the-rat

Wizard101 Rasputin Farming – 4 Rounds

Rasputin is the only source of some of the best gear in Polaris (check out our Rasputin gear guide if you’d like to to see for yourself!).

We wanted to share a 4-round approach that we’ve found effective.  We buff a hitter to take out Rasputin on round 4 while another wizard takes out the minions in the second round.  It’s worked consistently and doesn’t require a lot of concentration.

We also list an alternative strategies (healing first round) below, since variety is the spice of life!

Team

  • Crowd-of-3-WizardsThe hitter can be any school, assuming they have sufficient damage and pierce (see below).
  • At least one wizard, which we’ll call the Minion Killa, must have 6%+ pierce (ideally 21%+ pierce) and a 4-pip AoE.  It’s helpful if this wizard is a different school than the hitter.
  • At least one wizard must have elemental or spirit blades trained (depending on the school of the hitter).  This can be the same wizard as the Minion Killa.  Ideally two wizards have them trained.
  • That’s it!

Hitter Damage Boost and Pierce

kevinator-no-titleWe’ve listed the damage boost needed by the hitter below, assuming you use the buffs recommended later in the article.

If your hitter has 21%+ pierce, we assume you use a Colossal enchant.  Otherwise, we assume you will use an Unstoppable Treasure Card enchant for the 15% pierce.

If your hitter is under 20% pierce and you want to use Colossal, you’ll need to add roughly twice the difference to the damage listed (e.g., if their pierce is 17%, you’ll need to add 6% (20% – 17% = 3% * 2 = 6%).

Lastly, if you use weaker blades than the ones listed, you’ll need to add roughly twice the difference to the damage listed too (e.g., if you use a 30% blade instead of the 40% listed in the guide, you’ll need to add 20%).

Death Hitter Minimum Damage

Using Colossal enchant:

  • Scarecrow – 121% with 10 buffs / 70% with 11 buffs
  • Dr. Von’s Monster – 75% with 9 buffs / 35% with 10 buffs
  • Call of Khrulhu – 75% with 9 buffs / 35% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Scarecrow – 121% with 12 buffs
  • Dr. Von’s Monster – 82% with 10 buffs / 40% with 11 buffs
  • Call of Khrulhu – 80% with 10 buffs / 38% with 11 buffs

Fire Hitter Minimum Damage

Using Colossal enchant:

  • Sun Serpent – 83% with 9 buffs / 41% with 10 buffs
  • Raging Bull – 105% with 9 buffs / 58% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Sun Serpent – 84% with 10 buffs / 42 % with 11 buffs
  • Raging Bull – 114% with 10 buffs / 64% with 11 buffs

Ice Hitter Minimum Damage

Using Colossal enchant:

  • Frost Giant – 99% with 10 buffs / 53% with 11 buffs
  • Lord of Winter – 58% with 9 buffs / 22% with 10 buffs
  • Snowball Barrage (10 pips) – 72% with 9 buffs / 33% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Frost Giant – 86% with 12 buffs
  • Lord of Winter – 104% with 9 buffs / 57% with 10 buffs
  • Snowball Barrage – 75% with 10 buffs / 35% with 11 buffs

Life Hitter Minimum Damage

Using Colossal enchant:

  • Forest Lord – 83% with 10 buffs / 41% with 11 buffs
  • Gnomes! – 84% with 9 buffs / 41% with 10 buffs
  • Hungry Caterpillar – 58% with 9 buffs / 22% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Forest Lord – 112% with 11 buffs / 63% with 12 buffs
  • Gnomes! – 91% with 10 buffs / 47% with 11 buffs
  • Hungry Caterpillar – 104% with 9 buffs / 57% with 10 buffs

Myth Hitter Minimum Damage

Using Colossal enchant:

  • Humongofrog – 82% with 12 buffs
  • Celestial Calendar – 60% with 9 buffs / 23% with 10 buffs
  • Mystic Colossus – 87% with 9 buffs / 43% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Humongofrog – too much
  • Celestial Calendar – 101% with 9 buffs / 55% with 10 buffs
  • Mystic Colossus – 88% with 10 buffs / 45% with 11 buffs

Storm Hitter Minimum Damage

Using Colossal enchant:

  • Sirens – 108% with 9 buffs / 60% with 10 buffs
  • Glowbug – 72% with 9 buffs / 33% with 10 buffs

Using Unstoppable Treasure Card enchant:

  • Sirens – 110% with 10 buffs / 62% with 11 buffs
  • Glowbug – 115% with 9 buffs / 65% with 10 buffs

Balance Hitter Minimum Damage

Using Colossal enchant:

  • Spectral Blast – 91% with 12 buffs
  • Nested Fury – 89% with 10 buffs / 46% with 11 buffs

Using Unstoppable Treasure Card enchant:

  • Spectral Blast – too much
  • Nested Fury – 95% with 11 buffs / 50% with 12 buffs

 

Elemental Blades - WCSpirit Blade - WCBuffs

You’ll typically need to buff the hitter 10-11 times.  We’ll use the term “tri-blades” to refer to elemental or spirit blades and “tri-traps” to refer to elemental or spirit traps.

There are many combinations of buffs you can use.  We’ve listed our recommendations and other options below.

 

 

Hitter Buffs

For the hitter, we recommend:

  • Trained School Blade (30-40%)
  • Trained Sharp School Blade (40-50%)
  • Item School Blade (35-45%; given by various amulets)

Recommended Buffs

For teammates, we’d recommend the following spells, since they should be easy to obtain and provide the most boost.  These 7 buffs plus 3 for the hitter will get you 10.

