This article has been edited to fit the game update of December 8th.
“The Port City has many a wonder, but there are none more wondrous than a Wielder of Magicks. There is much to study on the Confluence, and the Wizards of Thandar are up to the task.” – The Emperor’s Guide to Thandar.
“If you are able to befriend a Wizard, do so. Their protection and wisdom are often invaluable. However, you must be wary of Wizards that befriend you just to get at your hair, skin, or extremities, as they can be valuable spell components.” – The Emperor’s Guide to Thandar.
“Wizards have a thirst for knowledge. Sometimes that manifests in questions such as: ‘What would happen if that person caught fire?’ Try to not be that person.” – The Emperor’s Guide to Thandar.
Lore from Hero Realms Blog Post
The Wizard archetype is a skilled practitioner in magic with lots of damage and low defense. With its low starting health and action driven deck, this is more or less the same way it is portrayed in Hero Realms. The Wizard has several cards available that are boosted by playing actions and even has a Cat Familiar!
Skill / Ability / Health Upgrades
For anyone familiar with Dungeons & Dragons, you will certainly be familiar with the Wizard’s ability. The Fireball is often the Wizard’s most dangerous attack and that certainly rings true in Hero Realms. The Fireball – in all its forms – deals damage to all opposing champions and the player in one fell swoop. The player should decide early which direction they will go down the ability tree. All three of the level 5 possibilities do something slightly different.
Due to its low starting health, the Wizard is vulnerable to all sorts of attacks. To counter this, the Wizard’s skill tree allows the player to draw cards while gaining life. In some cases it is even able to stack the deck for upcoming draws. For even deeper scrying, the Wizard pays for its ability with their own life.
Armor Choices - on level 9
The Wizard is the class with the lowest cap on armors, as both of their armors only require 10 health to keep them going. Both options help the Wizard do his magic. The Runic Robes allows the Wizard to set aside a card from hand that he doesn’t need now and would rather use in the next hand, while the Spellcaster Gloves gives the Wizard either damage or heal if they play enough actions – linking this armor to the many action-driven cards in the Wizard’s build.
The Deck
Starting Deck
Ruin of Thandar Treasures - 2 of 4 enters the Deck on level 5 and 7
Remember that any cards with both bold and italic text has different functions in PvP and PvE. Therefore look carefully at the italics on the Serpentine Staff as this is the ability relevant for the app.
The Lost Village Treasures - 1 of 2 enters the Deck on level 11
Remember that any cards with both bold and italic text has different functions in PvP and PvE. Therefore look carefully at the italics on the Alchemist’s Stone as this is the ability relevant for the app.
Thoughts and Comparisons
The below schematic attempts to give an overview of the Wizard’s starting deck and the upgrades available from treasures.
Keep in mind that all of the RoT and LV treasures have been added in their row – despite the fact that only half of them will be attainable for a hero. Also, if a treasure card replaces a card in the starting deck, only the new additions have been counted in the treasure row.
Gold | Damage | Draw | Special | Defense | Heal | |
---|---|---|---|---|---|---|
Start | 91,2 | 61 | 13 | 2 | 11 | |
RoT | 2 | 103 | 1 | 14 | ||
LV | 1 | 25 | ||||
Total | 12 | 16 | 4 | 1 | 2 | 1 |
The Wizard has the lowest starting health among all classes. At only 50 health it is already 10 points behind the Fighter and is vulnerable to an aggro-rush.
Because of the Spell Components and the Cat Familiar, the Wizard’s initial gold profile is neither really good, nor really bad. The Wizard is able to up its gold potential through treasures though. If the player chooses to upgrade in that direction, the Wizard is able to get all 12 of its gold potential in one deck – making it the wealthiest among all classes. And the Silverskull Amulet can even be trashed for a draw, when its relative usefulness has ebbed out.
Like the Thief, the Wizard has the potential for high damage dealing if the player builds in that direction. But also like the Thief, the Wizard’s damage is pretty situational. Much of it is dependent on the opponent playing champions or on the Wizard playing actions. However, due to its action-driven build, a Wizard is somewhat compensated for leaning into that, because actions often are more damage-heavy than champions. This does leave it vulnerable to attacks though, as its only defense is the 2-defense Cat Familiar.
The Wizard is the only class besides the Cleric that has heal in its deck. It comes in the form of its multifunction Cat Familiar and since it is only a potential of 1 heal it isn’t something to write home about. There are other ways to heal as a Wizard though if appropriate skill upgrades are made.
Like the Fighter and the Cleric, the Wizard has one special ability. This comes in the form of the draw effect from trashing the Silverskull Amulet. As far as special abilities go, this isn’t much to write home about, but including this draw, the Wizard gets up to 5 possible draws – briefly sneaking up at the same draw potential as the Ranger. A few of these draws are dependent on the Wizard having a lot of actions in their deck, but compared to the Thief, Cleric and Fighter – the draws of the Wizard are fairly reliable.
“There are many times in which it is prudent to avoid a Wizard, and none more so than when you see one in an Ale House. Few forces are more destructive than a Wizard saying ‘Hold my Tankard’.” – The Emperor’s Guide to Thandar.
Lore from Hero Realms Blog Post
Balancing
During the Beta, some balance changes have been made to the Wizard. They are listed below. The old effect is the card on the left side.