Wizard101 Rhoshambo in the PvE Meta


The Fall 2021 update brought to us a variety of new PvP spells. Each school has a set of three Gambits: Jinn, Oni, and Scion, and a set of Ramps: four spells unique to each school designed to counter blades, debuffs, wards, traps, DOTs, and HOTs. For a complete list, check out this article by Shadow.

Now while these spells are currently only for PvP, I hope to see these spells in PvE. This article is about how I see some of the spells in the PvE meta. I chose to exclude Gambits, due to the requirements needed to double the damage. I excluded some of the Ramp spells, just because I didn’t see how they might fit into PvE.

Righting the Scales


Spell Description: Removes up to three wards/traps on the opponent and gives a number of pips equal to the amount removed and removes up to three wards / traps on self and gives a number of pips equal to the amount removed.

PvE Use: I see this spell being beneficial against bosses/mobs that use a large number of traps, such as elemental trap or spirit trap, where you can gain pips in return for getting rid of traps. This spell should be used cautiously to make sure you’re not giving pips to the opponent.


Eye of Vigilance


Spell Description: Removes up to three blades/debuffs on the opponent and gives a number of pips equal to the amount removed to caster and removes up to three blades/debuffs on self and gives a number of pips equal to the amount removed to target.

PvE Use: This spell could be very useful against mobs/bosses that use lots of debuffs. One of the first bosses that come to mind is Aphrodite II in the Graveyard in Darkmoor. At the beginning of the round, you get three debuffs: decreased damage, a mantle, and decreased healing output. This gives you the opportunity to get rid of the debuffs while giving yourself some pips in return. This spell should be used cautiously to make sure you’re not giving pips to the opponent.

Oni’s Shadow


Spell Description: You and the opponent both lose two pips and gain one shadow pip.

PvE Use: Out of all the balance spells, this is one of the ones that I can see myself using frequently. In boss fights, I would target a mob with either low shadow pip gauge or with low potential for damage. This could set you up for a shadow enhanced spell next round. If used carefully and on the right target, this spell has great potential against any boss.

Putrefaction


Spell Description: Removes up to three blades from the opponent. The opponent then receives weaknesses (-25%) equal to the number of blades removed.

PvE Use: This spell could be used just about anywhere. I especially see it being useful against Shane Von Shane in the Graveyard as he loves to give himself blade after blade. This would give your hitter the chance to blade, with you removing Shane’s blade in return for a debuff.

Jinn’s Larceny


Spell Description: Removes up to three blades from the opponent. You then gain Deathblades (35%) equal to the number of blades removed from the opponent.

PvE Use: First, this spell can be enchanted with Sharpen! Much like Putrefaction, this spell can be used just about anywhere. Once again, this is going to be a great spell against Shane in the Graveyard. The only hesitation I have is that I have no idea whether Jinn’s Larceny will trigger another Shane Von Shane cheat.

Jinn’s Reversal


Spell Description: Removes up to three traps on you. The opponent then gains Fire Traps (30%) equal to the number of traps removed from you.

PvE Use: Given that all of the Rhoshambo spells ignore protections from Aegis and Indemnity, this spell could be very useful against bosses that use protected Feints. Given the ability to provide up to three Fire Traps, this spell could be particularly useful to buff up those DOTs from Fire Dragon.

Oni’s Forge


Spell Description: Removes up to three shields from the opponent. You then gain HOTs (a total of 120 hp over 5 rounds) equal to the number of shields removed.

PvE Use: This spell could be very useful against the Dark Sentinel, one of Omen Stribog’s minions, Yevgney Nightcreeper in the Graveyard of Darkmoor, and Atlach-Leng, the Ghost Spider in Khrysalis. All of these bosses love their shields, and for a solo Pyromancer, this could be a good way to remove those shields while giving themselves a heal or two. This is the non-damage form of Link and Power Link, allowing you to remove pesky shields and gain a heal without losing your blades.

Wall of Blades


Spell Description: Removes up to three blades from the opponent. You then gain Tower Shields (50%) equal to the number of blades removed from the opponent.

PvE Use: Much like many of the other blade removing Rhoshambo spells, this will be great against Shane Von Shane in the Graveyard. This will give Ice the ability to tank hits while also removing those pesky blades. In between spamming hits, Ice could remove blades to protect themselves in case Shane or his minions attempt to wipe out the rest of the team.

Glacial Fortress


Spell Description: Removes up to three debuffs from you. You gain Tower Shields (50%) equal to the number of debuffs removed from you.

PvE Use: This spell is best used by Ice tanks that are acting as the healers. Given the proclivity of Aphrodite II to spam debuffs, this spell will definitely be beneficial in this Gold Skeleton Boss fight. In the Catacombs, this spell could be beneficial for Tanks who are facing the Renegade Druid. This would also be effective in any battle with Death minions that love their Plagues and Virulent Plagues.

 Jinn’s Vexation


Spell Description: Removes up to three debuffs from you. The opponent gains weaknesses (-25%) equal to the number of debuffs removed from you.

PvE Use: Much like many of the other debuff removers, this spell works great against Aphrodite II. If used carefully, you could place the debuffs onto the boss with the highest pips. This would also be effective in any battle with Death minions that love their Plagues and Virulent Plagues, giving you the opportunity to turn a minion’s debuff back on the boss.

Oni’s Destruction


Spell Description: Removes up to three blades from the opponent. Opponent gains Ice Traps (30%) equal to the number of blades removed from the opponent.

