Professions were introduced into Harry Potter: Wizards Unite in a similar fashion to how teams were introduced in Pokemon Go! Though they function quite differently. Where Instinct, Mystic, and Valor act more like Hogwarts houses, the Magizoologist, Professor, and Auror work more as class-roles, like in classic RPGs. Professions are summed up quite simply by “Collect, Upgrade, Unite”.
You can view a guide on each Skill Tree in our Skill Tree Summary:
Collect: Open “Trace” reward chests to collect Scrolls. Open “Wizarding Challenge” reward chests to obtain Spell Books.
Upgrade: Use Scrolls and Spell Books to level up your skill tree, by unlocking and upgrading passive/active skills unique to each profession.
Unite: Gather with other witches and wizards at Fortresses to complete “Wizarding Challenges”.
We know that we will have the ability to switch between professions (though only one skill tree may be active at once), but with this knowledge comes more questions. Namely, will it be beneficial to juggle 2-3 professions, or focus on maxing out one at a time? The “Unite” aspect of the game hints at Niantic’s aim to encourage Co-Op. Suggesting that specializing in one profession may be a good strategy, be of most use to your team/squad in Wizarding Challenges; though it would limit you on the ways in which you are able to aid them. Working up one or two professions simultaneously may prove tedious, but would allow more flexibility when teaming up. It has been said by those with access to the game already, that each profession is proving necessary, so let’s take a closer look at them individually.
NOTE: In the following sections, the quotes are the in-game blurbs given on each profession, to help prompt your choice. Furthermore, there is an overview of stats provided for each profession; the stat chart and descriptions will be displayed further down.
“Trained in the care and preservation of magical creatures. In combat, Magizoologists focus on healing and helping their teammates. Magizoologists are most effective against Beasts.”
Magizoologists are extremely tanky healers.
Best Stats: Stamina (Health), Protego Power (Blocking effectiveness), Deficiency Defense (Type-disadvantage bonus), Defense
Worst Stats: Power (Damage), Precision (Critical Chance), Critical Power
What This Means:
- Magizoologists are able to withstand the most amount of damage to any profession and reduce the most amount of damage inflicted by a Foe. They also acquire the highest defence strength and best bonus percentage against type-deficiencies.
- A Magizoologist’s greatest short-comings are: Inflicting damage, critical success rate, and the magnitude of their critical hits. (The later is not a substantial loss in comparison with the other professions.)
- Having the best type-deficiency bonus seems to make the Magizoologist the most capable of making up for the areas they are lacking in. The theory being, though they still are not inflicting copious amounts of damage, they will be especially difficult to knock out; giving them more time to defeat a Foe. (This may cause them to run into time-related constraints, but that is speculative.)
“Professors are highly adept spell-casters who use their deep magical knowledge to debilitate Foes while also supporting their teammates. Professors are most effective against Curiosities.”
Professors are the most balanced profession, striking a near perfect middle ground in the stats chart.
Best Stats: Proficiency Power (type-advantage bonus), Accuracy (effectiveness vs. evasive Foes), Max. Focus
Worst Stats: Defense Breach (‘armour’ penetration)
What This Means:
- Professors get the greatest type-advantage bonus of any class, due to their superior Proficiency Power.
- Professors hold the best advantage over evasive Foes, attributed to their heightened accuracy.
- Professors can accumulate more Focus points than the other two classes, during Wizarding Challenges.
- A Professor’s only real weakness is their inability to penetrate a Foe’s defence; struggling rather significantly compared to Magizoologists and Aurors both.
“Aurors are combat veterans who defeat Foes by combining their innate leadership with a litany of debilitating spells. Aurors are most effective against Dark Forces.”
Aurors are fully focused on the quick attack without worrying about precision or defence, therefore leaving themselves a bit of a weak spot for Foes.
