When playing Harry Potter: Wizards Unite, you can choose from three different professions: Auror, Magizoologist, and Professor.
- “Aurors are combat veterans who defeat Foes by combining their innate leadership with a litany of debilitating spells.” (in-game information)
- “Magizoologists: Trained in the care and preservation of magical creatures, in combat Magizoologists focus on healing and helping their Teammates.”
- “Professors are highly adept spellcasters who use their deep magical knowledge to debilitate Foes while also supporting their Teammates.”
You are able to switch professions at any time (and even switch back at anytime), though you lose the benefits of that profession (stats and spells) when you switch. Scrolls and Spell Books are hard to come by, so choose wisely. Switching is not recommended for that very reason, though it is easier to switch at the beginning, because the cost of scrolls gets steep as you get deeper into the tree (50+ scrolls for one skill).
Choosing Based on Preference and Role
Choosing a profession could be very easy: You might love magical beasts and immediately choose a Magizoologist. Maybe you’re a real-life professor and want to be a professor in-game as well!
Otherwise, similar to choosing a Hogwarts house, your own personality or gaming personality could decide your profession. In role-playing games, fighters resemble Aurors, mages resemble professors, and healers resemble Magizoologists.
Harry Potter, the main character of the J.K. Rowling’s book series, is an Auror, a detective/bounty hunter/police officer who protects citizens and fights evil. The Auror’s main role is to deal damage.
Professor McGonagall, along with Professor Dumbledore, is a professor, the teacher of all things in the wizarding world. The professor’s main role is to cast spells like Hermione.
Hagrid and Newt Scamander (and maybe Ron) are magizoologists, specialists and caretakers of magical beasts. The magizoologist’s main role is being a healing tank.
Cooperative Play in Wizards Unite
Niantic made Pokémon GO social and cooperative with raids and Community Days. In the current beta test for Wizard Unite, fortresses are the only cooperative aspect, but the game has a few disabled features along with more to come in the future. Right now, I would think about how you plan to play:
- If you want to play casually, any profession would be fine. Lower level fortress chambers are easy for beginners and give decent rewards.
- In Pokémon GO, if you like to raid, then you’ll want to think about who you might team up with in Wizards Unite. That said, I would only plan to coordinate with people who you are guaranteed to meet up with often for fortress battles.
- Large active communities won’t have issues getting people of various professions together. The larger issue would be deciding which chamber level to attempt with your group.
- If you’re a hardcore player and want to make it through all of the chambers in a fortress, then you should coordinate with other hardcore players in your area. It won’t help to have 3 high-level Aurors, so one might want to become a magizoologist or professor.
All successful teams are balanced. Just like Harry, Hermione, and Ron balance each other out in the books, your team should be balanced between the three different professions in Wizards Unite.
Proficiency and Deficiency
Proficiency and Deficiency based on Professions
There are 3 different types of Foes in fortresses:
- Dark Forces like Death Eaters and Werewolves
- Beasts like Erklings and Spiders (Acromantula)
- Curiosities like Dark Wizards and Pixies
Each profession has one proficiency and one deficiency similar to rock-paper-scissors. No single profession is strong in all circumstances.
- Auror: Proficient vs. Dark Forces, but Deficient vs. Beasts
- Magizoologists: Proficient vs. Beasts, but Deficient vs. Curiosities
- Professors: Proficient vs. Curiosities, but Deficient vs. Dark Forces
Why does proficiency matter? Advantage: 250% damage! With the first book of lessons completed, each profession gets around +150% Proficiency Power (250% of base Power). Even a magizoologist with 59 Power could outdamage an Auror with 100 Power against a beast like an erkling or spider (unless the Auror gets a critical hit).
Deficiency: Opposite to Proficiency Power, Deficiency Defense counters it. If you’re in a ‘mismatch’ then you take more damage, because the Foe has Proficiency Power (increases with Foe level and Foe type (5 types: Regular, Formidable, Imposing, Dangerous, and Fierce). To counter a Foe’s Proficiency Power, players need Deficiency Defense.
