Crystal Ball: The difference between the three Spell catalysts is pretty simple. The Staff is the default option and has melee attacks of its own Dark And Darker Gold, the Spellbook is faster all around but offers no melee options, and the Crystal Ball is the middle ground between the two in regard to movement speed, but players could also equip a Dagger or something in their other hand at the same time.
Crossbow: That's right, Wizards can absolutely run Crossbows, but it's really only worth using once or at most twice during a match, and only once a Wizard is out of Spell casts. Still, tricking an enemy into thinking a Wizard is out of Spells, only to pull out a Crossbow and launch a bolt into them is a surprisingly effective strategy.
Rondel Dagger: Again, if it ever does come down to melee combat, a Wizard loses 90 percent of the time. But, having a Rondel Dagger as a secondary or equipped alongside the Crystal Ball improves those odds at least a little bit.
The Wizard's Expansive Repertoire Of Spells
Dark and Darker - Wizard Casting Three Different Spells, Side By Side
Moving on to the category everyone was likely waiting for when reading about the Wizard class, the Spells. Which Spells are the best to use on the Wizard and why? Or, at the very least, which ones are the most 'meta'? Are these specialist type Wizards, such as ones that use White, Green, Red, or even Blue magic, or are they a bit more stereotypical? Well, after doing some research, these seem to be the results, listed from least to most used:
Slow: Slows an opponent for a duration, most of the time is replaced by Haste, but some players prefer to slow others rather than speed themselves up.
Haste: Speeds the Wizard up by a pretty noticeable amount for a short duration. This is the key tool Wizards use to always keep their opponents at range buying Dark And Darker Gold, and using this they can outrun just about anyone in the game (outside of projectile weapons or other Spells).