PvE Use: First, you can use Potent Trap on this spell! This blade removing spell will be great for Ice hitters that are targetting Shane Von Shane. While other blade removers, such as Wall of Blades and Putrefaction will most likely see more action, this still has some use in boss fights.

Tranquility


Spell Description: Removes up to three traps from you. You gain HOTs (120 hp over 5 rounds) equal to the number of traps removed from you.

PvE Use: This spell is great for removing those pesky Feints from your Theurgist while also giving them a source of minor healing. Any boss fight that uses Elemental/Spirit Traps will have their offensive magic into healing magic. Given the increase use of protected Feints by bosses and minions at higher level battles, this could be used to ensure that in the case of a massive boss hit, the Theurgist isn’t instantly one shot.

Meditation


Spell Description: Removes up to three DOTs from you. You gain HOTs (120 hp over 5 rounds) equal to the number of DOTs removed from you.

PvE Use: This is a great spell against bosses that like to use DOTs, such as Aphrodite II. While this may be a useful spell for the caster, Mass Triage will probably see more action due to its ability to remove DOTs from everyone. Still, this spell could be useful for any Theurgists that are trying to solo big bosses or need to boost their health if they are the only ones being targeted.

Oni’s Naturalism


Spell Description: Removes up to three traps from you. You gain Lifeblades (35%) equal to the number of traps removed from you.

PvE Use: First, these blades can be sharpened! Second, this gives Life wizards access to more damage. While this may not see as much action in boss fights due to the priority of blading Storm or Fire wizards, this could still be useful solo Theurgists.

Delusion


Spell Description: Removes up to three debuffs from you. The opponent gains Myth Traps (30%) equal to the number of debuffs removed from you.

PvE Use: First, you can use Potent Trap on this spell! Second, this is a great spell for Conjurers who are tired of getting Plagued and want to do a bit more damage. This simultaneously removes any debuff while also increasing your damage to a target of your choice. This spell could be very useful in debuff bosses like Aphrodite II and the Renegade Druid.

Betrayal


Spell Description: Removes up to three wards from the opponent. Opponent gains Myth Traps (30%) equal to the number of wards removed.

PvE Use: First, you can use Potent Trap on this spell! Second, this can replace the boring Pierce with a spell that removes up to three shields while giving your a boost in damage. This spell could be very useful against bosses that primarily use Tower Shields and Elemental Shields like Dark Sentinel. You help that Diviner remove shields that would impede a big hit while you prepare for some follow up damage.

Jinn’s Defense


Spell Description: Removes up to three wards from the opponent. You gain Tower Shields (50%) equal to the number of wards removed from the opponent.

PvE Use: This is arguably one of my favorite Rhoshambo spells in PvP and one that I could see myself using a lot in PvE. The ability to remove any shield from your opponent while giving yourself Tower Shields can allow a Conjurer or anyone with a Myth Mastery Amulet to remove shields while becoming a sustainable tank. This spell can be useful against Yevgney Nightcreeper, given that his minions love to spam shields.

Reap the Whirlwind


Spell Description: Removes up to three DOTs from you. You gain Stormblades (35%) equal to the number of DOTs removed from you.

PvE Use: First, this spell can be Sharpened! This is Triage for Diviners. Given Diviners’ preference to sacrifice resist for damage and critical rating, DOTs can be a pain, especially if you don’t have a Theurgist with Triage. In addition to that, it removes up to three DOTs, which is useful against Fire and Death bosses/mobs that spam those annoying spells, while boosting your big hits. This could be very useful for Diviners facing Aphrodite II.

Oni’s Attrition


Spell Description: Removes up to three DOTs from you. The opponent gets weaknesses (-25%) equal to the number of DOTs removed from you.

PvE Use: This is a more defensive spell for an otherwise offensively-minded school. If you have an army of Diviner’s facing a boss, this could be a useful spell to remove any DOTs to sustain a drawn-out fight. In battles, such as Aphrodite II, this could be a spell that lowers the damage that your team takes.

 

Final Thoughts


The Rhoshambo spells have made PvP (at least in my opinion) far more dynamic and strategy-oriented. Those same strategies could be very useful in bosses, starting in Darkmoor and continuing through the highest levels’ most trying boss battles.
As players level up, the boss cheats become more elaborate and difficult to counter. These new spells could provide more efficient strategies to counter the boss battles. At higher levels, the bosses protect their traps, shields, blades, and debuffs. These Rhoshambo spells can remove those protections along with the targeted hanging effect.

Will you use Rhoshambo spells in boss battles? Which bosses would you use them on? Comment below!

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James Nightwraith

James started playing Wizard101 when Dragonspyre had just come out. James remembers a time when Astral magic enchantments weren't even a concept. When he's not questing or farming for the best gear, you can often find him decorating his many houses or joining random team-ups to help wizards get through tough dungeons. He is always happy to lend a helping hand, whether it's to a first-time player or a seasoned veteran. When you're stuck on a difficult quest, James is the guy to turn to. He has a particular interest in the roles of different classes and spells in the ever-changing meta.

2 COMMENTS

  • What about Jinn’s Fortune, Oni’s Morbidity, Contagion, Backfire, Meltdown, Jinn’s Affliction, Oni’s Projection, Energy Transfer and Jinn’s Restoration?

    • When I was writing the article, I looked at the spell effects and tried to think how the Ramps would work in PvE boss fights. Many bosses don’t really use HOTs and it’s cheaper to use Snow Drift. For DOTs, it’s easier to use Triage or Mass Triage. With the Ramps that form DOTs, to me they don’t do enough damage to justify them. Of course, that doesn’t mean that people couldn’t use them! It’s more my personal view on Ramps in the PvE meta.

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