Top 10 Best Wizard101 Schools
I believe storm is the best school, for a multitude of reasons.
1. They have the strongest attacks. Some people say that the lower health and bad accuracy is too much to lose for good damage, but as you get further in the game, you have more than enough accuracy, and you end battles quick enough to not need much health.
2. They have a lot of charms and wards. In comparison to other schools, Storm has a lot of charms and wards. I find that Storm is the school that has the most gear pieces that come with a blade or trap, and they have Supercharge, which can generate more blades than a Storm wizard could ever need.
3. Storm gear brings out what is good in a Storm wizard rather than compensating for what a Storm wizard doesn't have. This is a personal preference, but I love how ridiculously high of a damage boost Storm gear can give you. The gear is very versatile as well: Storm gear is very easy to adjust accordingly to your playing style, because there are also gear options to suit a more defensive playing style as well.
My main favorite schools are death, storm and balance. My first ever character was balance, and I really liked the wards, blade, and shields that come with it, however I think balance is best as a secondary to boost your primary school and not so great as a primary.
In my opinion, I think death is the best, and when paired with storm as a secondary, you get steal spells for attacking and healing simultaneously AND you can hit heavy with storm spells in between. I play my main character with this combo and I have soloed most of my quests so far in the game due to the attacking and healing I can do. This combo is a really good idea for those who like to tank because it means you can survive several attacks by healing with a steal spell WHILE attacking, and when you don't need to heal you can hit really hard with storm spells.
Death is the best because it is different than the other schools. Your school is not placed in Ravenwood and all the main villains in the game are death. For the story, death wizards are the most conflicted with this "legacy" of evil and it is your choice to be good or bad.
Aside from the lore, death is the best school for strategy and making dungeon runs and just all around fighting. The steal health attacks are all that I use and it takes one the main strategies, healing, out of the picture for me. I don't care if it is not the best hitting school, but the benefits of gaining health from attacks makes death a much better fighting school.
In my opinion I don't think it's the best at all. First of all the way it attacks is very inefficient. It does all the strong damage first and leaving a weak DOT behind. It has low health, defense, and accuracy. These things may not seem important at first but later on in the game your going to need these things to be there. All you need to do is put a fire shield and then that fire shield has gone to waste. Although other school spells may have this problem I still think Fire isn't the best.
Fire and Storm are the strongest and most effective schools by far. My friends are Storm and Life, and I'm Fire (proud). Together, we get through battles quickly, with my Life school friend being there to heal us and my Storm school friend and I to conjure very powerful spells. Life may not be the most powerful, but in battle, it does have its privileges. I believe the correct order is:
Fire and Life definitely deserve to be higher up on this list. You have dishonored the fairies that save your butt in battle and the sunbirds that kill your opponent. Shame on you! *slaps you*
Lots of health and practically perfect accuracy! As you get to higher levels you will never fizzle, as it's super easy to get 100% accuracy for life! Not only is this super convenient, it could save your life. The many heals you receive as a life wizard are super useful and make survival super easy.
Contrary to the popular belief of this game, life wizards can actually easily do a lot of damage. It may take a bit more preparation compared to schools like storm, however it is super easy to one hit enemies, and unlike storm, we rarely have to worry about our health (And once we do need to worry, it isn't hard to get it back up again! ).
"Life itself is meant to be a solid support unit, but when used right can switch between that and an offensive and defensive powerhouse, sometimes alone when coordinated correctly. It's got the second highest health and 90% accuracy, so you can definitely count more on life spells to work rather than storm spells. Life is mostly used as the most efficient healer, but this becomes a problem in pve due to the enemies teaming on you when you reveal you're the healer, yet again that's why life wizards were given high amounts of hitpoints; so that they could have a chance with surviving when it's clear that they are being teamed on.
Tons of blades and traps that can make your ordinary damage spells absolutely extraordinary! Mid-level health and mid-level damage makes balance seemingly an okay class. But that's not what balance is about. The many traps, shields, and charms make playing as balance completely unique! Even though learning to master balance may be a challenge, once you learn the tricks to balance you're practically unstoppable!
In pvp however, balance's skills are best used in group play. You can buff your team and send devastating attacks to the other team. However, you may find that it works best as a supporting role in the game.