  • Item Sharp Tri-Blade (45%; Jewel of the Apiary Amulet)
  • Trained Sharp Tri-Blade (45%)
  • Tri-Blade Treasure Card (40%)
  • Trained Tri-Balde (35%)
  • Item Tri-Blade (35%; Elemental – Amulet of the Mouse Scout; Spirit – Charm of the Fierce Mantis)
  • Balanceblade (30%; Jewel of the Apiary Amulet)
  • Item Tri-Trap or Tri-Trap Treasure Card (30%; Elemental – Locket of the Quiet One Amulet; Spirit – Charm of the Fierce Mantis

Note that if your hitter is the same school as your Minion Killa, don’t use traps for buffs!

Other Buff Options

We’ve listed some other buff options below.  You can use one of these as a replacement or an additional buff.  In our calculations above, we assume any buffs after 10 are 30%

  • Pet Sharp Tri-Blade (45%)
  • Sharp Dark Pact (40%)
  • Potent Tri-Trap (35%)
  • Sharp or Item Sharp White Blades from Balance (30-35%)
  • Pet Dragonblade (30%)
  • Tri-Trap (25%)

Note that if your hitter is the same school as your Minion Killa, don’t use traps for buffs!

 

Decks

Before the battle, we suggest that your team figure out which buffs each wizard will cast to ensure no overlap.

Hitter Deck

The hitter’s main deck should have:

  • Hit that requires shadow pip (e.g., Glowbug for Storm)
  • Hit that doesn’t require a shadow pip (e.g., Sirens for Storm)
  • Colossal
  • 2 School Blades
  • 1 Sharpen Blade
  • 1 Item School Blade

The hitter’s side deck should have:

  • TC Unstoppable

Teammate Decks

The main decks for the other wizards:

  • 3-4 agreed-upon buffs (Minon Killa can have 2-3)
  • Feint (and Potent Trap if you have it)
  • For Minion Killas: 2 4-pip AoEs
  • For Healers: trained or item “victory heal” card (since there are no health wisps at the sigil)

The side decks for the other wizards:

  • TC Feint (if not in main deck)
  • For Minion Killa: 2 TC Unstoppable
  • For Dispeller: TC Melt
  • TC Pierce (not used much)
  • TC Cleanse Charm (not used much)

 

Strategy Details

When you enter Horizon Hold, have the hitter port to their house and then use Dungeon Recall.  This will make them last in the battle.

One wizard should be assigned to cast Melt (Ice Dispel) on Rasputin, to avoid his 7-pip group Frostbite with stun.  If you are first in the battle, we suggest casting it second round (or later if he uses his pips first round).  If you are second in the battle, we suggest casting Melt first round.

For round 1, everyone should blade the hitter (except if the Dispeller casts Melt).

Meteor Strike - WCFor round 2:

  • The Minion Killa should cast a 4-pip AoE to take out the minions (hence their incredibly creative name!).  We suggest enchanting it with Unstoppable to minimize fizzles
  • Trap Rasputin if you have any traps “assigned” you
  • Otherwise, blade the hitter

For round 3, everyone should blade the hitter.

For round 4:

  • Your healer should heal (usually Rebirth or Unicorn)
  • Your hitter should hit
  • One wizard should feint
  • The other wizard should buff the hitter or, if the hitter is not using an AoE, cast a 4-pip AoE before the feint (this is why we suggest having 2 Wizards with 4-pip AoEs and feints).

If anything goes wrong, your Minion Killa can cast a 4-pip AoE on round 4 and you can take out the Rat in a turn or two.

 Strategy Alternatives

rasputin-close-up

Storm Hitter 3-Rounds

You can sometimes finish the battle in 3 rounds if the following conditions are true:

  • You have a Storm hitter with 97%+ damage and 31%+ pierce
  • You use a potent feint
  • Your team has first turn (otherwise you will get wild bolts on round 3)

In this case, the Minion Killa would buff on turn 2 and the hitter would hit on turn 3.  You can either cast melt or heal but not both.

We’ve typically preferred the 4-round approach since it’s a bit safer.

Healing Minions

If 10 buffs is enough for your hitter, some people like this strategy as well:

  • Round 1: The first 3 wizards heal (e.g., Sprite).  The hitter blades.
  • Round 2: all wizards buff
  • Round 3: all wizards buff
  • Round 4: buff, heal, feint, hit

 

Happy Farming! 

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Patrick

Patrick enjoys sharing insights about gear, pets and optimizing various activities in Wizard101 and Pirate101. He helps out with technology, gear guides and often covers new dungeon/boss strategies and speed runs after story updates.

3 COMMENTS

  • What is AoE?

  • RE: my previous post. I apologize, I just saw the tabs for the cards and stats you recommend for each school in the role of hitter. Do you have any comments about the flow of the battle if I only have 2 wizards (life and balance) in the fight? Thanks again!

  • First, let me thank you for all your good info over the years. I turn to this site first for any questions I have, and you always come through. I need your advice. I’ve been stuck on the Rat battle for some time now. I established 2 accounts (so that I always have a battle buddy), with my two most advanced wizards, life and balance lvl 110, now having failed this final battle numerous times. Can you suggest gear (I have jade gear for both), deck set up and battle strategy that might work for me? I do suspect that deck management may be a good part of the problem; I tend to overload my decks. Any advice would be welcome. Thanks!

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