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life trap wizard101
Of course! The Life Trap in Wizard101 is a specific type of spell that combines two mechanics: a Trap and a Damage-Over-Time (DoT) effect, exclusive to the School of Life. Heres a detailed breakdown of everything you need to know about the Life Trap. The Core Spell: Entangle School: Life Accuracy: 90% Cost: 2 Pips (1 Power Pip) Effect: Places a trap on a single target. The next time an ally hits that target with a Life spell, the trap is triggered. When triggered, it deals 205 Life Damage and then an additional 205 Life Damage over 3 rounds (for a total of 410 damage if the full DoT runs its course). Key Mechanics & How It Works: It's a Trap, Not a Direct Damage Spell: You cast Entangle on an enemy. Nothing happens immediately. It waits for a trigger. The Trigger: The trap is triggered when any ally (you or a teammate) hits that enemy with a Life damage spell. This includes spells like Imp, Leprechaun, Centaur, Forest Lord, etc. The Effect Upon Triggering: Initial Hit: The trap immediately deals its base damage (205 at base). Damage Over Time (DoT): It then applies a 3-round Life DoT to the target, dealing the same amount of damage each round. Strategic Uses and Pros/Cons: Pros: Efficient Damage Stacking: For 2 pips, you can effectively add 410 potential damage to your next Life hit. This is very pip-efficient for setting up a larger attack. Bypasses "One-Turn" Shields: Since the damage is split into an initial hit and a DoT, it can partially get around a Tower Shield or a school-specific shield that only absorbs one instance of damage. Synergy with Life Wizards: It's a core part of the Life school's offensive toolkit, allowing them to boost their otherwise moderate single-target damage. Cons: Requires Setup: It takes two rounds to fully realize the damage (one to trap, one to trigger). Can Be Removed: The trap can be stolen by a Myth wizard using Steal Ward or dismantled by a Death wizard using Dispel. The subsequent DoT can be cleaned off by spells like Cleanse Charm. Not a Prism: It does not change the school of damage. The damage remains Life damage, so it will be blocked by Life shields. Important Notes and Interactions: Trap Enchantments (Gear & Sun Spells): You can boost the damage of Entangle using Trap Enchantments (like the Trap of Life Sun spell or gear that gives "Trap Item Cards"). This will increase both the initial hit and the DoT damage. Blade and Trap Stacking: The initial trigger hit benefits from any Blades or Traps on the enemy at the moment the triggering spell hits. The DoT portion is not affected by blades/traps applied after it starts. Critical: The initial hit from the trap can critical independently of the spell that triggered it. The DoT ticks cannot critical. Not for Healing: Despite being a Life spell, it is purely offensive. It does not heal. Who Uses It? Primarily Life Wizards. It's a staple in their damage strategy. However, other schools can get it through: Pet May Casts: Some pets may cast Entangle. Jewels or Gear: Certain gear pieces (often from bundles or late-game) may grant the Entangle item card as a universal spell. In Summary: The Life Trap (Entangle) is a strategic, pip-efficient spell that lets Life wizards prep an enemy for a stronger burst of damage by adding a chunk of extra damage and a DoT to their next Life attack. It rewards planning and understanding combat mechanics but can be countered by aware opponents.
Of course! The Life Trap in Wizard101 is a specific type of spell that combines two mechanics: a Trap and a Damage-Over-...
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Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
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