How To Spend Your Training Points - Final Bastion (2024)

Training Points are an aspect in Wizard101 that help you train spells outside of your primary school. These are obtained through leveling up and doing quests. Importantly, points are used differently in PvP than they would be in PvE. This article will mainly focus on how to use them in PvE, but there will be a few recommendations for PvP must-have spells at the end of the article.

  • To learn more about what Training points are and where you can get them, check this article out!
  • If you want to learn about optimising your gear for questing, check this out!
  • To learn about some questing strategy, check out this article!
  • For the Final Bastion Training Point Calculator, click here!

What schools should I invest in?

You should definitely be investing your training points into the schools ofIce, Death, Balance, Star, Shadow and Sun.

Why should I be investing in these schools?

These schools have specific spells that are vital for your wizard’s spell-book, including Feint, Tower Shield,Reshuffle, and a few more. Thanks to their utility, these spells, as well as others from their respective schools, are basically mandatory in questing in order to get anywhere.

What Spells Should I Train from these schools?

Ice School Spells

Ice is good to train up to Tower Shield, since it provides a universal -50% shield to the next attack. It’s the only way to defend against the school of Balance as well.

  1. Frost Beetle
  2. Snow Serpent
  3. Volcanic Shield
  4. Evil Snowman
  5. Tower Shield

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Death School Spells

Death has the best trap in the entire game. While Feint also applies a 30% trap on you, it gives a 70% trap, which is the highest non-enchanted trap in the game other than Backdraft. This spell is the best way to deal a lot of damage very quickly.

  1. Dark Sprite
  2. Ghoul
  3. Dream Shield
  4. Banshee
  5. Vampire
  6. Skeletal Pirate
  7. Feint

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Balance School Spells

Balance is by far the best school for Utility. Reshuffle allows you to maintain a small deck and pull hits frequently. However, a TC reshuffle is also one pip cheaper, at 3 pips, which is another good option. However, the elemental/spirit blades and traps are a must have in your trained spell list.

  1. Spirit/Elemental Trap
  2. Spirit/Elemental Blade
  3. Reshuffle

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Star School Spells

Star School Spells provide a chance to augment specific stats for four rounds at a time. I strongly recommend using the first set of spells early on, and unlearning them after unlocking some of the spells in the second set.

These spells can be unlearned at a later point for different star school spells as well.

  1. Amplify
  2. Vengeance
  3. Fortify
  4. Infallible
  5. Berserk
  6. ( Life should consider mend At this Point)

These are spells that you should have definitely have, depending on your role in the game.

  1. Level 84 Damage Aura (Galvanic Field, Furnace, Sleet Storm, Virulence, Reliquary, Chastisem*nt and Punishment, or Devotion)
  2. Fortify & Brace (For tanks)
  3. Mend & Renew or Cycle of Life (For Healers)
  4. Berserk & Frenzy (For attacking wizards)
  5. Empowerment – When going up against monsters and bosses with high pip attacks, this spell allows you to gain pips from enduring their attacks, allowing you to get that rebirth out earlier.

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Shadow School Spells

Shadow spells provide some game changing buff, such as a whopping 50% pierce increase, or damage intercepting capabilities. Although these are a late game mechanic, they are extremely variable.

  1. Shadow Shrike- Every school should have this, since it makes your offensive potential much higher.
  2. Shadow Sentinel (For tank wizards)
  3. Donate Shadow- This spell is a heavily underrated spell. How often has your hitter had to use a lower damage hit since they didn’t get a shadow pip, and your supports all have two shadow pips? Use it!

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I personally don’t believe investing in Shadow Seraph is as worth it, because of the incoming damage boost. If you have it as a result of getting it for free, go for it, but it’s not really worth training. Use a TC sanctuary instead.

Sun School Spells

Sun School Spells are used to augment or enchant certain spells. They are very very effective in making spells do a lot of damage. I wouldn’t recommend using any of the accuracy enchantments because your stats will eventually make them absolutely useless.

