What’s the most efficient way to grind for XP? When should I be using Potions? What Spells should I be practising? What are the most important skills to acquire? All are questions us Wizarding gamers have been buzzing about for what feels like ages, as we’ve anxiously awaited the worldwide launch of Harry Potter: Wizards Unite. Finally, in this article, we have compiled some insight on all of the above and even a bit more!
Spell-casting is a core mechanic of the game, being how you deal with the various Foundables, Encounters, and battle Foe’s within Fortresses. The first imperative tip, for those with a large phone (virtually all Androids), is to reduce your screen-size to “One-Handed Mode”. This will allow for faster tracing of the spells and a better success rate.
The 2nd, just as critical it is to practice. Incomplete spells still cost you Spell Energy! What we have gathered so far, from the practice page on this site, is that hitting the points along a spell’s shape is more important than tracing the lines. Though the later is still a necessity, it seems to be more forgiving. Furthermore, it has been deduced that the base score or effectiveness of the cast is calculated from the speed of your tracing, then multiplied by your accuracy. (Effectiveness = Speed X Accuracy). As to what spells you should be practising most, I would say you should have a go at them all before the game is launched in your area. (You don’t want to be wasting that Spell Energy!) But we have been informed by Iced in the Discord that “Ebubli”- the bubble charm, is turning up everywhere and is particularly trifling.
Lastly, Spell Energy does not refill over time, so stay near Inns and Greenhouses when grinding out Encounters.
Effective Ways To Level Up
Speaking of grinding Encounters, don’t skip the repetitive ones! They may feel reminiscent to encountering yet another wild Pidgey in Pokemon Go! And yielding few new rewards after a while, they may start appearing pointless. But they account for a large chunk of your XP, so grind them out!
Another good source of XP comes from Portkeys. This is an especially helpful tip for rural players or those otherwise unable to reach a multitude of Encounters, Fortresses, etc. Collect five or so Portkeys (careful not to fill all 8 slots) before drinking a “Baruffio’s Brain Elixir” (XP Potion) and setting out to clock the distance. It is important to leave a couple of spaces available for finding additional Portkeys along the way, due to the fact Portkeys cannot be deleted. It would be downright infuriating to miss out on a rare 10k because you had a hoard of ruddy 2k’s clogging up space! Moreover, you should seek to use your Gold Key on 2k Portkeys, in order to cycle through them faster.
A big shout out to Ratty-Fish over on Reddit, for the information provided in this section and the next few following!
Another question that has been circulating, is if we will be able to interact with different features after moving out of their range. The answer is Certain features, yes.
Inns and Fortresses, like Pokestops and Gyms in Pokemon Go! will require you to stay within range while interacting with them. Traces, however, are akin to wild Pokemon encounters. Being that you are allowed to stay in the Encounter until you either succeed or fail; just as you may continue attempting to catch a Pokemon until they are caught or run away.
Potions are your heals, boosts, and aids in Wizards Unite. They function similar to Lucky Eggs and Berries in Pokemon Go!
First, don’t be afraid to use them liberally (particularly “Extimulo”) and don’t bother stockpiling too many, as you will accumulate more as you go along. Once your Potions vault is full, you will be unable to craft any more. A good way to use them up is to make a habit of using them on all rare encounters, just to ensure your success.
Along with using your potions consistently, you should also actively manage your ingredient vault. Low-level ingredients build up quickly and with a 200 storage limit, that leaves little room for gathering rare ingredients. Potion crafting requires four ingredients in total. Three being fairly common and one “gated” (presumably a higher rarity than the rest). It will be a matter of getting a sense of what ingredients to pick-up or pass-up.
To become a true master of Potion-making, you’ll need to read up on all of the Master-Notes and apply them appropriately to your cauldron to reduce brewing time. You can check out our collection of Master-Notes here!
Bonus Tip: (Especially for Free-to-Play)
The “Vault Extensions Pack” in Diagon Alley (the in-game store), grants you +10 Max Spell Energy, +30 Ingredients storage, and +10 Potions storage. This will most certainly be the best bang for your in-game buck.
Building Skill Trees
Building the three skill trees will be one of your top priorities as they unlock various skills and abilities that aid the three professions in growing more proficient with battles and encounters. It is popularly suggested that you build a single profession at one time, but that does not mean there are not other methods as well.
Though not more than one skill tree may be active at a time, players still have free reign to switch back and forth, between professions at any time (just not mid-encounter). If you are one of us, looking to build multiple skill trees at a time, instead of focusing on maxing out each one in turn, I would suggest alternating between Auror and Professor, then going back to solely build up the Magizoologist tree on its own.
With the information we now have on the Auror and Professor skill trees, a theoretical strategy can be deduced, for juggling these two professions. It seems that you would gain good, balanced coverage, fairly cheap and early on, by building the Auror tree to “Playing Dirty” and the Professor tree to “Mending Charm” (#2), initially. (This may be an especially helpful theory for solo players who want to play as an Auror, but are worried about their lack of defensive abilities). Though both the Auror skills and Professor skills cannot be active simultaneously, this initial skill build for each will give you options when facing different scenarios allowing you to switch it up, based on your need and at your leisure (more or less).
Note: It is not suggested to build/alternate between all three professions at once. The skills get more costly as you go on and the collection of books/scrolls begins to plateau after a bit. Working on all three professions would have a ‘Jam spread over too much toast’ sort of effect, spreading your resources too thin and stalling your progress on each one individually. In fact, after building the Auror and Professor trees to these initial builds, you may want to choose one or the other to start focusing on more. A fully built skill tree is going to be helpful, if not utterly necessary at some point. We’ll also all want those beefy skill points and abilities at the bottom of the trees, sooner rather than later!
