Chess Based Turn System: Winners and Losers(Max Lvl 1v1)

Chess Based Turn System: Max Lvl 1v1 Winners and Losers 

A chess based turn has come to Wizard 101 test realm. As such, many of the spells and tactics we are used to in the current turn system are in for some major upheaval. This article will examine some of the changes to different classes of spells that will be affected by the change. Note that this article will not go into specific spells that will be affected by this change (with a few exceptions). Instead, it will look at the types of spells. Without further ado, let us take a look.

Winners

Winners in the new turn system are spells which will benefit greatly from the change in tempo and playstyle that will result in the upcoming chess based system.

Shadow Creatures

Shadow Creatures have already been buffed by being made to trigger in 2 rounds and by dealing their max potential damage regardless of how many likes you have accumulated. This new turn system further buffs shadow enhanced spells. It allows the caster to immediately counter any nonreactive measure while the shadow creature still activates in between rounds before the opponent can react! This means that there is no reason for a shadow creature to be unbuffed barring multiple shields, shadow shields or direct removal spells(such as earthquake or enfeeble)

Low Pip DoTs

In an era where you can immediately place a shield before an opponent attacks, low pip dots are set to shine. They allow continuous pressure and shield removal while being triage bait and leaving key openings for the caster to exploit.

Heals 

Heals are set to make a big comeback in the chess based turn system. One of the biggest risks of healing in the aggro meta was losing tempo from an ineffective heal or heal cast when not attacked. By allowing instant reactivity- a player always knows when it is safe to heal and can thus counter most damage spells accordingly.

Special Note: Angels: This turn system does buff the angel strategy a bit as well since they now have perfect reactivity and instantly know when to heal. However, this is counterbalanced by the fact that Angels will now have a harder time both maintaining bubble control and causing huge tempo swings with shields.

Removal/Steal Spells

Spells such as disarm, steal charm, steal ward and enfeeble are going to be in great demand. Thanks to the resurgence in heals, trying for an OHKO or combo will become more mainstream and as such blades will become more common. Since the turn system allows instant reaction to blades/traps- removal and steal spells are easier to use and the caster does not run the risk of wasting a round on a used blade. The meta is still fast enough that only one or 2 blades will be used at most (barring blade-stacking strats and/or the death school) but it’s no doubt that removal spells will play a bigger role than they have before.

Combo Spells

Spells that achieve more than one thing in a round will be at a premium this meta. Both sides having perfect reactivity means that battles often become a tit for tat type deal where a move is instantly countered. Spells such as loremaster, fire beetle and the like make it harder for your opponent to perfectly counter your moves while also potentially leaving openings for you to exploit.

Special Note: Mana Burn: Mana burn’s ability to simultaneously damage the opponent and remove their pips already makes it a potent spell. However, in the upcoming meta mana burn will become even more powerful due to the turn mechanics. Now mana burn will remove three pips at all times from first and second without allowing opponents to cast a spell at the same time or to “waste” mana burn by using their pips on the round they are burned. This makes mana burn one of the best counter moves and combo moves in the upcoming meta.

Stuns/Accuracy Debuffs

One of the few ways to guarantee an open shot on the opponent in the upcoming meta is to ensure that they cannot counter your moves. As such-stuns and accuracy debuffs will become more and more important as ways to create an increasingly elusive opening in your opponent’s defense.

Shields

By allowing both competitors the ability to play before the opponent- shields will become more popular as ways to counter potential incoming damage. Due to the fact that an opponent can instantly react to shields by removing them-this will lead to people packing more shields in deck. This tit for tat will continue until one of the competitors can force an opening.

Reactive Spells

Spells that react to other spells are in for a buff due to the turn system mechanics. Triage, shift, cooldown, snowdrift, supernova etc (which are only effective when another spell is cast) can now be used to their full, devastating effect.

Minions

In a meta where counters can instantly occur- any option that offers you an extra move in a round is a good one. That is where minions come in. Acting as shield breakers, disruptors and combo setters they offer quite a bit of utility. Even the round your opponent spends taking them out is a free round for you so they will often be a good investment. Finally, as this meta will heavily rely on resource management- a minion can help you win the resource war for free (breaking your enemy’s shields so you don’t have to for example).

