Fortress Team Strategy: Auror Guide

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Mad-Eye Moody, Nymphadora Tonks, Harry Potter. What do they all have in common? They’re all Aurors, witches and wizards dedicated to protecting the world from Dark Wizards and their ilk.

In Wizards Unite the Auror is the "glass cannon" of the team, capable of dishing out massive amounts of damage in a single hit, but fragile and unable to weather as many hits as their teammates. They're especially good at handling Dark Forces, taking down the Death Eaters and Dark Wizards with ease. 

Strategic Spells

Like their teammates, Auror have access to four Strategic Spells: the Bat-Bogey Hex, the Weakness Hex, the Confusion Hex, and the Focus Charm. We’ll look at each one of these in detail and give some tips on how to best use them.

Bat-Bogey Hex
  • Cost: 0 Focus

  • Effect: Deals 1-3 damage to a Foe

A specialty of Ginny Weasley, the Bat-Bogey Hex dishes out a very small bit of damage. It costs 0 Focus, so you'd probably think that means there's no harm in using it. However, because Aurors have two conditional buffs that are only in effect if a Foe is at 100% Stamina, be very careful when using this hex

For best results, only use it after a Foe has already taken damage from you or a teammate. If there are no Foes left for you to fight, you can repeatedly drag this onto a Foe your teammates are fighting to give them a tiny bit of extra help.

It also has some rare uses if you or a teammate damage a Foe until they only have a few Stamina left. Rather than use Spell Energy, you can drag this onto the Foe to finish them.

Weakness Hex
  • Cost: 1 Focus

  • Effect: Reduces a Foe's Power by 25-50%

The Weakness Hex reduces the amount of damage Foes dish out. It's applicable to all Foes, counts as an impairment for Professors' conditional buffs (see the Professor guide for more details), and saves you and your team on healing potions and revives.

That said, it's not always useful. Both Magizoologists and Professors can, in certain conditions, get complete immunity and take zero damage anyway, so applying this Hex to their Foes may not make a significant difference.

In general though, you'll want to apply this Hex to the most powerful Foes, such as Elites and Dangerous and Fierce (4 and 5 stars) Foes. Your Professor teammates may also want the Hex, even if they have immunity, in order to activate their conditional buffs. 

Confusion Hex
  • Cost: 1 Focus

  • Effect: Reduces a Foe's Dodge, Defence, and Defence Breach by 20-60%

The Confusion Hex, used correctly, is one of the most useful Strategic Spells in the game. While it is all but useless (the exception being Professor conditional buffs) when used on some Foes, it can be incredible on others. That's because some Foes have no Dodge, Defence, or Defence Breach to begin with.

So how do you know which Foes to use it on? It's a somewhat complicated question. There are four kinds of Foes which have Dodge, Defence, or Defence Breach, but not all versions of them have these stats.

To simplify things, let's just assume each Foe is fought by someone who is Proficient against them and assume that they have the relevant stat (Accuracy, Defence Breach) at max. Here are the Foes that will be easier to beat with a Confusion Hex:

Common Formidable Imposing Dangerous Fierce
Pixie No No No Yes Yes
Werewolf No No No* Yes Yes
Dark Wizard No No Yes Yes Yes
Erkling No No Yes Yes Yes

*Professors need to spend 15 Restricted Section Books (Full Moon Hunter) to have enough Defence Breach against Imposing Werewolves. Without this skill, Imposing Werewolves are also worth giving a Confusion Hex. 

If that seems like a lot to remember, just try to remember your own Foes—the Imposing, Dangerous, and Fierce Dark Wizards—and ask your teammates to remind you which of their Foes should have Confusion Hex.

With practice, you'll eventually learn which Foes are worth the Confusion Hex and which ones aren't without needing to think too much about it.

Focus Charm
  • Cost: 1 Focus

  • Effect: Transfers 1 Focus from you to a Teammate

If you've only ever played solo, you might think this Charm is pretty pointless. When it comes to playing in groups, however, this little Charm is an indispensable tool for helping your teammates get the Focus needed for their powerful but costly Strategic Spells.

In many cases, your Focus could be put to far better use by passing it on to a Professor or Magizoologist than just hexing a single Foe. At the start of most battles, you'll likely want to just send all of your Focus to your teammates to help them use their powerful Spells sooner.

