May 2, 2020 March 30, 2023
How to Spend Your
Training Points in Wizard101
Training Points are an aspect in Wizard101 that help you train spells outside of your primary school. These are obtained through leveling up and doing quests. Importantly, points are used differently in PvP than they would be in PvE. This article will mainly focus on how to use them in PvE, but there will be a few recommendations for PvP must-have spells at the end of the article.
- To learn more about what Training points are and where you can get them, check this article out!
- If you want to learn about optimising your gear for questing, check this out!
- To learn about some questing strategy, check out this article!
- For the Final Bastion Training Point Calculator, click here!
What schools should I invest in?
You should definitely be investing your training points into the schools of Ice, Death, Balance, Star, Shadow and Sun.
Why should I be investing in these schools?
These schools have specific spells that are vital for your wizard’s spell-book, including Feint, Tower Shield, Reshuffle, and a few more. Thanks to their utility, these spells, as well as others from their respective schools, are basically mandatory in questing in order to get anywhere.
What Spells Should I Train from these schools?
Ice School Spells
Ice is good to train up to Tower Shield, since it provides a universal -50% shield to the next attack. It’s the only way to defend against the school of Balance as well.
- Frost Beetle
- Snow Serpent
- Volcanic Shield
- Evil Snowman
- Tower Shield
Death School Spells
Death has the best trap in the entire game. While Feint also applies a 30% trap on you, it gives a 70% trap, which is the highest non-enchanted trap in the game other than Backdraft. This spell is the best way to deal a lot of damage very quickly.
- Dark Sprite
- Ghoul
- Dream Shield
- Banshee
- Vampire
- Skeletal Pirate
- Feint
Balance School Spells
Balance is by far the best school for Utility. Reshuffle allows you to maintain a small deck and pull hits frequently. However, a TC reshuffle is also one pip cheaper, at 3 pips, which is another good option. However, the elemental/spirit blades and traps are a must have in your trained spell list.
- Spirit/Elemental Trap
- Spirit/Elemental Blade
- Reshuffle
Star School Spells
Star School Spells provide a chance to augment specific stats for four rounds at a time. I strongly recommend using the first set of spells early on, and unlearning them after unlocking some of the spells in the second set.
These spells can be unlearned at a later point for different star school spells as well.
- Amplify
- Vengeance
- Fortify
- Infallible
- Berserk
- ( Life should consider mend At this Point)
These are spells that you should have definitely have, depending on your role in the game.
- Level 84 Damage Aura (Galvanic Field, Furnace, Sleet Storm, Virulence, Reliquary, Chastisement and Punishment, or Devotion)
- Fortify & Brace (For tanks)
- Mend & Renew or Cycle of Life (For Healers)
- Berserk & Frenzy (For attacking wizards)
- Empowerment – When going up against monsters and bosses with high pip attacks, this spell allows you to gain pips from enduring their attacks, allowing you to get that rebirth out earlier.
Shadow School Spells
Shadow spells provide some game changing buff, such as a whopping 50% pierce increase, or damage intercepting capabilities. Although these are a late game mechanic, they are extremely variable.
- Shadow Shrike- Every school should have this, since it makes your offensive potential much higher.
- Shadow Sentinel (For tank wizards)
- Donate Shadow- This spell is a heavily underrated spell. How often has your hitter had to use a lower damage hit since they didn’t get a shadow pip, and your supports all have two shadow pips? Use it!
I personally don’t believe investing in Shadow Seraph is as worth it, because of the incoming damage boost. If you have it as a result of getting it for free, go for it, but it’s not really worth training. Use a TC sanctuary instead.
Sun School Spells
Sun School Spells are used to augment or enchant certain spells. They are very very effective in making spells do a lot of damage. I wouldn’t recommend using any of the accuracy enchantments because your stats will eventually make them absolutely useless.
- Strong
- Giant
- Monstrous
- Gargantuan
- Colossal
- Epic
- Aegis – Very useful for cheating bosses that remove blades
- Indemnity -Very useful for cheating bosses that remove traps or negative charms such as Bad Juju. Using this with Feint against some cheating bosses and make your life easy.
- Sharpened Blade
- Potent Trap
- Primordial + Radical (For Healers)
Why Shouldn’t I Invest in the other schools?
- Storm & Fire have the same disadvantage, they don’t provide any utility other than hits. While yes, they both hit hard, the cards aren’t worth spending Training Points on.
- Life only provides heals, and there are no shortages of healing treasure cards.
- Myth doesn’t provide utility outside of Myth primary wizards
- Moon has some polymorph spells that are pretty fun to use, but they’re not really too helpful, and because moon mastery amulets don’t exist, the shift spells aren’t viable outside of PvP.
What about Dispels and School Specific Shields?
Dispels are mainly good for PvP, but they do have their benefits in PvE. However, I would recommend not training them using training points if you aren’t using them in PvP. The same thing applies to the school specific shields. Get Treasure Card versions of them instead, if you really need them for questing.
Sample Training Paths For Each School
Generally, any damage role should train cards to boost their damage. Tanks and Healers should train as many buffs as they can for all schools, and have cards to minimise incoming damage as well.
PvP Training Point Investments
This section will only go into a few spells that are staples for PvP, since a lot of strategy involves utilising treasure cards. Any of these spells should be in addition to those listed above.