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wizard101 balance spell
Of course! In Wizard101, Balance is a unique school of magic that focuses on harmony, versatility, and manipulating multiple damage types. Balance spells are known for their utility, "judge" effects, and the ability to hit with combinations of Fire, Ice, and Storm damage. Heres a comprehensive breakdown of Balance spells, categorized by their function. Core Philosophy of Balance Spells: No Prism: Balance wizards cannot use prisms against other Balance enemies because their damage is already a mix of types. Versatility: They have access to a wide range of effects: damage, blades, traps, healing, and manipulation. Judgment: The iconic spell "Judgment" embodies the schoolits damage scales with the pips you spend, rewarding patience and strategy. Key Balance Spells by Level (PvE Focus) Early Game (Levels 1-20) Salamander (1 Pip): A small Fire & Myth hit. Your starting single-target spell. Scarab (2 Pips): A small Fire & Myth & Ice hit. Your first multi-type attack. Balanceblade (0 Pips): A 25% damage blade for yourself (45% with the Balance Blade item card from Sky Iron Hasta). Hex (0 Pips): A universal -30% weakness on an enemy. Black Mantle (0 Pips): A -25% accuracy debuff on an enemy. Judgment (X Pips): The iconic Balance spell. Deals 260 + 65 per pip spent (Fire & Storm damage). The cornerstone of your strategy. Mid Game (Levels 25-48) Sandstorm (4 Pips): Your first and most-used AoE (all enemies). Deals Myth & Storm damage. Power Play (4 Pips): A global aura that gives +25% power pip chance to everyone on your team for 4 rounds. Elemental/Spirit Blades & Traps (2 Pips): You learn to cast the 35% blades and 30% traps for both the Elemental (Fire, Ice, Storm) and Spirit (Myth, Life, Death, Balance) schools. This makes you an incredible support wizard. Availing Hands (4 Pips): Your main healing spell, healing yourself and an ally. Late Game (Levels 55-100+) Ra (6 Pips): A powerful single-target hit (Fire & Myth & Storm) that also places a +25% Balance trap on the enemy. A staple before a big Judgment. Nested Fury (7 Pips): A single-target hit that does more damage for every positive charm on you. High risk, high reward. Supernova (4 Pips): An AoE that deals moderate damage and removes one positive charm from each enemy. Excellent utility. Sabertooth (8 Pips): A powerful single-target Balance hit that removes a shield and deals additional damage if a shield was removed. Spell Types & Utility Damage Spells Single-Target: Judgment, Ra, Nested Fury, Sabertooth. Multi-Target (AoE): Sandstorm, Supernova. (Note: Balance gets fewer native AoEs than other schools, often relying on gear or spell cards for more). Support & Utility Spells (Balance's Greatest Strength) Blading: Balanceblade, Bladestorm (team blade), Elemental/Spirit Blade (hugely valuable in team play). Debuffing: Hex, Black Mantle, Weakness. Global Auras: Power Play (power pips), Divine Intervention (healing aura). Manipulation: Donate Power (give pips to teammate), Mana Burn (remove enemy pips). Healing Spells Availing Hands, Helping Hands, Divine Intervention. Important Balance Mechanics & Tips Blade Stacking: You can stack Balanceblade with Elemental/Spirit Blade (if the attack is of that type) and item card blades for massive hits. The "Balance Boss" Problem: Since all Balance enemies have Balance resistance, you must use Elemental/Spirit damage spells (like Spectral Blast from a pet or Loremaster) or non-Balance treasure cards to defeat them efficiently. Support Role: In dungeons, a Balance wizard is often the most valuable support, able to blade any teammate effectively. Carrying Bladestorm and Elemental/Spirit Blades is essential. Judgment is Your Finisher: The strategy is often to blade up, trap the enemy, and then unleash a high-pip Judgment for the knockout. Signature Spells from Other Sources: Spectral Blast (4 Pips): A treasure/pet spell that randomly deals a strong Fire, Ice, or Storm hit. Crucial for fighting Balance enemies. Loremaster (7 Pips): A spell from the Loremaster boss that deals Myth & Balance damage and has a chance to cast a random Lore spell. A popular (but unreliable) AoE. Chimera (7 Pips): A spell that deals separate instances of Fire, Ice, and Storm damageuseful for breaking through specific shields. In summary, the Balance wizard is the ultimate strategist and support. You are not the pure, raw hitter of a Storm or Fire, but a versatile force that controls the battle, empowers allies, and chooses the perfect moment to deliver a decisive, calculated Judgment.
Of course! In Wizard101, Balance is a unique school of magic that focuses on harmony, versatility, and manipulating mult...
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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.
Celebrate the season with special quests, unique rewards, and festive activities throughout Azeroth. Event runs until January 2nd.