Waterworks Guide

Most of us have done this dungeon, whether you were farming for mastery amulets, mega snacks, or your level 60 Legendary gear, Waterworks is your friend for all of that. In this article, I will explain how to beat Waterworks, what you’ll encounter, and what to expect. Without further ado, let’s get started.

Entrance

When you first enter the dungeon, you’ll be underwater. No enemies are present here. Pull the lever and go on to the first room. Stop at the entrance to plan out your strategy for the fights that follow.

Room 1

In this room, you will encounter four enemies. Two Fintooth Warlocks (Death, 2,560 health) and two Slithering Eels (Storm, 2025 health). They do not cheat, but they do have considerable resist toward their same school. The best strategy for this first fight is to have your team prepare blades for a hard-hitting hit all spell. They’re easy mobs that you can kill in 2 to 3 turns, max.

The next fight is a little harder, but it’s doable. Here, you will face two Hydromatic Drones (Ice, 2,735 health) and two Rivershell Guards (Storm, 2,095 health each). The Hydromatic Drones love to spam Frost Giant and Tower Shield to make your life a little more difficult. The best thing to do is to blade up as usual and use hit all spells. After you’re done with this battle, this concludes the first area. Pull the lever and you’ll be ready to move on to the next area.

Room 2

Puzzle: Here, you’ll be met with a puzzle. It’s fairly easy, but you must move fast. You will need to open all the blue clams to advance to the next floor. Avoid the yellow clams at all costs or you’ll summon four enemies, and while they aren’t hard, you will waste valuable health and time. After solving the puzzle, you will be granted health wisps, which are very handy for the boss ahead.

Boss Fight: After the blue clams have been opened, you’ll encounter the first boss in Waterworks, Luska CharmBeak. He is a balance squid with 21,150 health, but he has some pretty massive fire and death cheats. He drops the Waterworks Hat and occasionally, mastery amulets. How this boss works is pretty simple.

You can’t put any traps Luska or he will remove them and follow up with a massive Power Link or Skeletal Dragon that does 1100 per turn for 3 turns. AOE Traps such as Windstorm are fine, and pet traps will not trigger this cheat either. Multi traps like Fuel are not allowed by Luska. Only the first trap gets removed but it will still trigger the Skeletal Dragon.

You can only attack Luska if you have been “inked.” The wizard who is inked can hit Luska with any type of spell, but if you’re not inked, you can only attack with hit all spells. The wizard occupying the first spot will immediately be inked and as Luska’s health drops lower, he will ink the second wizard and soon enough, the third wizard. The fourth wizard will never get inked, so your best idea will be to put a support wizard last since they don’t need to hit. He can be an easy, straightforward boss if you have a hitter in the first spot and avoid traps. After defeating Luska, pull the lever and move on to the third area.

Room 3

Fight 1: Here, you will face two Fintooth Marauders (Death, 2,715 health) and two Wingfin Slicers (Fire, 2,190 health). They do not cheat. Blade up, use a hit all spell, and the mobs should be dead. After they’re dead, you’ll proceed to the next battle.

Fight 2: Here, you will face two Stormtide Elementals (Ice, 2,705 health) and two Rivershell Shamans (Balance, 2,430 health). Just as before, they are an easy mob battle. Blade up and use a hit all spell to eliminate them, then pull the lever and head into area four.

Room 4

Puzzle: In this room, before you battle anything, you’ll be met with a puzzle. It’s a simple puzzle to solve. When you read the instructions they will tell you “Start here to play follow the leader.” An eel will appear and will start touching various levers. Follow the eel and pull the levers in the same order. If you fail at the puzzle, you will face 4 Slithering Eel enemies, they are storm with 2,025 health each. After this puzzle is done, proceed to the next phase of Waterworks.

Fight 1: Here, you’ll face your last set of mobs. You will face two Riverclaws (Ice, 2,690 health) and two Celestian Constructs (Moon, 2,670 health). There’s nothing special to it, blade yourselves and use a hit all spell, but do remember that the Ice Riverclaws can use Frost Giant and Tower Shield. After defeating this set of mobs, pull the lever and head back to the main room to drain the valve.

Main Room

Final Fight: Pull the lever and you’ll be greeted by three bosses. Sylster Glowstorm (Star, 24,980 health), Water-Wing (Fire, 8,190 health) and the Spellhammer Sorcerer (Death, 6,560 health). The enemies might look easy enough at first, but they have some nasty cheats that you must consider.