There are several strategies for when and with whom to share Focus, which depend on your team composition, which Chamber you're attempting to do, how many potions your team will use, which Foes first appear, and your team's overall playstyle.

As this is such a complex decision, it is beyond the scope of this particular guide. Talk to your teammates, try out different options, and see what works best for you.

General Notes

Your first priority is to share your Focus. Your Hexes are great, but the Charms Magizoologists and Professors offer will last through the entire battle. Talk to them and encourage them to let you know whenever they need Focus.

As the glassiest of the three Professions, you're probably going to get knocked out a lot more than your teammates. Keep an eye on your Stamina, and give your Magizoologist warning when you're about to be knocked out. They can revive you, and good communication will save everyone time in the battle.

Finally, while every Profession can benefit from understanding their teammates strengths and weaknesses, it is all the more useful for Aurors. Whether you're sending Focus to your Magizoologist and Professor teammates to help them afford their powerful Spells, or figuring out which Foes need Confusion Hex, the more you understand your teammates and their Foes, the more you'll shine.

Conditional Skills

Of the Professions, Aurors have the simplest conditional skills, and they don't really require you to do anything special, as they rely solely on your Foe's health. One set provide buffs when a Foe is at 100% Stamina, and the other set buff Aurors when their Foe is below 50% Stamina.

Despite the simplicity, there are two key things for Auror's to keep in mind. First and foremost, do not use Bat-Bogey Hex before fighting a Foe.

The two most powerful Auror skills, Dancing with Dummies and First Strike, are only active when a Foe is at 100% Stamina. Always land at least one hit against a Foe before using Bat-Bogey Hex on it. 

Second, as these two skills provide a powerful buff to Aurors when they're the first to engage a Foe, some Aurors start out by engaging each Foe, hitting once, and running before the Foe can hit back. With the help of Exstimulo Potions, this can be an especially helpful strategy for dishing out massive amounts of damage quickly. 



Spending your Scrolls doesn't involve too much strategy. Just go down the tree and fill out skills where and when you can. They’re pretty easy to come by in the long run, especially during Brilliant Events, so just keep playing and returning Foundables to collect enough for your tree.

Spell Books

When it comes to spending red Spell Books, you’ll want to be a bit more thoughtful, as these books become harder to come by as you go. If you’re looking to optimise your tree for team play, here is the order we suggest, from your highest priority stats and skills to your least essential ones.

  • All Skills that cost 5 red Spell Books or fewer (56 Spell Books)

    • These skills are relatively cheap investments and worth the cost whether you play solo or in teams. 

  • Power (way too much), Proficiency Power, Precision, and Critical Power

    • With a Professor and Magizoologist to support you, your first priority it increasing the amount of damage you deal, especially against Foes you're Proficient at. Start with these skills, listed in order of approximate priority (ex: 17 Spell Books for +11% Proficiency Power is more useful than 17 Spell Books for +3% Precision).

  • Stamina (15 Spell Books), Protego Power (17 Spell Books)

    • When you finish those primary offensive skills, invest a bit into your bulk so you won't be quite as fragile. It'll save your team some Focus and you some healing potions.

  • Defense Breach (30 Spell Books), Accuracy (6 Spell Books), Deficiency Defense (14 Spell Books)

    • These three skills all fall under the same category of "useful, but only sometimes." Between your teammates covering other Foes and Confusion Hex negating the need for some of these, these skills should be your last priority in a team-centric Auror build. Grab them, but only after you've finished everything else.

Restricted Section Books

Finally, Restricted Section Books offer some of the most useful skills for any Profession, including Aurors, but they’re only available during special events. With a goal of optimising for team play, here’s our suggestion on which skills to prioritise first:

  • Dancing with Dummies (15 Restricted Section Books)

    • You know that satisfying feeling when you manage to get a Critical Hit and do much more damage? Have that satisfying feeling more often when a Foe is at 100% Stamina with this skill.

  • First Strike (15 Restricted Section Books)

    • Okay, you're thinking of that Critical Hit feeling still, right? Now imagine that same feeling, but you do even more damage. Yep, that's this skill, which pairs with the previous to increase the amount of damage a Critical Hit against a Foe at 100% Stamina will do.

  • One upgrade of Weakness Hex Maxima (4 Restricted Section Books) to get to...Confusion Hex Repetitions (8 Restricted Section Books)

    • Why get the more expensive Weakness Hex upgrade first? Because Confusion Hex needs some upgrades before it can neutralise the Dodge, Defence, and Defence Breach of its targets.

