Wizard101 Level 140 Death Gear

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Clidia Panahon

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Aug 3, 2024, 5:18:54 PM8/3/24
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Notes: I always run the max number of Tower Shields I am allowed. Volcanic Shield is very nice when facing the two most destructive schools, Fire and Storm. Between the shields and your life stealing ability, you end up with a very resiliant wizard.

Other sources of spells
Go to Krokotopia to buy the four amulets that give you the Ice, Fire, Storm, and Myth Shields. Each will give you three cards. If you can find the Nightshade Choker, this will give you a pair of Weaknesses.

Playing Your Death Wizard
Basic Philosophy
Death wizards are solid attackers that combine a full suite of offensive spells with excellent survivability. At higher levels, they can also play a supporting role with Feint and Curse to make sure other players are attacking at full potential. Plague is another nice spell that can really help mitigate the damage dealt to the rest of the team.

The biggest boost is getting Wraith and then getting to L45. Why? Wraith takes you from a basic attack of 350 to 500, an almost 50% boost in power. At L45, you get to buy Dragonspyre gear, and more importantly, swords that give you an extra power pip. With this combination, you have a very high likelihood of casting a bladed Wraith by turn 2.

Fire
I can see going with Fire for the DOT attacks like Fire Elf and AOE attacks like Meteor Strike. However, Death gets Poison at L35, which is a very solid DOT attack and I think Humungofrog from the Myth school has better synergies with Death.

Ice
A lot of people train in Ice up to Tower Shield. I did too. The versatility of Tower Shield is just too good and I use the Volcanic Shields a lot as it shields me from the two most destructive schools. Oddly enough, you run into a lot of enemies that use both Fire and Storm attacks, which makes this shield a very efficient spell.

Myth
I think Myth is a good supplement to Death, but second tier to Life and Ice. Myth provides some good solid attacks and the best AOE spell in the game, Humungofrog. It also benefits nicely from any Spirit Blades or Traps you cast..

Life
I consider Life to be a must have school for most of my wizards. For Death, Life attacks give me a good alternative attack when facing Death opponents. One of my favorites are Toughened Leprechauns. For 2 pips, you get a 90% accuracy spell that does 230- 270 + boost vs. Death opponents. From Late Marleybone on through Dragonspyre, this boost is 40%, which means your 2-pip attack could generate 374 points of damage. Not bad.

Deck Construction
Death has some interesting deck strategies to choose from. You can run a life stealing deck, focusing on Ghouls, Vampires, and Wraiths or you can focus on maximizing damage, focusing on Banshee and Skeleton Pirate. You can run pretty thin decks. My junior Death wizard is still running his Starter Deck, focusing mostly on life stealing. If you choose to focus on the bigger hitters, then you might need to run more healing spells or run Sacrifice. You can even run a hybrid with Skeletal Pirates and Vampires.

Pets
I have 2 Epic Wraiths, both of which have been decent. In addition to the 5% power pips, both give a 6% attack bonus (raising total to 41% with the Briskbreeze ring). One gives additional Death resist, which is useful because a large number of bosses use Death attacks. The other gives a health bonus. Pets that give accuracy are also cool, but with your base accuracy of 85%, not sure how useful that would be. Universal resist, I think, would be very powerful for Death wizards as it just makes you super resiliant.

Death wizards are very versatile and can take almost any role in a fight. With the life stealing ability, they can tank and soak up damage for the team. Sacrifice gives a limited ability to heal others. Feint and Curse are powerful boosts that benefit any attack. Of course, they can deliver their own powerful attacks.

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