NOTE: Please read the whole posts before making a comment (due to character length this will be split up into different posts).
Ever since the astral schools came out, there's always seemed to be hate for the moon schools polymorphs, and most of the complaints I've noticed are as followed.
"you lose your stats you had before" "they're useless in pvp" "oh, I can't attack head-on in some of them"
Well today, I'm going to teach you about each of the polymorphs and what they can do.
First we'll start with gobbler. Now he may not look like much at first, but this guy can be a force to be reckoned with. Gobbler is the first polymorph you get, is ice and has 5000 health, 35% universal resistance, 90% stun block and comes with the following spells: taco toss (1 pip, 80 ice dmg+taunt), stinky salute (2 pips, 180 ice dmg+taunt), provoke (3 pips, taunt to all), tower shield, steal ward, and gobble (2 pips, 400 health to anyone on your team) (note gobble is an ice spell and does boost to incoming heals). Now gobbler like you may have noticed is not made for offense, but rather defense. In pve you can force other enemies to target you and not your allies, and also tower shield people and steal shields from your opponents. In pvp, same deal except that taunt is useless. If you need some defenses fast and can't get any shields up, then gobbler is a good choice to go to, especially for some healing, shielding and shield stealing/removing.
Next is mander, the 2nd one you get. If you use mander alone without partners, then you basically have a death wish as the mander has absolutely no resistances or weaknesses to any school at all whatsoever. However, in groups, mander's true potential is shown. Mander is balance, has 2000 health and comes with these spells: spirit/elemental shield, spirit/elemental blade, spirit/elemental trap, balanceblade, donate power, power play and mander blast (0 pips, 100 balance dmg). As you can see, mander is mostly a supporting poly, as it doesnt have any powerful attacks of its own. However if your playing in a group, mander can be used to help boost your teammates attacks as well as use donate power and power play to give them 2 more pips and a higher power pip chance respectively, so if you like to play a more supporting role, then go mander.
Cat bandit is 3rd in line in the chain. It is storm, has 2500 health, gets 20% and 150 storm dmg and critical respectively and has the following spells: stormblade, storm trap, storm shark, tempest, storm sweep (4 pips, 320 storm dmg+storm trap), cat scratch (4 pips 520-580 storm dmg) and stormzilla. The cat bandit also has a high power pip chance. This cat may look like a lost kitten, but it can prove to be deadly if your not careful. Cat bandit is what most people expect from storm, a hard hitting one with decent attacks and high chance to get power pips and criticals. In both pvp and pve, this little kitty can take off quite a bit of health if you use your spells properly. A good strategy allot of people like to use is get some power pips then morph into cat bandit, boost up for something like cat scratch or stormzilla (or tempest if facing a group of enemies), then watch the waves of storm sway in your favor. Even though this polymorph doesn't have any resistance to storm whatsoever, the damage it can dish out usually outweighs that disadvantage.
Death ninja, 4th one you can learn. Like the name states, he is death, has 2000 health and comes with the following spells: ninja slice (2 pips, 100 death dmg+weakness), ninja slam (5 pips, 450 dmg+disarm), plague, death ninja pig, feint, smoke screen, steal charm, steal ward and beguile. As you might have guessed, death ninja is a kind of middle-of-the-road polymorph in terms of use. While it does have some attacks and has no resistances or weaknesses, this polymorph is more of a utility pig so-to-speak, as not only do all of his attacks have an after effect on them, but he's able to take charms and wards and in the case of ninja slam, remove charms as well. Plague does stack with the weakness left by ninja slice and death ninja pig, however if all 3 are on a target, only 2 will be used. Plus with feint and smoke screen, not only can he boost his teammates attacks, but also decrease the accuracy of opponents, which can really annoy the opponents in both pvp and pve. I recommend using death ninja when in a group and not so much when alone, especially with high ranked opponents with a bunch of pips, as he can get beaten rather quickly alone (his resistances and weaknesses are both 0). In a group however, he can really mess with opponents and help his teammates out as well.