Sylster Glowstorm: Sylster drops the Waterworks Robe and Boots, as well as mastery amulets. When the battle begins, Sylster will put up a Doom and Gloom bubble and say, “Traps go undetected in the Light”. This means you can’t hit Sylster (or any of his allies) unless there’s a trap on them. It’s important to note that the trap doesn’t have to match the school of attack you’re using. For example, I won’t trigger Sylster’s Ra cheat if there’s a Myth Trap on him, but I choose to hit him with Leviathan instead. Any trap will prevent the cheat.

After four turns pass, Sylster will change the bubble and say, “The blade goes unseen in the dark.” Just like the trap cheat in the previous cycle, you can’t hit Sylster (or any of his allies) unless you have a blade on. If you fail to abide by Sylster’s rules and use a trap or blade in the correct cycle, he will hit you with a powerful Ra at 2,000 plus damage. The Water-Wing uses a weak Rebirth that doesn’t give absorb, and the Spellhammer Sorcerer uses a weak Scarecrow, so their cheats are less of a threat. I recommend counting the rounds so you know when to use Blades or Traps. Hit all spells will not trigger Sylster or any of his allies’ cheats during either cycle, so if you lose track you can safely cast that.

Spellhammer Sorcerer: He will take over Sylster’s Doom and Gloom cheat cycle if you kill Sylster first. He uses a weak Scarecrow if you fail to hit him with a Trap or a Blade.

Water-Wing: He will take over Sylster’s Doom and Gloom cheat cycle should both his allies be defeated. His cheat is a weak Rebirth if you fail to hit with a Trap or a Blade.

Bonus Glitch

Are you tired of running Waterworks, again and again, hoping to get your gear?

In Waterworks there is a glitch to make Sylster re-spawn without running the entire dungeon again. In order to do this, the entire team must remain in the dungeon together. All you have to do is have three of your teammates wait in the room where the battle just completed while the fourth goes into another room inside Waterworks. When the fourth Wizard returns to the team, Sylster will return for another battle. If done correctly, you can have infinite attempts at Sylster’s drops without having to run the dungeon each time.

Final Thoughts: Overall, Waterworks is a fairly simple dungeon with a decent drop rate. Most get their Waterworks gear within a day of farming, which is good because Waterworks gear is crucial to have. That said, I wish everyone the best of luck in farming Waterworks and getting their Legendary gear!

 Written by Ross Shadparvar

Aphrodite Strategy Guide

Now that we have mastered Darkmoor in my previous guide, the Ravenwood guide to Aphrodite is here. This boss is a key boss found inside The Graveyard. Once inside the gates go left around the battle with Yevgeny. You will find yourself at another gate which opens with a gold key.

If you are a Life wizard you will want to farm Aphrodite for “Sacred Charge” a spell that only she drops. If you are a Storm wizard you will want “Aphrodite’s Storm of Thorns.” This is the best damage athame for Storm at level 100 and beyond.

Wizards of any school may be here to enhance critical rating or improve their energy gear. With the staff for 10, ring for 8, and athame for 6 energy, you can increase your Wizards current energy by 24 points. A significant boost for any gardener or fisher in the Spiral.

Now let’s talk about how to conquer this overgrown flower and her Spirit School Tentacles.

There are four important roles in this battle. Each wizard must understand and fulfill their duty in order for the team to succeed. The positions we need to fill are

                                

Hitter
Healer
Spammer
Trapper

Hitter

The hitter will need to stack traps, then aura, Shrike, and hit. Do not use blades, this includes global rings such as Darkwind that act as a blade. Any school can hit, but over-time attacks such as Dragon are not recommended. Failing to kill on the first strike with an over-time attack, will trigger an overtime cheat from the Life School Tentacles.

A Storm attacker will want to stack different forms of the Windstorm spell. Use regular and Potent Windstorm along with any other Storm traps you can get your hands on. Four stacked Windstorms is a thing of beauty against this rampant vine. You can achieve this, by stacking Treasure Card, regular, Potent, and pet or jewel forms of the card.

If you are a Storm, and your damage is lower than you would like, keep a Supercharge in your side deck. Any blade will trigger an all one enemy cheat from the tentacle diagonally across from you. As long as that tentacle isn’t Myth this is the one blade you want to risk. With a full pip Supercharge and stacked Windstorms, you should be able to one-shot this boss. Your Treasure Card deck will hold zero-pip shields which you should use defensively while building up the Supercharge.

If you are the hitter, do not run in with the team for the first round of battle. Once the spammer lands a hit, it is safe to join the battle.

Healer

I have a specific strategy I like to use for healers with this boss. Like Storm’s strategy, it will serve you well in Darkmoor.

