Quiz RPG: The World of Mystic Wiz Wiki
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This RTS is meant to be for the 2 new players for the game. Note that this is an overestimation.

Obligatory RTS Introduction VERSION 2[]

Glossary[]

  • AS: Answer Skill
  • SS: Special Skill
  • HiPo: Hidden Powers
  • (i)TTC: (Initial) Turns To Charge
  • DC: Deck Cost
  • Duo: 2 colour
  • Tri: 3 colour
  • Vanilla: No hidden powers on a spirit

Rating Rubrics[]

All spirits are given a rating in both questing and tournament category, with the maximum score of 10 and minimum score of 0.

Score Descriptor
10

A mythical spirit that do not exist in the game. This is the maximum score, so anything that approaches 10 would be a very good spirit regardless.

9 Unless the spirit is beyond overpowered, this is probably the score which most OP spirits will get. Usually a very good balance of AS, SS and Hidden Powers, however there are exceptions.
8 Spirits which are still very good for their purposes, however most of the time are lacking in some areas. Most of the time lackluster hidden powers is the main reason to be in this score if the AS & SS are good
7 Spirits that are good for its purpose. However usually these spirits are replaceable as they are lacking in more important areas than a 8. Most of the time it would be either the AS, the SS, or a combination of both.
5-6 Suitable for its purpose.
4 Mediocre for its purpose. Most hard-hitter spirits that aren't that hard-hitting will be here.
3 Spirit is not intended for that purpose, however still have a bit of use. (EG Heal/Emblem in tournaments, ATK HiPo)
2 Spirit is not intended for that purpose. (EG: Running healers for tournaments)
0-1 Fodder level. Shouldn't you consider other spirits?!

Quest Rewards[]

2✪ Reward - Water Hawk Vztaskey (Heart of Stone)[]

Hawk Vztaskey (Heart of Stone) Icon

Hawk is not too bad for players who are looking for a hard-hitting water spirit. His AS have a decent multiplier and relatively easy to use. His nuke although mediocre, is still fairly decent for low level quests and some tournament ranks.

Hawk would eventually get replaced, so if you are just starting out, hunt 1 vanilla Hawk, and move on.

Quest: 5.0/10

  • Decent AS multiplier
  • Decent SS
  • Stats are pretty bad, low DC
  • No ally HiPo

Tournament: 6.0/10

  • Decent AS multiplier
  • Decent SS
  • Stats are pretty bad, low DC
  • No ally HiPo

3✪ Reward - Fire Dale Rodriguez (Keeper of Peace)[]

Dale Rodriguez (Keeper of Peace) Icon

I mentioned before, healing AS is desirable for newbies who are just starting out, and Dale being a healer makes him quite decent for newbies. Although his emblem shuffle is unreliable at best, it is still an emblem skill, which could be proven useful in a sticky situation.

For newbies, if you do not have fire healers, hunt 1 or 2 vanilla Dale to help you out.

Quest: 7.0/10

  • Decent healing AS
  • Unreliable SS
  • Mediocre HiPo

Tournament: 2.5/10

  • Useless AS
  • Unreliable SS

4✪ Reward - Thunder Rizze Belladonna (Iminent Entrapment)[]

Rizze Belladonna (Iminent Entrapment) Icon

Rizze is one of the spirits with some late-game potential. Shield SS is very useful or even mandatory for certain high level quests. Although Rizze's shield is only 50%, it is good enough for some of the hard quests.

The main issue of Rizze is that it is pretty much outdone by a spirit in another event. Tyler Piett (The Grand Ring Leader) is simply a better version of Rizze, with better AS, better SS (75% water shield, 6 iTTC), and better HiPo. Some might argue that Rizze's additional element might help, however most enemies that have killing potential is either the boss itself(Water), or a fire flanker. So Tyler would be the better pick 90% of the time.

So if you have Tyler or any other shielders that are better, don't bother. If not Rizze is probably your next best option. Quest: 7.0/10

  • Mediocre AS
  • Useful shield SS
  • Mediocre HiPo

Tournament: 5.0/10

  • AS useful for clean-up.
  • Useless SS

5✪ Reward - Fire Garm Fenrir (Fangs of Fury)[]

Garm Fenrir (Fangs of Fury) Icon

I would start off with the weaker version of Garm. Long story short, this version of Garm is pretty bad.

Poison is almost never used by most veterans. The only good poison SS is from a megaboss spirit (AbCd-X: Uragan 〈Slatescale Tyrant〉), other than that most poisons are poop. Garm is no exception, as the 1.2k damage per turn is just pretty crappy. Coupling with his only "decent" AS, Garm's usefulness is questionable at best.

Quest: 5.5/10

  • Decent AS
  • Mediocre Poison SS
  • Decent HiPo

Tournament: 5.5/10

  • Decent AS
  • Mediocre Poison SS
  • Decent HiPo

5✪ Reward - Water Garm Fenrir (Frozen Fangs)[]

Garm Fenrir (Frozen Fangs) Icon

Water Garm is not exactly bad. However it is also not the best spirit in the world (obviously).

His Taunt tactic is extremely out-of-meta and only could be incorporated in a team with extensive amount of planning. Had he have a personal shield in addition to a taunt (similar to Nomoth Manus (Blazing Iron Warrior)), he would be a decent spirit that is worth keeping. Without that however, he is gimmicky at the very best.

He does have a very decent undivided trimagic AS. Couple with a bunch of boosters, Garm hits fairly hard. However 2 things that were not going for him is his very mediocre ATK stat, and also the existence of Pat and Gina (Graceful Air), which offers the same amount of offensive power for slightly more than half of Garm's DC.

At the end of the day, he is just a gimmick card that could potentially cheese through a quest. However in reality he is not a very productive spirit to use.

Quest: 6.5/10

  • Good Undivided AS
  • Gimmicky SS
  • Mediocre HiPo

Tournament: 6.0/10

  • Good Undivided AS
  • Useless SS
  • Mediocre HiPo
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