Optimal Group Play for Wizarding Challenges

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Wizards Unite Fortress

In many ways, Harry Potter: Wizards Unite is similar to Pokémon GO. One such similarity is Wizarding Challenges and Raids.

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In Pokémon GO, the first anniversary brought a new feature: raids. Ever since that day, raids have promoted group play, partly due to their amazing rewards, and partly due to the fun of playing with other trainers.

In Wizards Unite, Fortresses have been a key part of the game since the beginning. Fortress battles, or Wizarding Challenges, are not exactly the same as raids, but they are similar in that they promote group play. However, the current rewards are not as good as the rewards from Legendary Pokémon GO raids.

The one major reward from Wizarding Challenges is Challenge XP, which leads to collecting Spell Books for learning profession lessons. The best way to get more Challenge XP is to group up with friends.

Related: How to Maximize Challenge XP and Spell Books

Group Play Trials and Tribulations

When players group up to battle Fortresses, it can be a mixed bag. You will have problems when players…

  • Have never done a Fortress battle before
  • Have never done a Fortress battle with a team before
  • Have NOT learned any profession lessons
  • Have NOT learned any profession strategic spells
  • Do not know which profession lessons to learn
  • Do not have Restricted Spell Books (RSBs), so their strategic spells are at the lowest strength
  • Do not know how to use strategic spells in the arena
    • Or who they can use them on (their own character, teammates, and/or Foes)
  • Are the same profession (Example: 3 Aurors)
    • It’s best to have all three professions in a group
  • Have not unlocked many Chambers
    • Example: Unlocked Ruins II (Chamber 2) while others have unlocked Forest II (Chamber 12), so the group can only do the lowest Chamber and work their way up.

What you will notice is that group play makes a few things easier:

  • Finding proficient Foes and choosing easy battles
  • Getting more Focus (Aurors to Professors/Magizoologists)
    • Though, it has been reported that Chambers have a set amount of Focus awarded regardless of the number of players added to the group.
    • Example: Ruins I gives 4 Focus. If a solo player goes in, they will face two Foes and each Foe will give 2 Focus. If a team of 5 goes in, they will face ten Foes and only four will give 1 Focus.
    • Look for the Focus icon next to the Foe.
  • Group Strategic Spells (Lasts the whole battle and affects all teammates)
    • Magizoologists: Bravery Charm (+150% Power vs. Elite Foes)
    • Professors: Proficiency Charm (+47% Proficiency Power for teammates)
  • Single-Teammate/Foe Strategic Spells (Ignoring the minor 0 Focus spells)
    • Magizoologist: Stamina Charm (Heals up to 30%) and Revive Charm (Revives and Heals a teammate)
    • Auror: Weakening Hex (Reduces Foe power) and Confusion Hex (Reduces a Foe’s everything, almost)
    • Professor: Deterioration Hex (Reduces a Foe’s Stamina each turn) and Protection Charm (Increases a teammate’s Defense)

And group play makes a few things harder:

  • Knowing which Foe to face, more choices at the start
  • Seeing Foes. There are so many Foes with a group of five; it is chaotic. Also, somehow, Foes can spawn under player icons which it makes them hard to see. This never happens in solo play.
  • Knowing which strategic spells to use and on which player/Foe
  • Managing Focus and giving/receiving Focus
  • Figuring out if players are doing okay in their battles
  • Figuring out how many Foes a player has done (stronger players get done faster)

Improving Your Group Play in Fortresses

The main takeaway from group play is that it helps to be stronger. Once players learn to power up their professions and increase their strategic spells, then they really want to focus on being stronger within the group.

Proficiency Power

Proficiency Power (PP) is one of the key stats to focus on if you are playing in groups often. At max, it boosts your 100% damage to 250% damage against proficient Foes. Proficiency saves time and Spell Energy, and it reduces the damage taken. Proficiency Power is the key to bulldozing through battles.

*If an Auror does 100 damage to a spider, an equal power Magizoologist (Become the Beast!) can do 250 damage to that spider.

