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Mythical Monsters

Mythical Monsters

Oct 18, 2016

Any information on minions and how to use them has to include Myth. Myth is perhaps the most unique of all the schools in Wizard101 because of its ability to summon a wide variety of minions and even empower them further with unique minion buffing spells. While this post doesn’t go into detail about those unique buffing spells, we will go over how to make use of some early level minions: Golem Minion, Troll Minion, and Cyclops Minion.

Like most spells, their usefulness tends to decrease as a wizard gains more power and more useful spells. This is absolutely true for minions! How effective and beneficial they are is entirely dependent on the level of enemy you are facing.

Golem Minion

(Spell)_Golem_Minion

  • Health: 45
  • Pip Cost: 0
  • School: Myth
  • Spells:
  • (Spell)_Blood_Bat(Spell)_Fire_Cat(Spell)_Frost_Beetle(Spell)_Imp(Spell)_Natural_Attack_(Life_90)(Spell)_Thunder_Snake

Golem minion is the first minion a Myth wizard will learn to summon. Myth wizards immediately learn this spell by completing the quest Enrollment, which is the first unique spell quest to start off the game! With a pip cost of 0, it is arguably the most efficient minion any wizard can learn for the level. It can cast each schools rank 1 attack, except for balance and death (why all but these is a question for the developers, not me) and it can even cast a natural life attack that hits for 90 damage.

How Do I Use This?

Golem Minion is most useful against enemies prior to level 7, and maybe until level 12. The reason being that enemies can easily one shot the low health minion making it completely useless, and spells like Myth Trap (trainable at level 10) and Myth Blade (learned at level 12+) are more efficient. Myth Wizards also learn the spell Troll Minion starting at level 7 which provides more utility. Until then, myth minion constantly spams attack, can soak up some nice damage taking it away from you, and in general is a spell that should be included in your deck.

Don’t go out of your way to protect it or keep it alive since it mostly serves as a distraction against your enemies, but don’t underestimate its potential just because of its low health and low level spells. Minions work best when fighting against boss enemies that take time to kill, and the Golem minion is no exception. Don’t use it in mob fights unless you would otherwise pass, since it likely won’t do anything for you in the short number of rounds it takes to kill mobs. Against the enemies you’ll be facing up until level 7 and maybe even 12, it can deal some damage.

Troll Minion

(Spell)_Troll_Minion

  • Health: 150
  • Pip Cost: 1
  • School: Myth
  • Spells:

 (Spell)_Blood_Bat (Spell)_Cyclops (Spell)_Fire_Elf (Spell)_Ghoul (Spell)_Myth_Trap (Spell)_Natural_Attack_(Myth_90) (Spell)_Scorpion (Spell)_Troll

(Spell)_Troll_Minion

  • Health: 300
  • Pip Cost: 2
  • School: Myth
  • Spells:

 (Spell)_Blood_Bat (Spell)_Cyclops (Spell)_Myth_Trap (Spell)_Natural_Attack_(Myth_90) (Spell)_Troll

(Spell)_Troll_Minion

  • Health: 450
  • Pip Cost: 3
  • School: Myth
  • Spells:

(Spell)_Blood_Bat (Spell)_Cyclops (Spell)_Myth_Trap (Spell)_Natural_Attack_(Myth_90) (Spell)_Scorpion (Spell)_Troll (Spell)_Sprite (Spell)_Fire_Elf (Spell)_Ghoul

Troll Minion is a very unique spell. It has the ability to summon one of three different minions depending on the number of pips you use to cast it. 1 pip summons a Troll Defender, 2 pips summons a Troll Guardian, and 3 pips summons a Troll Brute. They can cast higher ranked spells that the Golem Minion, and each rank gives the minion different spell options and health levels. Myth Wizards can learn this spell starting at level 7 after completing the Myth Adventure quest.

How Do I Use This?

Troll Minions can take between 2-3 hits before being killed depending on the enemy and the number of pips used to summon it. Like all minions, use it in boss fights that take longer than 4 rounds to complete. In most instances is it work it to summon the rank 3 version of the minion. It has the most spell options, more health, and is even capable of healing itself or you. More health and spell options also means it can pay for itself in terms of spells cast easier.