  1. Strong
  2. Giant
  3. Monstrous
  4. Gargantuan
  5. Colossal
  6. Epic
  7. Aegis – Very useful for cheating bosses that remove blades
  8. Indemnity -Very useful for cheating bosses that remove traps or negative charms such as Bad Juju. Using this with Feint against some cheating bosses and make your life easy.
  9. Sharpened Blade
  10. Potent Trap
  11. Primordial + Radical (For Healers)

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Why Shouldn’t I Invest in the other schools?

  • Storm & Fire have the same disadvantage, they don’t provide any utility other than hits. While yes, they both hit hard, the cards aren’t worth spending Training Points on.
  • Life only provides heals, and there are no shortages of healing treasure cards.
  • Myth doesn’t provide utility outside of Myth primary wizards
  • Moon has some polymorph spells that are pretty fun to use, but they’re not really too helpful, and because moon mastery amulets don’t exist, the shift spells aren’t viable outside of PvP.

What about Dispels and School Specific Shields?

Dispels are mainly good for PvP, but they do have their benefits in PvE. However, I would recommend not training them using training points if you aren’t using them in PvP. The same thing applies to the school specific shields. Get Treasure Card versions of them instead, if you really need them for questing.

Sample Training Paths For Each School

Generally, any damage role should train cards to boost their damage. Tanks and Healers should train as many buffs as they can for all schools, and have cards to minimise incoming damage as well.

  • Fire
  • Storm
  • Ice
  • Life
  • Myth
  • Death
  • Balance

For Fire:

  • Death to Feint
  • Ice to Tower Shield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Furnace
  • Donate Shadow
  • Berserk & Frenzy

For Storm:

  • Death to Feint
  • Ice to TowerShield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Galvanic Field
  • Berserk & Frenzy
  • Donate Shadow

For Ice:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Vengeance
  • Shadow Shrike
  • Shadow Sentinel
  • Fortify & Brace
  • Sleet Storm
  • Berserk & Frenzy
  • Donate Shadow

For Life:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Vengeance
  • Devotion
  • Cycle of Life/Mend & Renew
  • Berserk & Frenzy
  • Donate Shadow

For Myth

  • Death to Feint
  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Reliquary
  • Berserk & Frenzy
  • Donate Shadow

For Death:

  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Fortify & Brace
  • Shadow Shrike
  • Virulence
  • Berserk & Frenzy
  • Donate Shadow

For Balance:

  • Ice to Tower Shield
  • Death to Feint
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Chastisem*nt & Punishment
  • Berserk & Frenzy
  • Donate Shadow

PvP Training Point Investments

This section will only go into a few spells that are staples for PvP, since a lot of strategy involves utilising treasure cards. Any of these spells should be in addition to those listed above.

  • Weakness can be handy for debuffing your opponent’s spells
  • Locust Swarm can be mutated into a 3 pip Ice DOT

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  • Mutating Banshee can be pretty beneficial for a life, giving a universal trap and dealing damage

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  • Mutating Phoenix turns it into one of the scariest spells out there, dealing a large amount of damage and applying three universal tarps

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  • Stun Block is a must-have for PVP, giving an unprecedented amount of utility

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  • Mutating Sprite grants a hit leaving the target with a 20% universal trap. It’s a great budget alternative to spells such as Rain Beetle or Fire Beetle

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  • The Shift Spells each provide damage and utility, and some PvP experts love to use these
  • For a more detailed look at shift spells, check this out!

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  • Minotaur’s Mutations allow other schools to have shield breaking Double hits

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  • Infallible gives pierce and accuracy, allowing for heavy pressure on your opponents
  • Fortify increases your wizard’s defensive capabilities
  • Conviction makes you almost immune to being stunned, and increases your critical block

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So what other spells do you have in your spell-book?
Let us know in the comments!

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