blade both hitters during all 3 phases. The 2 primary spells for this member are Astraphobia(which increases the Storm hitter’s pierce and critical) and indemnity feint. Support 1 can also pack one emergency heal in case the team takes too much damage in Stage 1. Here is an example of Support 1 deck and side deck.

Support 2

Support 2’s goal is to cast backdraft, pierce if needed for shields and to assist with setting up both hitters. They key spells for Support 2 are backdraft for the fire hitter and pierce in case of shield. Support 2 can also pack one emergency heal in case the team takes too much damage in Stage 1. Here is an example of Support 2 deck and side deck.

Secondary Hitter (Storm)

The Secondary Hitter’s job is to take out the Stage 2 bosses and assist setting up the primary hitter to take out the Stage 3 boss. The key spells to achieve this are Aegis Supercharge and Glowbug Squall(or storm lord if no shadow pip). Here is an example of Secondary hitter deck and side deck.

Primary Hitter (Fire)

The Primary Hitter’s job is to take out the Stage 1 and Stage 3 bosses. The key spells to achieve this are Scion of Fire for Stage 1 and Raging Bull(or meteor if no shadow pip) for Stage 3. Here is an example of Primary hitter deck and side deck.

 

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

What do you think of this speed run?
Have any suggestions as to how it can be improved?
Let us know in the comments below!

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Eric Stormbringer

A Wizard101 player since 2009, Eric has always enjoyed PvP at the level cap. Known for his contributions to Storm PvP, Eric is nonetheless knowledgeable about all max level schools, tactics and gameplay styles. Eric loves analyzing the nitty gritty of spell and game mechanics, particularly as they apply to 1v1 PvP and can often be found offering feedback and suggestions on a variety of platforms.

4 COMMENTS

  • Does this strategy still hold with critical and damage changes?

  • So does the fact that you made a speed run guide for this boss mean that it drops some good stuff and is worth farming?

    • Ha ha it depends on what you consider good. It does drop a new permanent mount and some wands with comparable stats to the paradox stuff as well as the Tier 2 mastery amulets. If you consider that good then this may be the boss for you.

      • I got all the school wands and all the mastery amulets as well as a hat and robe with no stats, crowns only accept for the mount does it drop anything better than i have, no.I don’t believe in a secondary schools its useless for me. My wizards are max life,storm and ice.My fire is level 118 and death wizard is 83. Life and storm i finished wizard 101. If you get more info on better drops please let me know.
        Thank you.

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