Damage on par with death, in addition to the fact that they have the same accuracy rate, as well as tons of boosts to damage without hindering yourself like death wizards do, Balance is my choice for the best. You've got decent damage and health, and high-ish accuracy. Then if you know how blades and shields work, you can make your damage exceptional, as well as bring up accuracy, and things like power pip chance. However, Balance is not a good starting school, as most starter players focus on the basics and do not take time to prepare, and preparation Is the reason Balance is the best. There is also tons of damage prevention, and no real shield against Balance damage.
I don't understand why more people don't choose this school- great damage (third best in the game!) and better versatility than anyone else. They can play well on a team as a backup hitter or stunning and removing feints and shields, but they also do great solo. Thanks to Minotaur and Orthrus, shields have nothing on them. And in PvP? Medusa's two-round stun paired with Earthquake renders opponents effectively useless. Unlike storm or fire, myth is challenging enough to be enjoyable. You carry more than five spells in your deck and you get to see a new end to each fight. If you know how to play it, myth's definitely the best.
If you are a myth wizard, you are a very creative fighter. You can see multiple endings to a fight, and choose the best route to take. With good accuracy and decent damage, lots of multi-hit spells, and not to mention op minions, myth definitely is one of the best schools. Minions provide everything a myth wizard falls short of. They heal you, give you pips, and you can learn "'sacrifice" spells to gain even more health. So if you chose myth, congrats, you are the elite.
Ice is actually the best school in many things. People underestimate them just because they are so weak. I have beat Warlords many times, and I am ice. With the right things in place ice can be extremely strong just like storm. Ice has the highest natural life, and they have tons of resist more than every other school. Ice attacks such as snow angel is better than fire and storm. Snow angel does very low damage at first but over time can defeat the enemy. Fire dragon does the strong damage first then it does weak DOT, Storm doesn't even have a DOT attack. Ice may not be the best but it is an extremely good school.
I have an Ice/Death and he can murder anything with his Frostbite, Skeletal Pirate, Ice Wyvern, and Vampire. he can do op damage. He sports three pages worth of amulets and some really good pets too. He can protect himself using Tower Shield, Elemental Shield, Dream Shield, Volcanic Shield, and others. He also has good shielding and to make up for bad attack, uses elemental Blade, Ice Trap, Feint, Spirit Blade, Elemental Trap, Spirit Trap, Death and Ice Trap Amulets, and his minion can cast an Iceblade on him. His amulets give him many good attacks such as Kraken, Hydra, Phoenix, Sandstorm, Humongofrog (which is admittedly disgusting), Centaur, Storm Shark, Minotaur, and so much more! However, I haven't been getting crowns lately, so I'm stuck in Marleybone at level 35. He almost always wins battle, though. He is also a boss farmer, the filthy rich guy, and the dungeon player. He may rarely team up, but he's good when he does.
Turn your cards into treasure cards! Well kind of...
You can add damage and accuracy to the spells you already have. I mean who wouldn't like to add a little damage or make sure it has a better chance of working!
This is VERY important because of the damage adding spells. If you don't have those you basically can't play the game at higher levels.
Sun doesn't take up a turn! You just enchant the spell and use it, unlike star and moon...
The auras in the star school are pretty useful, but not enough so that I would rank it as the best school on Wizard101. They look cool enough, though.
My favorite part about auras is that they help boost your stats, but the Wizard101 creators balanced this out by making the wizards more vulnerable to the school opposite of their primary school, in those specialized auras, which I appreciate. Also, they only last four rounds.
Improve your defense or offense without shields and blades! Create a ring around yourself to improve your damage percentage or give yourself extra resistance! What's not to like about this school?
Moon school is just horrible and useless. By the way, ABSOLUTELY NONE of the schools below this actually exist. There are only 11 schools in the game. Balance, life, myth, death, storm, fire, and ice are the 7 main ones chosen at the beginning of the game. Later, starting in Celestia, you can train sun, star, and moon. Starting in Khrysalis, you can train shadow.
Using moon spells you can polymorph and find out what it's like to have a different school's spells! This however is kind of an unknown school since you can't start training it until like level 50.
You can transform!