Round One: Cast Empowerment or Adapt

Round Two: Cast Sanctuary

After these two moves, you will have all the pips and all the power you need to keep your team alive. No matter if you don’t yet have the best gear. Even two strong Rebirths in a row can be possible if you make these two moves first. Do your best to replenish your Empowerment or Adapt when it runs out to keep the extra pips flowing in. The rest is up to you and your healing style.

An important note for Life School healers in this boss, you may get hit with Life Dispels. You should carry shields to take them off when necessary. If you have one, equip a may-cast healing pet. This pet might clear those Dispels allowing you to heal the team rounds sooner.

Regular Cards on the left and Treasure Cards on the right

Spammer

In Wizard101, when we ask for “spam” we mean: To hit each round with small attacks. As a spammer in this battle, the most important stat for you to focus on is accuracy. I like to equip a Sidhe Wand for this reason. Whatever equipment you choose, the important thing is to increase your accuracy in every possible way.

Missing or fizzling your spam hit will cause the flower to drop its spores. This means Black Mantle, Plague, and Infection along with an overtime attack on every member of your team. This can trigger a self-feeding loop where one fizzle causes another until the team just can’t win. As spammer, you need enough accuracy to overcome the Black Mantle every time.

You must hit every single round, like clockwork. I like to keep my Treasure Card deck full of one or two pip spells when I am relied on as the spammer, so that there is never any reason to not have an attack.

As I mentioned above, over-time spells are not OK here. If your spammer is Life or Death school, they could end up Dispelled a round. The healer or trapper should have a few small hits in to back-up the spammer, just in case.

It does not matter which Tentacle you choose to spam as long as you spam the same one each time. This will allow the trapper to do their job.

Trapper

The trappers’ job is to stack Feints and traps on the tentacles while the hitter builds the attack. Feints and Potent Feints should be cast on all the tentacles that aren’t being hit by your spammer. Hex, Curse, and Elemental or Spirit traps are all also ok to use. Ideally, the trapper should be next in line after the spammer in battle order. This way, on the hit round a final Feint can be cast.

If the team works together and everyone plays their part, this battle can be fun and smooth. Good luck getting those drops, and I can’t wait to see you in the Spiral!
~ Amber Ravynsong

Corporal Tenni’syn Strategy!

Corporal Tenni’syn is a Gold Skeleton Key boss found inside the Zanadu Sewers, Empyrea. He drops the best offensive robes for every school, except Storm. Storm wizards will still want to use the Malistaire robe even at level 130.

Initially, this boss seems difficult, but with enough knowledge and game sense, he is actually incredibly easy! So, here is how I killed Corporal Tenni’syn in 4 rounds!

The Cheats

Tenni’syn uses a couple of important cheats to note. They can be annoying, but there’s no way to avoid them.

Only Feint once per round

If you feint Tenni’syn more than once, you’ll activate a cheat that removes every single trap that the team has placed on him.

Natural attacks lead to random Wild Bolt spam

Whenever he uses his natural attack he will shout about how it is “time to finish this!” Now, this sounds rather silly, but what follows isn’t.

He will spam up to 7 wild bolts on a random member of the team each time this attack occurs. Be careful because he’s packing a lot of damage and pierce!

Gains 3 Pips after every turn

After every round, no matter what, Tenni’syn will gain 3 power pips. This gives him the power to spam spells such as Glow Bug Squall, Sirens and Storm Lord.

Don’t Dispel

Other sources may claim that using dispel is ok if it is only used once per round. In my experience this will trigger a cheat that clears all negative charms. A better defensive strategy is to use Juju or storm shields.


The Strategy

Now that you know the cheats, lets find out how to deal 80,000 damage in 4 turns every time. Even when blades are cleared by Glow Bug Squall, Sirens and Catch of the Day, it’s still guaranteed to work. Here are the key points.

Jade gear and Storm resist

Having a wizard that can tank all the storm hits is important. Send someone in first who has high storm resist. The battle order is decided by the order in which your team enters the key room.

Scion 

When you hit use Scion of Storm with a prism, or Scion of Myth with 2 stun blocks up. Scion will allow you to one shot Tenni’syn on the 4th round.

Feint

Have the team member with storm resist feint using Potent, regular, and a Treasure Card to make the Scion kill guaranteed, even if he clears all blades.

Critical block 

In my experience, he must not have much critical block. He has never blocked a single one of my critical hits!

The only additional note is that he may use blades, so your team will want to carry enfeeble in order to get that Scion damage doubled.

 That’s it! It’s honestly that simple. I wish you the best of luck while farming!

