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 ShieldReshuffle, 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.

 

  1. Frost Beetle
  2. Snow Serpent
  3. Volcanic Shield
  4. Evil Snowman
  5. 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.

 

  1. Dark Sprite
  2. Ghoul
  3. Dream Shield
  4. Banshee
  5. Vampire
  6. Skeletal Pirate
  7. 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.

 

  1. Spirit/Elemental Trap
  2. Spirit/Elemental Blade
  3. 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.

  1. Amplify
  2. Vengeance
  3. Fortify
  4. Infallible
  5. Berserk
  6. ( Life should consider mend At this Point)

These are spells that you should have definitely have, depending on your role in the game.

  1. Level 84 Damage Aura (Galvanic Field, Furnace, Sleet Storm, Virulence, Reliquary, Chastisement and Punishment, or Devotion)
  2. Fortify & Brace (For tanks)
  3. Mend & Renew or Cycle of Life (For Healers)
  4. Berserk & Frenzy (For attacking wizards)
  5. 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.

  1. Shadow Shrike- Every school should have this, since it makes your offensive potential much higher.
  2. Shadow Sentinel (For tank wizards)
  3. 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.

 

  1. Strong
  2. Giant
  3. Monstrous
  4. Gargantuan
  5. Colossal
  6. Epic
  7. Aegis – Very useful for cheating bosses that remove blades
  8. 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.
  9. Sharpened Blade
  10. Potent Trap
  11. 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.

For Fire:

  • Death to Feint
  • Ice to Tower Shield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Furnace
  • Donate Shadow
  • Berserk & Frenzy

For Storm:

  • Death to Feint
  • Ice to Tower Shield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Galvanic Field
  • Berserk & Frenzy
  • Donate Shadow

For Ice:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Vengeance
  • Shadow Shrike
  • Shadow Sentinel
  • Fortify & Brace
  • Sleet Storm
  • Berserk & Frenzy
  • Donate Shadow

For Life:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Vengeance
  • Devotion
  • Cycle of Life/Mend & Renew
  • Berserk & Frenzy
  • Donate Shadow

For Myth

  • Death to Feint
  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Reliquary
  • Berserk & Frenzy
  • Donate Shadow

For Death:

  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Fortify & Brace
  • Shadow Shrike
  • Virulence
  • Berserk & Frenzy
  • Donate Shadow

For Balance:

  • Ice to Tower Shield
  • Death to Feint
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Chastisement & Punishment
  • Berserk & Frenzy
  • Donate Shadow

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.

  • Weakness can be handy for debuffing your opponent’s spells
  • Locust Swarm can be mutated into a 3 pip Ice DOT

  • Mutating Banshee can be pretty beneficial for a life, giving a universal trap and dealing damage

  • Mutating Phoenix turns it into one of the scariest spells out there, dealing a large amount of damage and applying three universal tarps

  • Stun Block is a must-have for PVP, giving an unprecedented amount of utility

  • Mutating Sprite grants a hit leaving the target with a 20% universal trap. It’s a great budget alternative to spells such as Rain Beetle or Fire Beetle

  • The Shift Spells each provide damage and utility, and some PvP experts love to use these
  • For a more detailed look at shift spells, check this out!

  • Minotaur’s Mutations allow other schools to have shield breaking Double hits

  • Infallible gives pierce and accuracy, allowing for heavy pressure on your opponents
  • Fortify increases your wizard’s defensive capabilities
  • Conviction makes you almost immune to being stunned, and increases your critical block

So what other spells do you have in your spell-book?
Let us know in the comments!

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Dakota TitanHeart

Dakota's been playing Wizard101 for well over ten years now. He's seen a lot of change in the game, and loves to check everything out on his trusty Storm and Death. When an update comes out, expect to see him running around to create strategies and discover secrets. While he's more of a PvE player, Dakota isn't new to PvP, formerly a tournament PvPer. Nowadays, he spends his days playing Beastmoon and working on his fire wizard.

10 COMMENTS

  • I know this is an older article, but I do think it’s worth saying that I actually think Weakness comes in handy for PvE a lot, not just PvP. It adds another layer of protection in case you need something lighter than a Tower Shield, or to cast ontop of it.

    It’s also great for filling in that gap of things to learn between Krokotopia and Celestia that a Death player would otherwise experience, although other schools have less loose TPS requirements and I can see how it mostly fits for Death and not other schools.

  • I noticed you didn’t add sharpen blade, potent trap, radical, or primordial under “Sample Training Points for Each School”. I guess you included those cards under “Sun Damage Cards up to Epic”, but personally I would write out those cards to make it clear what cards should be trained for each school.

  • What if you already started the game level 38 and chose life and myth as your second? What are the options after that?

    • I would recommend you to use the training point buyback that will be offered sometime later this month. Myth is not a good idea to train as a secondary school, especially for life, unless you are doing PvP. KI announced they would be offering free training point buybacks soon, so be on the lookout for that.

  • With the new shadow pip system, donate shadow is going to become worthless. There will pretty much never be a situation where someone has no shadow pips and their teammate has 2.

    • I agree with you, in general. I actually have never seen anyone use Donate Shadow ever. I think it’s usually because people either don’t even have the spell or they forget that the spell even exists. It’s also not that common to have 2 shadow pips in the first place.

  • Low Level Storm, Fire, & Ice wizards should learn Life to Saytr if the don’t have their school specific healing spells (Healing Current, Link/Power Link, Snow Drift)

    • In my opinion, satyr is not worth training unless you are a support school with a life mastery. Around Mooshu-Dragonspyre, you will find that using 4 power pips is not worth it for an 860-point heal. It also takes 7 whole training points to learn satyr. With those 4 power pips, you could be using a 7-pip aoe like storm lord or frost giant, etc. If you playing strategically, you should be either killing enemies fast enough so that you don’t even need to heal. Or you should be shielding so much so the enemies won’t be doing enough damage to you. If you do happen to need any healing, you always have the pixie spell or you can use satyr TCs. Instead of training satyr, you should save up for training the sun school spells in Celestia.

  • For support classes, I personally find myself using my training points on weakness, donate power, windstorm, a couple of the mass prisms, and/or some of the 4-pip pierce + critical bubbles. Especially if you are a life or ice questing with a good hitter, it’s very useful to have their school’s mass prism, and sometimes even their 4-pip bubble can come in handy at times. I also don’t usually find the point in keeping any of the 84 school auras because frenzy is just so much better in terms of offense for hitting, and mend/cycle of life are commonly seen as may-casts on healing pets, as well as the fact that healing on that big of a scale just isn’t as needed as it used to be. When I am farming a hard-hitting boss, my team just always seems to have a juju spammer or 2 black mantle/smoke screen spammers, rendering almost any healing that would have needed to be done completely useless.

    • That’s definitely a very useful method of supporting as well! As a death jade, I tend to also keep my treasure cards for mass prisms, but that’s an awesome idea! I might have to try that too!

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