Losers

High Pip DoTs

Thanks to the ability to instantly react from any position, high pip DoTs are about to take a severe nerf. High pip DoTs represent a significant investment in both pip cost and set-up. However, with the ability to instantly react with triage or shift, high pip DoTs will offer a risk that will often not be worth the investment.

“Gotcha” Spells

Spells that relied on “gotcha” mechanics from first such as bad juju or shatter were nerfed in that capacity. No longer will bad juju offer a complete tempo swing from first and shatter will no longer lead to a surprise OHKO. However, both spells can still be used in other capacities-as a stall for bad juju and as a stacked shield remover for shatter.

Special Note: Burning Rampage: Burning Rampage took a heavy nerf as a gotcha spell. No longer can it be used as an unblockable combo from first and a guaranteed damage spike. However, with a little creativity, it can still be a useful spell. Use it when the fire minion is using a DoT or use it to force an opening or put your opponent in an awkward spot. Ex- will your opponent triage the rampage and leave themselves open to a hit?

Dispels

In the most obvious nerf this update: dispels became a lot less effective, With an automatic dispel shield after being cast as well as a confirmed spell to be trained- it looks like simply spamming dispel until a shadow pip appears is a thing of the past. This update will still see dispel spam due to cloaked dispel bypassing the new countermeasures, however, as soon as that is fixed dispels as a staple will become a thing of the past.

Excited For the New Meta? Let us Know in the Comments Below!

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  • nobody posted

    nerf loremaster

    • D P

      Nerfing one spell is not going to balance PVP. How about instead of nerfing every school that makes it to top tier, they buff the lower tiers and give them the tools to be competitive.
      Although I know this is an unpopular opinion, balance does not have a lot to work with, think about it, they have lore, gaze and snake charmer and no good way to blade or buff attacks honestly. The biggest thing they have going for them is mana burn. Depending on how loremaster is “nerfed” it could leave them powerless.
      If Fire has at least 3 spells to trap stack(brim, ffa, beetle), what is the objection to a spell that can weakness stack exactly?

      • nerf loremaster

        nerf loremaster

        • Paul F.

          A 4 pip spammable spell with 2 debuffs and decent damage, add with that 100+ damage and 40+ pierce of balance school..and you get what it’s called a broken spell.

          Fire needs to use different spells to stack traps.

          Also supernova and ability to control opponents pips.. balance needs a nerf imo

          Atleast make supernova non pvp spell. I cannot digest the fact that one school denies a utility spell for all other schools.

          • Blaze MeOut

            Balance without loremaster had heavy cons going for it. Most of balances big pvp hits come from shadow pips. Without shadow pips and loremaster, balance was basically very low tier, even with avalon spells like mana burn within the game.
            One con of balance is that balance does not have any trainable/tc overtime spells to overcome shields. They can not blade stack either like other schools so consider why loremaster has high straight damage per pip for balance when you consider that. Only spells for balance that could bypass shields were hydra and chimera. Unforntunately, those spells were very predictable and completely counter able sometimes with spectral and spirit shields.
            Again double debuff?? Consider that loremaster was created during Aquila era to fix balance’s school’s problem of being a very low tier school. As I mentioned earlier balance can not blade stack itself effectively as other schools can. A simple shield or weakness destroys a whole balance’s buff setup. Accuracy and weakness debuff was needed to disrupt opponents stacking setup so that balance wizards themselves can buff themselves up.
            If you want to fix loremaster, please consider what else you have to fix for a balance wizard.
            Balance wizards are no longer the problem in this meta anymore. The next school kingsisle should work on is death and storm in 1v1.

          • Romanov

            LoL, do I really have to explain once again that balance does not need overtime spells, since the only shield against balance is tower shield? Any overtime spell works for balance too. Take for instance a fire elf.. It’s quite logic..
            And I am pretty sure storm won’t be top tier as long as it lacks overtime spells and defense

          • D P

            I agree balance does not need DOT’s, they do not need loremaster nerfed either!