Krampus Guide

It’s Christmas in the Spiral! You know what that means? You now have access to the skeleton key boss, Krampus. You can find the dungeon entrance in Wizard City Ravenwood behind the Ice Tree, Kelvin.

 

When you enter, everything will be decorated and pretty for Christmas.

Until you are caught running in the Halls. Everything turns dark. Now you’ve made Krampus angry and have 3 options to choose from.

  1. Wooden Key Krampus
  2. Stone Key Krampus
  3. Gold Key Krampus
Or, runaway and beg for forgiveness. But we all know that won’t work! So you’re better off confronting him. You might be scared, but no worries! I’ll teach you how to conquer him!

Wooden Key

Behind the Wooden Key option, you will find a Krampus, Rank 6, with health maxing at 4,900.

He Resists to:

  • Fire – 15%
  • Balance – 10%
  • Death – 10%
  • Storm – 10%
  • Myth – 10%

He Boosts to:

  • Ice – 15%
  • Life – 15%

You will not be able to Stun or Beguile him.

Stone Key

Behind the Stone Key option, you will find a Krampus, Rank 11, with health maxing at 15,072.

He Resists to:

  • All schools – 20%

He Boosts to:

  • Ice – 30%
  • Life – 30%

You will not be able to Stun or Beguile him.

Gold Key

Behind the Stone Key option, you will find a Krampus, Rank 15, with health maxing at 30,144.

He Resists to:

  • Fire – 50%
  • Death – 50%
  • Balance – 30%
  • Myth – 30%
  • Storm – 30%

He Boosts to:

  • Ice – 30%
  • Life – 30%

You will not be able to Stun or Beguile him.

Cheats

  1. Maycast shadow Steal Charm on any blades casted on yourself
    – You can use Aegis the first time to get around this cheat. Any other time could get your unprotected blades stolen.
    – You can also cast Blades on other Wizards. Be warned that he could take your blades if you have any.
  2. Removes Feints
    – Indemnity will not work. Cheat is triggered twice.
  3. At the beginning of every 3rd round, he will dimension shift any traps
  4. Every 5th round minions will be summoned.
  5. Late Rules:
    Wooden: Will cast an enhanced power link
    Stone: Will cast Scald and a -75% accuracy Smoke Mantle
    Gold: Will cast DoT for 1,596 Fire damage over 3 Rounds and a -75% version of Smoke Mantle on the Wizard.

Strategy

Hitter: Buff up using non-blades. For example, traps and Windstorm or Star school aura spells.

Supporters: Blade up the hitter and get them set up to hit before the 5th round to prevent having to deal with the minions. Supporters should also heal and shield to prevent defeat.

Make sure the person Hitting goes last

Round One: Supporters should begin to set up by casting Elemental or Spirit Blades/Traps and any other Blades/Traps that the hitter can use. The hitter should use any of their school traps.

Round Two: Enchant Blades and Traps using potent/sharpen to increase the damage.

Round Three: One support team member can use the hitters’ school global spell, ex. Time of Legend, or Darkwind, and the rest can continue blading up the hitter. The hitter can use their preferred Star School damage spell, e.g. Frenzy, Berserk etc.

Round Four: This is the round you will want to use any last buffs you have while the hitter attacks with their strongest spell. Preferably a shadow hit if they can and no DoT spells. If you do not have Shadow magic yet and you are the hitter, use your highest damage spell to hit.

Now you know how to beat Krampus, go save Christmas before It’s too late!

 

Grand Tourney Arena Drops

The Grand Tourney Arena is a housing dungeon that comes with the Grand Tourney Bundle. The dungeon can be accessed through castle tours using a glitch. The drops mentioned in this guide will be for the highest tier.
 
There are 12 pieces of gear (3 sets; each with a hat, robe, boots, and wand) from the Hoard of the Hydra card pack that drop from this housing dungeon. There is an Energy Set, a Healing Set, and a (terrible) Offensive/Utility Set.

Offensive/Utility Set (World's Fool Set)

As I stated before, this set doesn’t really have much to offer. Aside from the wand (that will be mentioned later), each of the 3 pieces provide a decent amount of health and power pips, as well as universal accuracy, damage, and resist. They also each give a nice utility item card: Cooldown (1 Pip), Enfeeble (2 Pips), and Mana Burn (target loses 4 pips).

Regardless of what school you are or what role you play, I can only see this combination of stats being useful for a spammer or support at best.

Energy Set (Pixie's Encanta Set)

The level 100+ version of the Energy Set gives a total of +59 energy. (Hat, Robe, and Boots give 18/23/18. The wand in this set doesn’t actually give any energy bonus.)

