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wizard101 level 95 decks
Of course! Level 95 in Wizard101 is a major milestone, marking the end of the Khrysalis Part 2 storyline and the beginning of the endgame. Your deck strategy should shift significantly here. At this level, you have access to: Full Darkmoor Gear (Malistaire's gear) - The best until level 100. Shadow Magic (You get your first Shadow spell, like Dark Nova or Sabertooth, at level 100, but you're preparing for it). Potent Trap and Sharpened Blade (from Celestia, but now essential). High-level spells from your school. The goal is efficiency and speed. Bosses have more health, so you need to set up a powerful, one-hit knockout. General Deck Philosophy for Level 95: Small Decks! 7-10 cards for mobs, maybe 20-25 for tough bosses. Focus on a Single Hit: Build your entire deck around empowering one high-damage spell (like your 7-pip or Shadow-enhanced hit). Maximize Blades & Traps: Use Sharpened Blade, Potent Trap, school-specific blades, and aura if needed. Include Utility: Have a shield or two, a heal, and a prism if fighting a school that shields against you. Sample Deck Setups by Role: General Purpose / Farming Deck (For Final Khrysalis Bosses, Graveyard, etc.) This is a balanced deck for solo or team play where you're the main hitter. Deck Size: 20-30 cards in main deck. Hits (4-5 cards): Your strongest single-target hit (e.g., Fire Dragon, Storm Lord, Frost Giant) x2 Your best AoE (e.g., Meteor Strike, Sirens, Blizzard) x1-2 A smaller hit for cleanup or to break towers (e.g., Fire Cat, Tempest) x1 Blades (6-8 cards): Your school blade x2 Your school sharpened blade x2 Spirit/Elemental Blade x1-2 (if you have the TC or learned it) Blade from your main pet (e.g., Balanceblade, Dealer) x1 Feint x1-2 (a must-have for bosses) Traps (3-4 cards): Potent Trap x1-2 Your school trap x1 Auras that boost damage (like Frenzy for Storm, Berserk for Fire) x1 Utility (4-6 cards): Reshuffle (CRITICAL in long fights) A reliable heal (like Satyr, Unicorn, or your school's best heal) Prism (if needed for the boss) Stun block or cleanse charm (very useful in Darkmoor) Tower Shield or school-specific shields. Sideboard: Keep Empower TCs or Bad Juju (for Life/Death) for support. Speed Mob Deck (For Questing in the Wyrd, etc.) Goal: Kill in 2-4 rounds. Deck Size: 7-10 cards max. Your most efficient AoE (4-7 pips) x1 Your school blade x2 Your school sharpened blade x1 Spirit/Elemental Blade x1 A damage aura (like Frenzy) or an extra blade from pet x1 Optional: A small single-target hit for finishing. Strategy: Pack blades, use AoE, next fight. Support Deck (For Healing, Blading, or Jujuing) If you're not the main hitter in a tough dungeon like Darkmoor. Deck Size: 25-35 cards. Healing/Support (10-12 cards): Your best heals (Pigsie TC is ideal, Satyr, Unicorn, etc.) Empower Treasure Cards (to give pips to hitter) Bad Juju (if Death) or Weakness spams Fortify or Helping Hands for healing boost Blades for Hitter (6-8 cards): Elemental/Spirit Blade & Trap School-specific blades for the hitter Sharpened Blade TC Utility (6-8 cards): Reshuffle Cleanse Charm wards (to remove traps from team) Stun Blocks (like Stun Shield) Global shields (Tower Shield, Legion Shield) A Few Hits: Just 1-2 AoEs for mob cleanup if needed. School-Specific Tips & Key Spells at 95: Fire: Efreet (for utility) and Fire Dragon are your bosses. Use Power Link & Frenzy aura. Ice: Frost Giant & Woolly Mammoth are your heavy hitters. You're tanky, so include Taunt and Tower Shield. Storm: Storm Lord (stun!) and Sirens (removes shields). Use Frenzy aura carefully. Survival is key. Myth: Mystic Colossus & Orthrus. Earthquake is great against shield-spamming enemies. Life: Forest Lord for AoE. Spinysaur is a great single-target. You're a premier healerpack Satyr and Pigsie TC. Death: Scarecrow still works, but Wraith & Avenging Fossil hit harder. Bad Juju is your crown jewel for support. Balance: Nested Fury (your Level 100 prep) or Savage Paw. Your role is often blading others with Hex, Balanceblade, and Bladestorm. Essential Gear at Level 95: Hat/Robe/Boots: Darkmoor (Malistaire & Yevgeny) gear is non-negotiable. Farm the Graveyard. Wand: Sky Iron Hasta (from Mount Olympus) is still great, or a wand from Darkmoor/Hoard Pack for critical. Athame/Amulet/Ring: Morganthe (from her fight in Khrysalis) or Aphrodite (from Graveyard) gear. Look for damage, pip chance, and health. Pet: Aim for a triple-double (3 damage talents, 2 resist talents) or a pet with a blade/item card that stacks with your own. Final Pro-Tip: Use the Deck Setup feature to save these templates (Mob, Boss, Support) so you can switch between them instantly without rebuilding. Good luck, Wizard! You're about to enter the Arcanum and the epic final arcs of the first story!
Of course! Level 95 in Wizard101 is a major milestone, marking the end of the Khrysalis Part 2 storyline and the beginni...
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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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