          • Blaze MeOut

            Guys this wasn’t much of a discussion on whether balance should have a DOT or not. I never implied that. Balance and Storm would be very op if they recieved a DOT in the current situation. I was only trying to bolster my point of why loremaster is there.

          • Paul F.

            How about supernova? Do you have excuses to defend it too? “Just don’t use aura lul” – is that what you suggest?

          • Blaze MeOut

            um … again I will address balances blade stacking compared to other schools. The likelihood of getting hit with supernova is low compared to other hits balance already has at its disposal. Supernova is very situational for a spell, low accuracy, enemy needs a star spell, and it has to be the only thing would choose if there are no better hits in their hands. Honestly, I seen this spell used more like a shield remover like how storm uses a wild bolt.

          • Blaze MeOut

            For fire, consider that over half of fire spells are overtime spells. Out of most schools, fire and myth has the least effective uses for traps. Other schools tend to have more straight hits, again meaning for more flexibility. Traps only affect one round of hits, while blades affect multiple rounds of hits. Spells like fuel, ffa, and brimstone have a trap mechanism to buff the limited amount of single hits fire tends to have or buff multiple rounds of overtime hits.
            Fire is also a school meant to focus on damage similar to storm wizards. Damage buffs are pretty expected for this school. Just like how I expect stuns from myth school, steal health spells from death school, and heals from life school. Without damage, fire has no focus as a school.

          • D P

            FFA, beetle and fuel leave 3 traps, so no it effects more than one round, and you do not see Max level fires using DOTs in pvp.

          • Blaze MeOut

            That combo set up is possible, but consider that it must be very good/near perfect conditions to even do that. FFA, Fire beetle, and brimstone 3 rounds in a row means you have to have at least 1 shadow pip and 4 power pips … its already quite the cost. Unless you have full 7 power pips and 2 shadow hits, in this fast meta its very rare to pull of this stacked combo with the pips you have left. This already leaves you open for mana burn, stacked shields, and weaknesses; sorry the error of this setup lies in the fact that this requires multiple rounds and a lot of pips to pull off. The other player can do many things to already prevent this. You literally have to pass for 3 rounds or extremely unaware of the situation to have this happen to you. Also consider that set shields for fire and storm are very common as most people who train tower shields also train a +70% fire/storm shield in the process, I always carry this type of shield on all my wizards. 3 traps considering you +300 damage buffed them instead of using potent trap on your hit because why would anyone do that consider doing that in pvp on a hit spell? It would nerf your hit at the cost of +10% trap which eh i would use the enchant on a feint instead, but getting back to the main point. 3 stacked 25% traps from those hit spells=90% damage on the next hit. I would rather just use a 1 pip feint for 70-80% damage as it saves number of rounds, pips, and lower chance of error pulling this off. Using the fire spell backdraft for 4 power pips does about +120% damage in one round which is more than those 3 stacked traps can do, plus no shadow pip required on this alternate method. This argument here makes no sense. What’s op spammed with fire right now in this situation is burning rampage. Trap stacking isnt the issue here.

          • D P

            You can remove a feint with empower, my point is you can not get rid of fire traps

          • Blaze MeOut

            0 pip myth spell gets rid of a trap on you

          • D P

            A 0 pip wand hit gets rid of ALL of the stacked weaknesses on you, cleanse ward gets rid of 1 trap, your point?

          • Blaze MeOut

            fuel costs 2 pips … ffa costs about 5 pips and 1 shadow pip … brimstone costs 2 power pips … consider how many rounds it takes to get those pips compared to a 0 pip spell

          • Blaze MeOut

            also if they are the same weaknesses … I doubt a 0 pip wand hit can get rid of all of them … two stacked bad juju means 2 wand hits … 3 stacked bad jujus in a row means 3 wand hits … your point?