Best Stats: Power (Damage), Precision (Critical Chance), Critical Power (Critical Damage), Defense Breach (‘armour’ penetration)
Worst Stats: Stamina (Health), Protego Power (Blocking effectiveness), Defense, Accuracy (effectiveness vs. evasive Foes), Max. Focus
What This Means:
- Aurors are the strongest fighters, with the highest damage infliction, Critical Chance/Power, and defence penetration.
- Aurors are least able to defend, holding the lowest Stamina, Protego Power, and Defense of all the professions.
- Aurors are the least effective against evasive Foes, due to their inferior accuracy.*
- Aurors can muster the least amount of Focus points during Wizarding Challenges*
*These last two bullet points suggest a team strategy that makes use of a learned-ability amidst the Auror skill tree, allowing them to transfer Focus points from themselves to a teammate. (Perhaps a more accurate teammate with a larger capacity for Focus points.)
You have 3 professions and 3 Foe-types, the mechanics functioning akin to “Rock, Paper, Scissors”.
Beasts – Erklings, Spiders, etc.
Curiosities – Dark Wizards, Pixies, etc.
Dark Forces – Death Eaters, Werewolves, etc.
NOTE: The above list is color-coded for Magizoologist, Professor, and Auror
Though the game seems to be putting an emphasis on working together, there are still sure to be many solo players, begging the question: What is the best profession for solo game-play? To answer this, we must look at the different tasks and challenges within the game. “Traces” or wild Foundable encounters appear to have difficulty levels based on your character level, spell-casting ability, and “sheer dumb luck”, as Professor McGonagall would note; they are of no real consequence to any given profession. Fortresses however will take a bit more strategy and though are noted to still be doable by each profession, different professions will harbor their own strengths and weaknesses against the various challenges inside. What the choice really comes down to is the player’s personal game-play style and/or what they look for in a character’s stat set.
NOTE: In this next section, I have colour-coded the data for Magizoologist, Professor, and Auror as well.
Final Stats (Completed Skill Tree)
Stamina: 525 397 296
Power: 59 79 100
Protego Power: 49% 45% 35%
Precision: 20% 23% 35%
Critical Power: 98% 111% 120%
Proficiency Power: 148% 150% 148%
Deficiency Def: 60% 50% 50%
Defense: 50% 44% 39%
Defense Breach: 22% 15% 32%
Accuracy: 20% 32% 15%
Max. Focus: 12 15 10
Initial Focus: 5 4 4
Highlights/Peculiarities: (Going straight down the stat list)
- Magizoologists have substantially more Stamina than the other two. (128 > Professors and 229 > Aurors).
- Aurors lead in way of Power. (21 > Professors and 41 > Magizoologists.)
- Aurors have less Protego Power than the other Professions. (10% < Professors and 14% < Magizoologists).
- Aurors have superior Precision. (12% > Professors and 15% > Magizoologists).
- Magizoologists lack in Critical Power. (13% < Professors, 22% < Aurors).
- Proficiency Power and Deficiency Defense are mostly even across the board. (Magizoologists having only a 10% lead over the others for Deficiency Defense).
- Aurors lack slightly in Defense. (5% < Professors and 11% < Magizoologists).
- Defense Breach, is the Professor’s only true deficiency and not a significant one overall. (7% < Magizoologists and 17% < Aurors). Incidentally Aurors are most efficient at breaching a Foe’s defense.
- Professors lead in way of Accuracy. (12% > Magizoologists and 17% > Aurors).
- Professors can accumulate the most Maximum Focus throughout Wizarding Challenges. (3 > Magizoologists and 5 > Aurors).
- Initial Focus is even across the board aside from Magizoologists having a 1 point lead on the other two, when starting Wizarding Challenges. (Seeing as Professors can harbor more Focus at one time, this minute lead is seemingly trivial, though might give the Magizoologist a good kick-off at the start of battle).
- Finally, Professors are by far the most balanced Profession (striking the perfect mid-spectrum on 6 of 12 stats), while suffering only one minor disadvantage as far as stats go.
Stamina: Essentially your health or Hit Points; it is the amount of damage you are able to withstand.