Draconian, 5th and technically final polymorph you can train normally. It's of the fire school, 2500 health and has the following spells: cursed flame (2 pips, 160 fire dmg+curse), ignite (5 pips, 550 fire dmg+wyldfire), fireblade, fire trap, firezilla and helephant. Draconian is similar to cat bandit in that it has no resistance to fire, but a 15% increase in fire damage and a decent fire critical rating (110 to be exact). This poly focuses on attacking hard and fast, and if your able to boost properly, any of its attacks can be devastating. Personally I'd highly recommend only using helephant as a last resort, as even though for 6 pips it does 625-705 fire damage, firezilla actually does 650-730 fire damage for 4 pips, costing 2 pips less than helephant and doing more damage than it to boot. You could also technically use draconian in a way similar to mander and gobbler as you can use cursed flame to not only do some damage and remove any towers that might stand in the way, but since it also leaves a 20% curse on the target, any school can benefit from it since curse is a universal trap and not just limited to fire. I highly recommend draconian for those of you who like to attack hard and fast and maybe even lend a helping hand (or breath) now and then.
Yes I got moon which I think is definetly better than sun. But these help you if you are at a element disadvantage or anything else. The best polymorphs to me are: Gobbler, The cat lightning thing, and Draconian
Treant is the 6th learnable polymorph, but a secret/hidden trainer in stormriven contains this and the other 3 polymorphs as well. Treant is life, has 3000 hp, has decent critical chance, has the following spells: swipe (2 pips, 230 life dmg), stomp (4 pips, 360 life dmg+sanctuary), dryad, guiding light, spirit armor, guidance, satyr and regenerate and also gets a boost to all outgoing heals (25% to be exact). Treant is the healing polymorph, so you'll mostly be doing healing rather than attacking. Don't count him out though, as his attacks can do some decent damage if used properly. Plus with the added sanctuary effect from stomp, your heals can gain a major boost. In pvp and pve, don't expect to be attacking much, especially if your going solo, as treant's main purpose is to heal, not attack, and thus is better used in group play or when enemies have little to no pips. It's resistance and weakness to life and death respectively are the same (30%), so it's not like he's completely helpless. Guidance can be helpful as for 1 pip, the accuracy of all your teams spells increase by 10%, and plus spirit armor can be used to negate the damage for both your allies and you, which can buy you some more time to heal. So treant is more helpful in group play rather than solo play, but he can still be a helpful tool to use when you need him.
Colossus is the 7th polymorph available after you get treant. It is ice, has 3200 health, 80% ice resist, 40% weakness to fire and myth, 20% resist to the other 4 schools, gains 40% ice dmg boost and 70 ice crit and has the following spells: iceblade, ice trap, balefrost, evil snowman, ice wyvern, blizzard, colossus uppercut (2 pips, 175 ice dmg) and colossus crunch (5 pips, 460 ice dmg). Unlike gobbler, this ice polymorph focuses more on offense and less on defense, and as such, gets spells that damage and boost damage. What's unique is that it's resistances are different for ice, balance, death, storm and life as since he's ice, he naturally has higher ice resistance than anything. A good strategy I recommend is to try to buff up for crunch when you can, and blizzard is recommended in group fights. While he's not super powerful like storm, he can hold his own in 1v1 and group fights in pve. In pvp, same thing, though try to use him with a partner with you, as in 1v1 pvp, while he can be powerful and do allot of damage with a fully boosted crunch, your opponents can shield for ice, decreasing the damage he can do. Blizzard can also do allot of damage too and is advised to use it when facing multiple opponents. So yeah, colossus can be pretty powerful when given the chance, and is definitely the way to go if your looking for more ice offense, especially for you fire's out there facing fire resistant enemies like the stellar protectors for example.