          • Blaze MeOut

            and a shield can negate the damage of a trap or blade on the next hit… please consider there are multiple solutions kingsisle set up for this scenario

          • Blaze MeOut

            Also consider that for single fire traps fire has to limit itself to single hits … a fuel spell allows a fire wizard to not worry so much using a overtime hit …

          • D P

            A shield is not going to negate the damage of 3 traps, your math is flawed. Again you missed my point, you have no way to remove fire traps. Since we were talking about loremaster this has all gotten horribly off topic.
            If you are going to nerf loremaster, something needs to be done about fire also and while we are at it reduce the abmoniable weaver shield.

          • Blaze MeOut

            Alright lets do the math in the situation you provided … 3 stacked +25% traps = 1.25x more damage stacked for each trap … so (1.25)^3=(1.95) damage … a simple 50% tower shield negates that damage (1.95)*0.5=0.97… I can even offer you another better solution with blades … I am gonna use a balance wizard in this scenario because balance has the least damage boost per blade … get a +25% +20% +35% balance blades costing only 1 pip in total for 3 rounds in a row … does about 2.025x more damage … please do your math because your just complaining … you can say I missed my point all you want but the math checks out in my favor

          • D P

            Just like how I expect stuns from myth school, (Stun block)
            steal health spells from death school (sheilds)
            , and heals from life school. (infections)
            The point being those all have a simple single counter, how can you get rid of 3 stacked fire traps exactly? immolate yourself!

          • Blaze MeOut

            um shields and weaknesses … the same counter you pointed to death school hits are able to counter a trap for a single hit… Overtime hits bypass this, but this can be countered with a triage or shift spell … fire is not like myth; please consider fire has no such thing as double hits

          • D P

            Fire was meant to be equivalent to myth not storm, this buffing of the fire school is a recent phenomenon. Funny how fast people are to accept something as a fact of the game.

          • Blaze MeOut

            1.) Myth is not the comparable equivalent to fire. Besides even stats, on single hits, storm does about 190 per pip with enchants, fire does about 160 per pip with enchants, and myth does about 145 per pip with enchants; this is without any damage boost or buffs on the cards besides a +300 enchant. Gear stats are not everything to consider in this game because base spells determine how a school plays as well. With higher damage means lower accruacy on cards, most fire spells have 70-75% accuracy, most storm spells have 65-70% accuracy, and most myth spells have 80-85% accuracy. Fire and storm have a lot more aoe hit utility spells as well. Both fire and storm have high accuracy and critical. Many fire and storm spells leave accuracy debuffs as well. Fire may currently have the highest damage boost in the game, but consider that storm still has more pierce, critical, and base damage in their cards. Storm still does more damage than fire any day. Fire, unlike storm, does not have to focus on being a glass cannon as well. Like i said, fire speciality, even stated by the wizard101 website and the school of fire book in ravenwood, is using overtime spells so that can setup combos or heal. This explains why there are spells like power link for fire. Fire is for wizards that want to focus on damage, but not so much that it hinders their defensive capabilities like storm wizards. The main problem with Storm wizards that i see kingsisle has trouble considering how far the damage should be or that adding too much utility like a DOT will make a storm wizard op in pvp. Kingsisle also fears of adding more defensive capabilities to storm wizards because this can easily shift storm from bottom to dominating a whole arena. Storm may suck in 1v1 right now, but in group pvp, just get 4 storm wizards together and it can kill.
            -Myth is a school meant for single hits with tons of powerful stuns and utility hits. At lower levels, they have tons of utilities and flexibilities with minions. They dont carry accuracy debuffs, but stuns as well. Myth like fire is meant to break/bypass shields, but how each of them do is very different. Myth can literally break shields or use double hits, while fire focuses on overtime damage. Myth has a advantage over fire in that it can shift overtime spells back on a fire wizard.
            2.) At max level, most shadow hits tend not to be overtime hits. They way shadow mechanic works, Kingsisle purposely meant for it to be a burst damage/ultimate attack mechanic . I am not surprised that there is lack of DOT’s for most schools when it comes to shadow hits. Only shadow hit i can name even having a overtime is that life goose looking spell. But most of the levels of pvp in this game dont focus on shadow hits, so this is where i close my point.