  • Finish maxing Weakness Hex (16 Restricted Section Books)

    • Buuuut you'll definitely want a buffed up Weakness Hex as you start heading deeper into the Fortress Chambers and come across more Elites. 

  • Max Confusion Hex (8 Restricted Section Books)

    • Anyway, Confusion Hex is great. Finish maxing it out to make even Fierce Foes seem a lot less fierce.

  • The Trick with Death Eaters (15 Restricted Section Books)

    • Look, Death Eaters take forever to beat without some Critical Hits to speed things up. Speed things up by landing more Critical Hits thanks to this handy skill.

  • Playing Dirty (15 Restricted Section Books)

    • It's not a huge buff, but an extra 10% Defense when your Foe is below 50% Stamina is nothing to scoff at either. 

  • Mundungus Among Us (15 Restricted Section Books)

    • As happy as your Magizoologist might be to keep on reviving you, this skill will cut down on just how incredibly often that happens by reducing the amount of damage you take from Dark Wizards.

  • Ferocious Bat-Bogey Hex (4 Restricted Section Books)

    • Finally, it's the least exciting skill on your tree. It's a bit like showing up to a wand fight with some pebbles. It's not completely useless, but an upgrade to your metaphorical pebbles is rarely going to make or break a Fortress run. If you’ve finished everything else, go ahead and grab it. 

Which Foes To Take

There are two types of enemies that you’ll need to be on the lookout for while in a Fortress as an Auror. They’ll be listed below along with our tips on how to handle them.

Dark Wizards

Dark Wizards are classified as Dark Wizards, so they’re right in your wheelhouse. When facing an Imposing, Dangerous, or Fierce Dark Wizard (one rated three, four, or five stars), it's time to throw on a Confusion Hex and get to work. Without a Confusion Hex, you'll still be able to deal with them, but they'll hit harder and take less damage.

Death Eaters

These familiar figures are the tankiest Foes around, and you're the expert. If you're faced with an especially tough Death Eater (Elites, Dangerous, and Fierce), it might be worth asking your Professor for Deterioration Hex to help out.

Everything Else

If there aren’t any Dark Wizards or Death Eaters, go ahead and fight whatever else is available, but watch out for Acromantulas, as tough ones will make very quick work of you. 

As mentioned above, you can also engage Foes that haven't been fought yet, deal one blow, and run to take advantage of your conditional skills. Drink a potion and do this to several full Stamina Foes back to back to give the whole team a leg up in fighting through the Chamber!


If you've only played as a solo Auror, you might think you know which potions to bring to a Fortress battle—and you might be wrong, at least when it comes to playing with others. Let's go over the three main kinds of Potions you'll want on hand:

Exstimulo Potions

Exstimulo Potions are one of the most handy Potions in the game. In Fortresses, they increase the amount of damage you deal against Foes. All three have their uses, and you'll want to keep plenty on hand when you head into a tough Fortress Chamber.

Healing Potions

As the only profession that cannot get immunity, you'll typically be the one most in need of healing. With a Magizoologist by your side, Healing Potions are not the most cost-effective ways to heal, but they are the fastest, so keep some on hand just in case.

Invigoration Draughts

Finally, if you're typically a solo Auror, you might think these potions are useless. However, with the ability to distribute Focus to your Magizoologist and Professor teammates, these potions become one of the most useful, even for Aurors. 

For example, a healing potion takes 2 hours to brew and restores 35% Stamina. A Strong Invigoration, on the other hand takes 6 hours, and offers 3 Focus which, in the hands of a Magizoologist, can be up to three full revives. Even if you don't need that much reviving, the extra Focus can go toward one of your teammates' other fantastic (but expensive) Spells.

In other words, if you're heading into a Fortress with a team, don't be afraid to be a team player and share the load when it comes to drinking Invigoration Draughts. Your teammates have some very powerful Spells to help you out, if only they can get the Focus necessary.  


So there you have it! Our guide to group Fortress combat for Aurors. Talk to your teammates to see who needs Focus, Hex the nastiest Foes, and slice through those Death Eaters like they're delicious, tyrannical cake. 

Maybe don't actually eat them though. That sounds like something a Dark Wizard would do.

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About the Author(s)

Thræn is a Wizards Unite writer for GamePress and life-long Harry Potter fan.