Choosing Based on Stats and Spells
If you are still unsure, then let the data help you choose… and well, it’s important to know your own strengths and weaknesses.
Note: The stats are from the first completed lesson book.
- For definitions of each stat, check the end of the article.
- Here is a link to the data (stats, spells, and skill trees)
- Raw data is from Iced9x and Quazii23
Aurors are all Power and Precision (critical hit rate). Best in all offensive stats and worst in all defensive stats. They have insane critical ‘first’ hit potential: 70% (35% base + Skill: 35%) vs. Foes with 100% Stamina and 95% Precision vs Death Eaters (Skill: +25% Precision) or 60% when Death Eaters have less than 100% Stamina. A critical hit adds +120% (Critical Power) and Proficiency Power adds +150% damage. Auror’s defensive stats (other than Stamina) aren’t that much lower (10-14%) than the other professions. Transferring Focus is helpful with a diverse team for heals and buffs.
Best Skills: Power, Precision, Critical Power
Worst Skills: Stamina, Protego Power, Defense, Accuracy, Max Focus
|Weakening Hex||Impair a Foe by lowering their Power (-50%)||1|
|Bat-Bogey Hex||Reduce a single Foe’s Stamina by a small amount (-3 Stamina)||0|
|Focus Charm||Transfer Focus from yourself to a Teammate||1|
|Confusion Hex||Impair a Foe by lowering their Defense, Dodge, and Defense Breach (-50%+)||1|
Professors are spellcasters and hybrids (with 6 stats balanced in the middle of the low and high end). As a spellcaster, they have one offensive hex, one team offensive charm, 1 defensive charm, and a tiny heal charm.
Best Skills: Accuracy and Max Focus
Worst Skills: Defense Breach
Situational Skills: Power and Defense buffs with Impairments/Enhancements.
|Deterioration Hex||Place an Impairment on a Foe that lowers their Stamina (-80) every time they attack or defend||3|
|Mending Charm||Restore a Teammate’s Stamina by a small amount (4 Stamina)||0|
|Protection Charm||Enhance a Teammate by increasing their Defense (50%)||3|
|Proficiency Charm||Enhance your entire team by raising their Proficiency Power (47%)||7|
Magizoologists are healing tanks. Best in defensive skills and worst in all offensive skills – the opposite of Aurors. They have 77% more Stamina than Aurors and 32% more Stamina than Professors. Oddly enough, two of their skills add Power: +40 Power when over 4 Focus and +10 Power when over 50% Stamina. Magizoologists, like all healers in role-playing games, are key members of any group for healing, but also against Elite Foes (+150% Power vs. Elite Foes), magizoologists might be a necessity in high-level chambers (fortresses).
Best Skills: Stamina, Defense, Initial Focus
Worst Skills: Power, Precision, Critical Power
|Stamina Charm||Restore the Stamina of a Teammate (30%)||3|
|Mending Charm||Restore a Teammate’s Stamina by a small amount||0|
|The Revive Charm||Revive a knocked-out Teammate and restore a portion of their Stamina (100%)||3|
|Bravery Charm||Enhance your entire team by raising their Power against Elite Foes (150%)||7|
For high-level chambers in fortresses, one of each profession is helpful to cast spells and take on Foes based on their proficiency. In terms of team-based spells, magizoologists recover a teammate’s Stamina (30%), revive, and buff vs. Elite Foes (+150% Power); professors cast buffs for Defense and Proficiency Power (team) along with a damage hex; and Aurors weaken & confuse Foes and can transfer Focus.
All players should battle… even the healing tanks, magizoologists, because all battles are 1v1, only one player can engage a specific foe at a time. Chambers usually have more Foes than players, so waiting in the chamber when all other players are engaged in battles wastes precious time.
Adventurers walk around, collect items and spell energy from inns and greenhouses, encounter traces to deal with confoundables, and battle in fortresses.
Runestones aren’t much of a problem. Right now, your profession only affects fortress battles, which are similar to Pokémon GO raids. In Pokémon GO (beyond the free daily raid pass), raid passes are expensive and only available in the cash shop. In Wizards Unite, runestones are easily obtainable, and a bag of runestones with 10 runestones costs only 40 gold in the cash shop.