Fire elemental is the 8th and second-to-last available polymorph at this time. It's fire, has 2500 hp, has the same dmg and crit boosts as colossus (only with crit being 20 points higher) and comes with the following spells: fireblade, fire trap, heckhound, meteor strike, phoenix, flame strike (2 pips, 60+270 fire dmg over 3 rnds) and firestorm (5 pips, 265+600 fire dmg over 3 rnds). This polymorph unlike draconian focuses more on damage over time spells (or dots for short), though it can also use meteor to do damage to multiple enemies at once. Also, unlike draconian, fire elemental actually has fire resistance (80% to be exact), so your able to resist fire spells pretty well. This one can be deadly in both solo and group play in both pvp and pve, though heckhound does take a while to charge up, so be careful/watch out for that. Since it's more dot oriented, getting around fire and tower shields shouldn't really be much of an issue, especially if your attacks are boosted properly. I highly recommend him for all the dot enthusiasts out there.
Last but not least, we have the storm elemental, which is the 9th and final trainable polymorph in the game currently. It has 2500 hp, gains the following stat boosts (40% storm dmg, 15% storm accuracy and 45 storm crit) and comes with the following spells: wild bolt, stormblade, storm trap, storm shark, kraken, storm strike (2 pips, 265 storm dmg) and maelstrom (5 pips, 690 storm dmg). Like the fire elemental this storm polymorph comes with 80% storm resistance and so can take the heat of some of storms most powerful spells without much fear or complaint. Since it's another storm one, this one focuses more on single targets and the motto "hit em hard, hit em fast", hence all the powerful spells it comes with. When boosted properly, maelstrom can be a pretty devastating if not deadly attack to use as it can get over 1000 storm damage with ease, which can wittle away at opponents health very fast if your lucky. In both pve and pvp, facing enemies with allot of storm attacks can be made easier to handle with this guy, and with all its powerful attacks like wild bolt, kraken and maelstrom, this guy is/can be a real force to be reckoned with if your not careful, and I highly recommend using him, especially if your having a hard time dealing with storm opponents.
So yeah, while the polymorphs each have things that make them not so good, they also have their strengths which makes each of them special in their own way.
I hope you enjoyed reading this, and feel free to leave a comment below if you would like to.
Hello, Wizard's I was wondering what is the cat bandits critical rating exacly? any idea's?
I believe it's around 150; it's definitely pretty high up there, that's for sure.
Also, with the release of the new azteca polymorphs (yay), you can expect this analysis to be updated once I use them a couple times, so stay tuned for that.
I always ask my friends what level do you have to be to get a polymorph spell but they don't know so now I am asking you fellow wizards do any of you no what the level is
The challenge for myself and probably many others is deciding if polymorphing is worth the training points and effort to learn the tactics. I myself have not learned the polymoroph spells for this reason. The posted desriptions seam weak and not encouraging. Basically a waste of time.
"9th and final trainable polymorph... this one focuses more on single targets and the motto "hit em hard, hit em fast", hence all the powerful spells it comes with. When boosted properly, maelstrom can be a pretty devastating if not deadly attack to use as it can get over 1000 storm damage with ease..."
Huh???
For a polymorph spell designed for single target "hit em hard" this sounds terrible. 1000pt damage is far from devastating. Maelstrom sounds pathetic for a 5 pip spell with boosts. How long are battles going to drag out??? What would I possibly use this for?
This might be argueably okay for Celestia, but pretty useless for challenging situations in Zafaria and Avalon you may come across. And the next moon school trainer you don't get access to until half-way through Azteca. So I really don't understand...
This is awesome! Now i know of the meaning of these polymorphs. Remember what merle said when we entered w101 first time? He said following things: Ice wizards have max health and a really good block, and are often harbd to defeat. Balance wizards are great at team combat. Life is great at healing. Storm has powerful spells, just like that "kitty". The only i don't understand is draconian, because fire is damage-over-time.