Spell Casting: Is Masterful the way to go?

spell cast neville Riddikulus

When it comes to Wizards Unite, there are two cases in which we cast spells: Encounters and Wizarding Challenges.

There is not much to say about the spells we use in Fortresses or when facing an oddity. The Protego charm is either cast or it isn’t. The way we cast the attack spells depends on our speed and accuracy (and the choices we’ve made when levelling up our Wizarding Career (be it Professor, Auror or Magizoologist). In these cases, a faster and more accurate cast will get us a Critical Hit, which means we will deal extra damage. But as long as we trace the glyph, we’ll get roughly the same result.

That is certainly not the case when it comes to encounters. There are many factors that influence our success rate here, and we’ll delve a little into that.

Traces and Spells

The map shows (if you’re lucky) a variety of Traces for you to choose. The image on the map tells us two things: the Foundable’s Family (the icon itself) and its threat level (the colour, if any, of the beam of light coming out of it.)

wizards unite map foundables

In this image, for instance, we can see Foundables from several families (Dark Arts, Care of Magical Creatures, Magizoology, Hogwarts School…). All of these traces are low-level threats, which is why there is no column light above them. We also see a Brilliant Event Foundable with its characteristic shard of purple light.

Once we tap on a trace icon the animation will begin. Below you can see the spell casting sequence: the initial animation and the spell glyph, the spell being cast, and then the success animation.

spell cast neville riffikulus

Whether or not you are successful will, however, be determined by a few different factors.

Casting the perfect Spell

The first thing to keep in mind is the Foundable’s Threat Level. This is the first thing that will determine your chances of succeeding in returning the Foundable to the wizarding world.

spell cast threat level

Here you can see our beloved Ford Anglia trapped in some strong spiderweb. Those Acromantulas sure know how to spin those webs.

Let’s take a closer look at that Threat Level Clock.

wizards unite threat level clock severe spell cast

The hand on the clock shows us the threat level here, which is Severe. On the map, this Foundable had a corresponding orange shard of light which let us know what we’d be dealing with.

While the colours we see on the clock itself show us the Foundable’s Threat Level, the difficulty of returning it (the other two hands that normally appear on the clock, although we can’t see them in this caption) will depend on which level we are at in the game. The higher the level, the lower the difficulty.

The bar at the top shows us our odds of succeeding depending on how good our spellcast is. Here our odds are pretty low. In cases such as this you’ll want to use an Exstimulo Potion to strengthen your power and therefore increase your odds for success. Taking some Dawdle Draught will also help prevent the Foundable from departing, which happens more often the higher the threat.

confoundable departed notice spell cast

Speed vs Accuracy

Once we get to the actual spellcast, there are two things to keep in mind. Your speed (how fast you trace the glyph) and your accuracy (how close to the spell lines you remained).

The top bar is divided into four parts, showing how good your spellcast was.

The possibilities are Fair, Good, Great and Masterful. The moment you begin tracing the spell the arrow on the top bar will begin moving down. Once you complete your trace, it will go back up depending on how well you did. This means that, the longer it takes you to trace the spell, the lower down the bar you will begin. This is the main reason why, if you’re aiming for Great or Masterful, you need to trace fast.

You also want to stay as close to the spell glyph as possible, but never at the expense of speed. So don’t be afraid to let your finger wobble a little. A fast spell caster makes for a better Task Force Member.

The odds of succeeding

Here is a graphic showing the game statistics. You can see just how likely you are to succeed in your encounter depending on where the clock handles fall (clock) and how good your spellcast was (top bar).

threat wheel

For more information on success rates check out this post: Threat Wheel as a Foundable Win Rate Meter

This, of course, is what the game tells us happens when we cast the spell. But as the weeks and months go by and we go through more and more encounters a strange thought starts to creep into our head. There’s something odd about this odds…

Fair vs Masterful Spellcast

Since day one, we’ve all been striving to cast as many Masterful Spells as we possibly can. And not only to get the Achievement rewards. Logic dictates that a better cast will give us better chances of succeeding, like we mentioned before. And graphics like the one above seem to support that theory.

However, we’ve noticed that is not always the case. In fact, it often feels like just the opposite. There are many Foundables, especially the Medium and High Threat ones, that are actually easier to return with a Fair Spellcast. Many players have actually began purposefully going for Fair for this very reason. And it’s not an easy task, either.

There is a fine line between casting a Fair Spell and failing. And Spell Energy is not always as abundant as we’d like.

So if you’re aiming for a Fail Spellcast you can choose one of these options: You can trace the spell on your screen slower or you can purposefully deviate from the glyph. The risk of tracing the spell incorrectly is going too far and actually failing to cast the spell. This uses up your Spell Energy and does nothing for you. If you go too slow, however, the glyph will disappear, and you’ll have to finish the trace from memory, which could also result in a failure to cast.

The best option is probably going for a healthy middle. In my case, I trace a little slower and continue tracing for a little bit after completing the spell, going farther than the image shows. This tends to work very well and I can usually cast Fair Spells when I want to. Normally, though, I reserve this for higher threat Foundables. In fact, it works wonders when you’re trying to get Snape out of that bottle. Even if we all know he wouldn’t approve of these antics.

What are your thoughts on this?

Have you noticed the higher success rate with Fair Spellcasts, too? Are you thinking about trying it out? Let us know in the comments! Along with any other trick you might know to help us return more Foundables to their rightful home.

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