Resource management is definitely an issue. Healing potions heal only ~35% of your Stamina and Exstimulo potions last for only 3 attacks. Potions take time to make and up to three can be queued up:
- A Healing and an Exstimulo potion each take 1 hr to brew (51 minutes with Master Notes).
- A Strong Exstimulo potion takes 2 hrs to brew (1 hr 42 min with Master Notes).
- A Potent Exstimulo potion takes 6 hrs to brew (5 hrs 6 min with Master Notes).
Exstimulo potions can be used for traces (like Pokémon GO razz berries, making it easier to return a counfoundable) or in fortress battles (increase damage and activate Protego bounce back damage).
Beta testers report that heavy fortress play requires lots of Healing and Exstimulo potions. All professions can drop down a few chambers to avoid using potions.
- Aurors can take reduced damage with their Weakness hex (only 1 Focus) and quickly dispatch of any foe with their high Power and Precision.
- Professors can use either a Deterioration hex (3 Focus) or a Protection charm (3 Focus) to power through a chamber.
- Magizoologists can slowly battle through foes and cast a Stamina Charm (2 Focus) to heal any damage taken.
Overall Character Progress
Beginning: The first few skills in the skill tree make a huge difference. After completing the first few rows of skills, your Stamina and Power have increased by 50%. You also have the first two spells to use in fortresses.
Mid-Game: As you move on to higher chambers with over 2,000 difficulty, the major issues are potions (Healing and Exstimulo) and hitting that solo glass ceiling. Scroll costs have skyrocketed and progress is slow.
End-Game: After finally getting enough scrolls and spell books to complete the first lesson book (134-142 skills points, 16 rows of skills), you have the highest possible stats in the game for your profession. Professors want to max their spells out to be at their peak performance and both Aurors and Magizoologists desperately need the specific skills at the end of their skill trees.
Aurors get a consistent damage bump with four skills at the end of their skill tree (22% and 26% Critical Power, 50% Critical Power vs Foes with 100% Stamina, and 25% Precision vs Death Eaters), because they max out at 70% Precision and 95% Precision vs Death Eaters when Foes have 100% Stamina. Otherwise, most of the time, Aurors only have 72% Critical Power.
Magizoologists get 154 Stamina, 60% Deficiency Defense, 99% Proficiency Power, and 25 Power vs Erklings on the right strand at the end of the skill tree. They also get the 2nd Bravery Charm level, which gives 150% Power vs Elite Foes (to make the spell actually useful) and 1 more initial Focus to make 5 initial Focus to complement their A Bird in Hand skill (40 Power while Player has at least 5 Focus) from the middle of the skill tree.
Professors benefit from 29 Power and 77% Proficiency Power on the 12th and 13th row, respectively (out of 16 rows total) along with 27% Defense and 64 Stamina at the end of the skill tree, but it’s not a major factor, just more tankiness. Though, Professors will greatly benefit from the 3rd Protection Charm level, 2nd & 3rd Proficiency Charm level, and 4th Deterioration Hex level near the end of the skill tree.
|Stamina||The amount of damage a combatant can withstand|
|Power||The amount of damage a combatant can inflict against Foes|
|Protego Power||The reduction in the damage taken by a combatant when Protego is successfully cast|
|Precision||The chance a successful Spell Cast will result in a Critical Cast|
|Critical Power||The amount of additional damage done when landing a successful Critical Cast|
|Proficiency Power||The increase in the damage done against Foes when the combatant has a Proficiency against that Foe|
|Deficiency Defense||The increase in defense when the combatant has a deficiency against that Foe|
|Defense||Defensive strength against Foes|
|Defense Breach||The decrease a combatant does to their Foe’s defense in combat|
|Accuracy||The amount of increased accuracy a combatant has against evasive Foes|
|Maximum Focus||The maximum amount of Focus that can be stored during a Wizarding Challenge|
|Initial Focus||The amount of Focus available at the beginning of a Wizarding Challenge|