Healing Set (Faerie Court Set)

The level 100+ Healing Set a great option if you don’t want to spend crowns to get healing gear from packs, especially for non-life wizards. The 4 pieces give a total of 56 incoming and 60 outgoing healing bonuses! With a decent ring and athame, that could easily total to 100/100 or more. In addition, it provides item card versions of Rebirth, Healing Current (2 pips), and two Guardian Spirits (Restores 20% hp).
*Note: Although the Mandolin of Evermore visually looks like it matches with the energy set, I listed it with the healing set because it has the best healing stats of all 3 wands.
 

The Wands from the other sets also give decent healing boosts, with similar critical block ratings and a different item card.

This dungeon also drops many snacks (including mega snacks) at a high rate. Here are some of the good snacks:

Rank 7

Rank 8 (Mega Snacks)

The gear’s drop rates are decent, and the dungeon is very easy with a full team. Good luck!

Storm Titan’s Trident Strategy!

Basics

The final dungeon of Part two, Storm Titan Maelstrom, is one of the hardest fights in the game.  And sadly it is also the only fight in-game that drops the new Paradox gear, the majority best offensive gear in-game!  But what if you could kill it in a few rounds without ever losing more than a few hundred hit points?  Would be nice to save yourself an hour or more wouldn’t it?

The premise of this strategy is to kill the titan by using overtime and before he kills you.  But never fear, he won’t even be able to kill you with the Bad Jujus you placed on him!  Just make sure you understand everything fully, it isn’t a super strict strategy either with a decent margin of error.

Character Roles

Hitter: Your hitter is going to need a very strong DOT spell.  You’re looking at Heckhound, Stormhound etc.  Perhaps even Spinysaur!

Balance: Sadly, it is very hard to pull this off without a balance.  Although it may be possible without, a Balance simply provides an unrivaled advantage.  They can set up the hitter more effectively than any other school can.

Jade Death: Again something you can’t do without.  Only a Death can cast the required Indemnity Bad Jujus required to pull it off, as Storm Titan will cleanse himself. Death is also useful for Dark Pact.

Jade (any):  This can be any school that can tank and go first.  They’ll be elemental/spiritual setting up your hitter as well as a couple other bits and bobs of support that make your life a lot easier.


The Strategy

I won’t go into the round by round specifics as you actually have a lot of flexibility with this strategy.  However, there are a couple of important points that cannot be missed.

Bubble Change:  It’s important to note that this is no longer possible.  You can’t balance dispel, meaning the bubble stays up, capping your damage before a million.

Cleanses:  Packing a minimum of 2 cleanses is a good idea.  The boss likes to use virulent plague as well as mass infection.

Juju Spam:  This is vital.  Your Death has to Indemnity Juju spam.  If you get unlucky with shadows, he will pull up his trident on 5 shadow pips.  If this is the case and he does not have 2 Jujus on him you will lose everyone but your jades, so you got to get those Jujus on!  They also stop the tempests, cheats and other hits from hurting a lot!

The DOT:  The damage over time has to do over 40K damage on every tick.  Alternatively, impact + DOT hits like Rain Of Fire can work well too.  Each hit will trigger a new phase.

Minions:  There will be one batch of minions summoned after the initial hit or first tick of the DOT.  It’s vital that they’re killed immediately, by bugs; bull etc, as they could prevent the tick from doing enough by their shield spam.

General Blading:  This isn’t too hard to understand.  You gotta blade blade blade!  All balance and hitter do is blade.  The Death should Dark Pact whenever they are able too, but prioritize the Jujus.  Your Jade is in charge of the Elemental Blades.

The Hitting Round:  The round you hit there are a couple things you HAVE to do.  It’s important that firstly your hitter actually hits.  Your balance should shatter, as it’s possible he will have either a storm or myth shield (Note:  With a fire, this isn’t necessary).  We recommend being in shrike if you’re a hitting storm, but a few well-timed prisms work well too.  Your Death is free to do whatever, but ideally uses their last or remaining Dark Pact.


Conclusions

This sounds too good to believe.  A strategy that works easily, is super fast and has a little room for error.  But we’ve got the proof.  I’ve done it over a dozen times and my friend Julie has pulled it off over 20 times already!  Big thanks to Dark Merit and James Storyshield on Discord for brainstorming and testing this strat!

So best of luck guys!  Get farming for your new Paradox Gear!

Editors Note:  The wizards over at Team ELITE also came up with this strategy. Check out their video guide to it here  https://goo.gl/kFnGU4