Don’t make protecting and healing a Troll Minion a priority since it has the health and the spells necessary to survive. It can easily take care of itself and even lend a nice helping hand in difficult boss fights by being a source of extra damage and a useful support through traps and heals. It is a useful companion that can be used through most, if not all of Krokotopia.

Cyclops Minion

(Spell)_Cyclops_Minion

  • Health: 150
  • Pip Cost: 1
  • School: Myth
  • Spells:

(Spell)_Troll (Spell)_Sunbird (Spell)_Storm_Shark (Spell)_Sprite (Spell)_Spirit_Shield (Spell)_Snow_Serpent (Spell)_Natural_Attack_(Cyclops) (Spell)_Mythblade (Spell)_Myth_Trap (Spell)_Ghoul (Spell)_Donate_Power (Spell)_Cyclops (Spell)_Blood_Bat

(Spell)_Cyclops_Minion

  • Health: 300
  • Pip Cost: 2
  • School: Myth
  • Spells:

(Spell)_Troll (Spell)_Sunbird (Spell)_Storm_Shark (Spell)_Snow_Serpent (Spell)_Spirit_Shield (Spell)_Sprite (Spell)_Natural_Attack_(Cyclops) (Spell)_Mythblade (Spell)_Myth_Trap (Spell)_Donate_Power (Spell)_Ghoul (Spell)_Cyclops (Spell)_Blood_Bat

(Spell)_Cyclops_Minion

  • Health: 550
  • Pip Cost: 3
  • School: Myth
  • Spells:

(Spell)_Troll (Spell)_Sunbird (Spell)_Storm_Shark (Spell)_Snow_Serpent (Spell)_Spirit_Shield (Spell)_Sprite (Spell)_Natural_Attack_(Cyclops) (Spell)_Mythblade (Spell)_Myth_Trap (Spell)_Donate_Power (Spell)_Ghoul (Spell)_Cyclops (Spell)_Blood_Bat

(Spell)_Cyclops_Minion

  • Health: 700
  • Pip Cost: 4
  • School: Myth
  • Spells:

(Spell)_Troll (Spell)_Sunbird (Spell)_Storm_Shark (Spell)_Snow_Serpent (Spell)_Spirit_Shield (Spell)_Sprite (Spell)_Natural_Attack_(Cyclops) (Spell)_Mythblade (Spell)_Myth_Trap (Spell)_Donate_Power (Spell)_Ghoul (Spell)_Cyclops (Spell)_Blood_Bat

Cyclops Minions are the upgrade to Troll Minions. Like Troll Minions, their spell pool and health depend on the number of pips you use to summon it. 1 pip summons a Cyclops Squire, 2 pips a Cyclops Watcher, 3 pips a Cyclops Soldier, and 4 pips a Cyclops Warrior. Cyclops Minions also have more health than similar costing Troll Minions at pips cost 3. Myth wizards learn this spell starting at level 18 from the quest Mything Vision.

How Do I Use This?

Cyclops Minions can take a bigger punch than Troll Minions, can cast higher ranking spells, can heal, and can provide a lot more utility. Investing more pips into them is worth it to make them capable of surviving longer in battle even though their spell pool doesn’t change. Summon a Cyclops Minion when in an extended battle, like a boss fight, and it will quickly become a useful ally.

Like Troll minions, they have the health and the spells necessary to survive on their own, and with their added spell pool including shields, blades, heals, and donate power, it easily makes those four pips worth it. I would recommend using it though Marleybone and perhaps even into Mooshu. Beyond that it dies too quickly to be worth the pips.

TLDR

Minions are useful in extended boss fights. Summon them early so it has a greater chance of being useful, but don’t prioritize their survival over your own. Golem Minion is a nice zero pip minion that stops being useful between levels 7-12 when Myth Wizards learn Myth Blade, Myth Trap, and Troll Minion. Troll Minion is useful from level 7 through Krokotopia, but stops being useful beyond that or when Myth Wizards learn Cyclops Minion. Whichever comes first. Cyclops Minion is useful from level 18 through Marleybone and possibly into Mooshu. Beyond that it dies too easily and doesn’t provide much support. For all you Myth wizards out there, let us know if you’ve ever used your minions and how!