To start, you should collect all of the early nodes on the tree, to get an initial boost. The earlier nodes are cheaper for a greater payout. Example: Where one of the first nodes may cost 2 Scrolls for +3 Power, a node for +3 Power further down may cost 3 Scrolls.
At first, you may want to skip critical power, accuracy, and proficiency in favour of stamina nodes; as the first ten or so wizarding challenges focus on survivability over the damage. Furthermore, you should pick up all possible defence nodes, being that defence is even better than stamina in terms of your health/tankiness. (These couple notes hold true for Magizoologists at least. I was not able to confirm if it stands for all professions.)
Books and Scrolls
Books and Scrolls are your currency for upgrading the skill trees, Scrolls being the main resource. Both items have appeared harder to obtain as you progress through the game, so though you want to grab up all those cheap nodes at the start of the skill trees, be sure to rein it in once you have set a solid skill foundation.
At this point, you will want to start being a bit more strategic with where you are placing your Books and Scrolls. For instance, you will want to choose one branch to follow for the time being. There is no real skill-set ‘build’ as you want to acquire every skill, ability, and upgrade eventually. But, to reach the stronger nodes quickly, you will want to take the most direct path possible.
Books and Scrolls are non-refundable, meaning if you were looking forward to being able to switch professions at will, you must keep in mind to do so minimally. Or at least strategically. I’ve included one such theorized strategy under ‘Aurors’ further down.
The Magizoologist is rumoured to be the best solo profession, due to their survivability. (Though the other two may fair just fine, Aurors will likely go through an asinine amount of potions to stay alive in battle). As a Magizoologist, you have two heals initially. The first allows you to heal for free every 5 seconds. The second costs 2 Focus and heals moderately. These can be applied to teammates while battling Fortresses, or used on yourself when soloing. Healing and other abilities may only be used outside Encounters; once the Encounter has started, only potions may be used. (1 Battle consists of 2-5 Encounters, so there will be plenty of opportunities to use both).
A Magizoologist’s most critical skill to acquire will be “A Bird In Hand”. A skill approximately half way down the skill tree granting you a passive enhancement of +40 power while you have 5+ Focus stored up. As Magizoologists have a base Initial Focus of 5, this skill roughly doubles your damage while you stock up on Focus. Build straight for this node, straying only so far as to grab the Mending Charm on your way. You can fill in the rest of the tree later, but “A Bird In Hand” is going to be your most vital skill in battles.
For the Professor, the first skill to aim for would be the “Deterioration Hex”. This is one of the Professor’s first active skills or combat-spells along the skill tree. Causing the target a reduction in stamina every time they attack or defend, this spell is great compensation for the Professor’s lacking Defense Breach. You may think about choosing your path down the skill tree in accordance with collecting all tiers of the “Deterioration Hex”, especially if you’re planning on a lot of solo-play.
Building the Professor skill tree as your only or primary profession, you may choose to specialize in either of the Professors talents (buffing allies or debuffing opponents), or you may choose to strike a balance between the two. Either way, keep in mind that following one branch of the skill tree is a much more effective way of reaching the stronger skills at the bottom; you can always go back to grab the skills and enhancements you passed up, later.
If you’ve decided to tackle multiple skill trees at once, you’ll need to strategize how to make each profession as effective as possible, as quickly and cheaply as possible. For the Professor, this means you’ll probably want to max out the early part of the skill tree, up through the middle branch until you hit the dead end at the “Mending Charm” (#2). This will give you a good set of useful skills at a fairly quick and cheap rate.
Note: See the section below, for more Professor skills to aim towards when teaming up.
For the Auror, the first skill to set your sights on will be “Playing Dirty”. This skill grants you 10% Defense versus Foes with less than 50% Stamina. Being that Aurors are the ‘glass cannons’ of the game, their Foe’s should be under 50% Stamina quickly; just in time for your 10% Defense boost to kick in, guarding against retaliation and providing back-up for any missed Protego spells. (With a 10%-15% deficiency to their Protego Power, you can expect to drop the ball at blocking attacks a bit more often with Aurors).
For the benefit of team-play, “The Focus Charm” (allowing you to transfer Focus to a teammate) will likely prove a handy skill for Aurors. They can hold, but also require the least amount of Focus during Fortress battles, of any profession. This skill pairs nicely with a Professor teammate, who holds a greater capacity for Focus points, along with better accuracy. Transfer your focus to them in order to gain the upper hand on an evasive Foe.
When beginning to think about specializing, you’ll probably want to set your sights on “The Confusion Hex”. There are three tiers to this Hex, the first being a little over half way down the skill tree and impairs a Foe by lowering their Defense, Evasiveness, and Counter Jinxes. The second tier is only two nodes off from the first and impairs a Foe’s Defense, Dodge, Defense Breach, and Counter Jinxes. The third and final tier of “The Confusion Hex” is at a dead end, almost at the very bottom of the skill tree. The third tier impairs a Foe’s Defense, Dodge, Defense Breach, and Counter Jinxes, yet again. This Hex pairs nicely with certain Professor skills. Namely “Restricted Section”(6% Defense versus Foes with 1+ Impairment), “Sparring Specifics” (9% Defense versus Foes with 2+ Impairments), and “On Sabbatical” (+12 Power versus Foes with 3+ Impairments). These skills are staggered throughout the Professor’s skill tree and will prove quite effective when paired with “The Confusion Hex”.
Until next time!