          • D P

            Right you missed my point, fire was never intended to be equal to storm, damage or otherwise, they are in the middle of the elemental schools, just like myth is in the middle of the spirit schools

          • Blaze MeOut

            storm is stronger than fire … fire was intended to be the second strongest attack school … dude that logic makes no sense … just because your in the middle of item A and the middle of item B does not mean your the equivalent to each other … its like saying life is the equivalent to storm or death is equivalent to ice … no they aren’t, each school has totally different play styles … they are no equivalents in this system

          • D P

            Scroll back a ways, someone said Fire was to supposed to AS strong as Storm

          • Blaze MeOut

            I only offered similarities to storm… read my comment saying storm was stronger in hits than fire when you scroll up…

          • Blaze MeOut

            funny how you accepted that schools are suppose to equivalent to each other …

  • Blaze Goldleaf

    I’ll get more excited for the new meta when the turn based system gets added to ranked.

    • D P

      Same, that is why I am confused the went to 4th age, you would think turn based would warrant a new age, and if we have to wait for 5th age there may be no ranked players left.

  • Mindy Rose

    Can’t wait till this gets to ranked

    • Mindy Rose

      Think my shatter/enfeeble pet is going to work some real magic

  • Michael Wraith

    The Basilisk is probably exempt from the nerf though, because of the stun. As long as the opponent has no stun shields, of course.

  • Mindy Rose

    The maycast Mana Burn wand from the Avalon Outlaw bundle just got even more powerful. That is an absolute must have item for pvp.

  • An old diety

    Just like to point out the moment they removed enchantment multiplication when you reshuffle is the moment minions became a smart choice again if your an older player like my self from the being of 2009 , you would know minions were used as a stall tool/pip management, in 1v1 back in the day not only Appling pressure but wasting blades from your opponent to take it out, with spell multiplication no more, minions come back to mind to force opponents to go back to 4 pip aoes in 1v1 if they want more bang for there pip so not only is it great for the new system its already amazing in the fact should your opponent rely on pip spam and they cannot kill you before there side deck drains then they are forced to waste main decked hits on minions with the new mechanic, that brings healing back into the equation in combo with said minions for further control of the game which is what I use to enjoy about the game the rush of backing my opponent into a corner by there own mistakes where they couldn’t just land a critical or spam hits into the wind and get any success from it, no it required well timed combos pip management zero pip heal and damage suppression sadly the game will never return to that state however this does add a fun twist for people who enjoy that play style, I however feel chess is an unworthy term to give the system chess is an even playing field everyone has the same pieces its a matter of how you use them in wizards no two schools have same heal spells, spell damage ect theres luck factors as well such as critical, pet may casts fizzles ect… love not being able to sleep at night enjoy my night time banter.

  • D P

    I feel like everyone who complains about loremaster is a fire wizard, then again that could just be me.
    Mana burn will be the new cry to nerf though.

    • nerf loremaster

      I have a max balance and still think loremaster needs a nerf. It does above average damage per pip for a balance spell while giving 2 debuffs. It needs a nerf

    • Wolf FireBreath

      I’m a fire, (AND BALANCE AND ICE), I feel that loremaster is NOT op at higher levels. Where it is waaay op is grandmaster and below. I do some Magus pvp for fun and the most common way to lose is getting toasted by a lore over and over again. As for Mana Burn, I feel like it has always been an overpowered spell. I have been on both the receiving end and the evil end using it against a myth with a ton of pips. I think loremaster on the other hand has been indirectly nerfed through jewels, mali gear, and many other small changes. Jewels provide accuracy, all schools can achieve above max accuracy leaving the mantle almost obsolete. The weak on the other hand (20% only) is still by far the best way to stack weaknesses for balance. Imo, loremaster is not op at max level, Mana burn is op, and not all fire’s are whiny lol

    • Blaze MeOut

      Same I play fire a lot and I don’t complain about loremaster… Just my opinion, but I feel your very biased on fire wizards.

  • I am

    I read this thread as “Chess Based Turn System: Winners and LORES