Profession Lessons & Skills Spell Books Scrolls Compared to Professor
Professor 2 lessons, 8 skills 48 156
Auror 3 lessons, 13 skills 94 287 196% SB, 184% S
Magizoologist 3 lessons, 13 skills 121 351 252% SB, 225% S
  • All professions start with 20% Proficiency Power
  • Professors have it easy. Professors get 73% total PP extremely quickly (for 4 Spell Books and 28 Scrolls) and they only need 42 Spell Books and 128 Scrolls for the next/last lesson (77%) near the bottom for a total of 150% Proficiency Power. Ironically, Magizoologists have the EXACT same lesson (4 skills for 42 Spell Books and 128 Scrolls), BUT it gives 38% PP instead of 77% PP.
  • Magizoologists have the hardest time getting the max Proficiency Power. Not only is it expensive, but it’s also at the bottom of their skill tree. The last lesson has 5 different skills levels, the last ones (19% PP) costs 38 Spell Books and 51 Scrolls, which is ridiculous. It’s not clear why Magizoologists have the hardest time getting Proficiency Power. Their profession is the most selfless as they heal and revive. In group battles, they need to be strong and not faint, so Proficiency Power really helps them out the most. The other two professions can faint since a revive will heal them to full.
  • Aurors are in the middle of the two, but similar to Magizoologists, they have to spend a lot more resources on Proficiency Power.

Professors Have an Advantage

Professors complained about the 50% Deterioration Hex nerf. Originally, the strategic spell effectively added 160 Power. With the nerf, it effectively adds 80 Power on top of a Professor’s 79 Power and a series of situational profession Power boosts.

The nerf was needed, because the Deterioration Hex was extremely overpowered; that much extra Power was too much even if it takes 3 Focus. There were cries to make it cost 2 Focus, however that would let a Professor use both the Protection Charm and Deterioration Hex to start if they had 5 initial Focus, which would be overpowering (because the Protection Charm lasts the entire battle, only needs to be cast once on a player).

Playing solo, Professors have enough Focus to thrive. In a group, they lack enough Focus to constantly hex or use their Protection Charm on others, but it only becomes a real issue in tougher Chambers, and those should give out more Focus.

This Proficiency Power data shows that Professors have to spend around half of the resources compared to the other professions on Proficiency Power. Aurors have to spend 46 more Spell Books and 131 more Scrolls. Magizoologists have to spend 73 more Spell Books and 145 more Scrolls. 46 and 73 Spell Books… those numbers are daunting. And as mentioned above, I can’t believe that Magizoologists have the EXACT same lesson (4 skills for 42 Spell Books and 128 Scrolls), BUT it gives 38% PP instead of 77% PP.

To learn more about earning Spell Books, read my previous article on Wizarding Challenges.

Strategic Spells

Strategic spells are necessary for any Fortress battle. These are a profession’s main identity and strength in a group. Magizoologists can revive and heal. Aurors can hex to weaken Foes. Professors can hex and charm, able to weaken their Foes and strengthen their friends. If you want to solo, then focus on the strategic spells that you need. However, if you want to play in a group, work on these strategic spells.