Power: Comparable to Mana in some games; it is the amount of damage you are able to inflict before presumably, you must ‘re-charge’.
Protego Power: The reduction in damage taken, or the damage absorbed by a successful ‘Protego’ cast.
Precision: Known as Critical Chance/Rating in other RPGs. It is your percent chance of landing a ‘Critical Cast’ when successfully spell-casting.
Critical Power: The amount of additional damage caused by a ‘Critical Cast’
Proficiency Power: A type-advantage attack bonus; the increase in damage done vs. a type- proficiency.
Deficiency Defense: A type-disadvantage defence bonus; the increase in your defence vs. a type-deficiency.
Defence: Your defensive strength vs. Foes.
Defense Breach: Similar to ‘Armor Penetration’ in other games; a percentage decrease inflicted on a Foe’s defence.
Accuracy: Increased accuracy percentage vs. evasive Foes.
Maximum Focus*: The cap on the number of Focus points you are able to store at one time, during Wizarding Challenges.
Initial Focus*: The number of Focus points available to you at the start of a Wizarding Challenge.
*Focus is your resource for spell-casting during Wizarding Challenges. You can gain Focus when your team defeats an enemy.
Once fully completed, The Profession Skill Trees make up your character’s final stats. Only one Skill Tree may be active at once, dependent on which Profession you are currently specializing in. They consist of Passive and Active skills.
Passive skills contribute greatly to your character’s final stats, with some skills being upgrade-able 2-4 times. Some are known as ‘Enhancements’. These appear to be none too special, aside from having conditional-terms. For example The 1st node on any given Skill Tree unlocks an Enhancement – On the Magizoologist Skill Tree, for instance, the Enhancement reads “+10 Power while the player has >=50% Stamina”. (+X while Y is the apparent formula of Enhancements).
Active skills, or Profession-specific Spells in Wizards Unite, are usable at Fortresses in Wizarding Challenges with a team. Like some passive skills, these spells are also upgradeable.
NOTE: Again, I have colour coded the Magizoologist, Professor, and Auror Spell Names.
Spell Names/Focus Details
Mending Charm: 0 – Restore a small amount of a teammate’s stamina.
Stamina Charm: 3 – Restore percentage of stamina to a teammate.
Revive Charm: 3 – Revive a Knocked-out teammate and restore a portion of their stamina.
Bravery Charm: 7 – Enhance your entire team by raising their Power against Elite Foes.
Mending Charm: 0 – Restore a small amount of a teammate’s stamina.
Deterioration Hex: 3 – Places an Impairment on a Foe, lowering their Stamina every time they attack or defend. (Heavily Upgrade-able)
Protection Charm: 3 – Enhance a teammate’s Defense.
Proficiency Charm: 7 – Raise your entire team’s Proficiency Power. (Heavily Upgrade-able)
Bat-Bogey Hex: 0 – Reduce a Foe’s Stamina by a small amount.
Weakening Hex: 1* – Impair a Foe by reducing their Power. (Heavily Upgrade-able)
Confusion Hex: 1* – Impair a Foe by reducing their Defense, Evasiveness, and Counter-Jinxes.
Focus Charm: 1* – Transfer Focus from yourself to a teammate. (Non- Upgrade-able)
*Given Aurors significantly low Focus cost, their deficiency in Max Focus may not prove to be a pertinent issue, rather a play-style unique to that profession.
For a full list of Profession-specific spells and full Skill Tree builds, check out Quazii‘s post!
Both passive and active skills in Wizards Unite help to compensate where the raw stats lack. For instance, the Magizoologists “Bravery Charm” raises the entire team’s Power significantly against Elite Foes.
This is important for Magizoologists, who lag behind the other two professions regarding Power in the game. In another example, the Professor can unlock a passive skill, granting a damage boost against impaired Foes.
This skill would compensate for the Professor’s lack of defence penetration. It also pairs nicely with several of their own and other professions skills as well, particularly the Auror.
A big thank you to DaileyTribune for this article – Check out her channel here.