  • Magizoologists:
    • Revive Charm (1 Focus, revives a fainted teammate and restores their Stamina 70-100%) is the most important strategic spell in a group. This spell only costs 1 Focus. It is MUCH better than Stamina Charm, because it heals for much more (up to 3x more) and it removes fainting time. This spell is a must have. Right now, I have used it in chamber 6+ and it is the best spell for groups, an absolute must. Max it out for 100% healing.
    • Stamina Charm (2 Focus, restore up to 30% Stamina) is useful when you have max (or too much) Focus. Do not use the Stamina Charm if your teammate is getting pummeled and is going to faint. Just revive them. Reviving saves 5 Focus (6-1). Also, I use it when I have nothing to do near the end of the battle. This spell and Revive save your teammates from using Healing potions.
    • [Group] Bravery Charm (7 Focus, +150% Power vs. Elite Foes) is a team spell and useful ONLY when there are elite Foes. You might never need it, but it is very helpful since Elite Foes are around 87%-100% stronger than regular Foes. Save the Elite for last if you can and make sure you have 7+ Focus.
  • Professors:
    • [Group] Proficiency Charm (7 Focus, +47% Proficiency Power for teammates). Professors can have 4 initial Focus and would need 3 Focus from Aurors to use this at the start. It is a solid strategy to do that since this gives 47% Power for proficient match-ups. It is not as effective if you use it after the first Foe.
    • Deterioration Hex (3 Focus, reduces Foe Stamina each turn) is a Professor’s real power. It is costly though and in groups, Focus can be hard to come by–you definitely cannot hex all Foes. It is utilized best against long battles against Elites and/or Dangerous/Fierce Foes.
    • Protection Charm (3 Focus, increases teammate’s Defense) is a single-target spell that lasts the whole battle. Solo, Professors can use this at the start and it lasts the whole time, then they use Deterioration Hex on all of the other Foes. In a group, this spell is not as useful, but similar to Deterioration Hex, it is best used on a teammate going against Elites and/or Dangerous/Fierce Foes.
  • Auror:
    • Transfer Focus costs of 1 Focus and transfers that 1 Focus to another teammate. No cooldown time. Active only if you have any Focus. Communicate with your teammates and check if they need Focus. Aurors do not need much Focus yet they can run out easily since there are so many Foes in group battles.
    • Weakening Hex (1 Focus, reduces Foe power) reduces the damage taken by reducing a Foe’s Power. Solo, Aurors have enough initial Focus to always use this against all Foes. In a group, Aurors might have to pick and choose which Foes to Weaken if other teammates want their Focus.
    • Confusion Hex (1 Focus, reduces Foe everything) is a utility hex that reduces a Foe’s Dodge, Defense, and Defense Breach. It is one of the most overpowered spells in the game, because it reduces the need for Accuracy and Defense Breach, but it also lowers a Foe’s Defense Breach, which is not possible any other way.
      • ONLY use the Confusion Hex against Dark Wizards, Werewolves, Pixies, and Erklings.
        • Do NOT use it against Death Eaters and Acromantulas. The two have 0% in all three of those stats and the stats cannot go below 0%.
      • ONLY use the Confusion Hex against those four Foes IF they are Imposing (3 stars), Dangerous (4 stars), or Fierce (5 stars). Regular and Formidable either have 0% in those stats or 5%, which is negligible.
      • Read the article, Fortress Foes in Wizards Unite, if you want to see the specific stats of Foes.

Other Stats

Proficiency Power is one of the best stats to invest in, but it needs to be said that any lessons near the top are extremely cheap and give the most stats for their resource cost. As you make your way down the skill tree, some single skills easily cost more than even dozens of lessons at the top. For example, one skill costs 25 Spell Books and 38 Scrolls. You could get 10 full lessons at the top for that and still have 24 Spell Books left over. Maximize your resources by completing all of the lessons at the top to the middle part of the skill tree first. It will give you a huge boost in your stats for extremely cheap cost.

Most players already know the rest, but these stats are ones to focus on, too:

  • Power: Power = Damage. Also the higher the Power, the more it gets from percentage (%) damage increases like Proficiency Power.
    • 20 Power * 200% Proficiency Power = 40
    • 100 Power * 200% Proficiency Power = 200
  • Stamina: Players do not heal after each battle. The only way to heal is to use a Healing Potion, Magizoologist’s Stamina Charm or Revive Stamina Charm. Stamina saves Healing potions when going solo and also provides some cushion when things like an Elite Acromantula hit you for 100 damage.
  • Defense (%) and Protego Power (%): Both reduce the damage you take. If you take 100 damage, but have 50% Defense + Protego Power, then you only take 50 damage. Similar to Stamina, it helps you stay alive.
  • Initial Focus and Max Focus: Initial Focus helps all professions cast their strategic spells right away. See what works for you. Magizoologists want 5 initial Focus for Become the Beast’s +40 Power. Max Focus is helpful when grouping too. You cannot save too much Focus or it is wasted. I would watch how much Focus you have and use in a battle and then adjust accordingly.
  • Precision and Critical Power are probably underrated, but I personally do not think they are as helpful as the other stats. Also, they go together, one is good, but much more effective with the other. So it costs double to make them work well. It is good to get them near the top and middle of the skill tree and then last at the bottom of the skill tree.
  • Profession Lessons: These lessons are situational. For Professors, they get a Power and Defense boost when they have enhancements or when their Foes have impairments. For all professions, they each have one benefit against their proficient Foes. For example, Professors can get +30% Accuracy vs. Pixies and +30% Defense Breach vs. Werewolves. These lessons are good, but will only help you differently each time based on your teammates or the Foes you face.

Hopefully these tips will help you and your friends progress during Wizarding Challenges! What’s your best Fortress battle strategy?

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