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Wizard Alchemy tier list artwork showing the best races, wands and potions ranked for August 2026

Last checked: August 22, 2026

Wizard Alchemy Tier List (August 2026) — Best Potions, Wands & Races Ranked

By Money Lord — Founder & Editor | Updated: August 22, 2026

Short version: Night Knight is the best race in Wizard Alchemy and it rolls at 1%. Fin of the Tides is the best wand, at 60 Attack for 100,000 gold. Both matter less than the rule underneath them — you can slot only two potions at once, so every build is two picks wide.

463Playing now
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10Races ranked

Roblox API, read August 22, 2026 (universe 10006104044, place 118821269826806): 36,822,415 visits, 169,877 favourites, 79,972 likes to 6,439 dislikes, 8-player servers, verified group Muggle Academy.

How We Ranked These

One source does nearly all the work: the official Wizard Alchemy Trello board. It's developer-run and, unusually for a game this size, it publishes real stat blocks — race roll chances, wand attack values, potion magic power, enemy HP, drop rates. That's why this page ranks with arithmetic instead of opinion.

The board froze on June 13, 2026, so read every number as accurate to that date. Two of its cards are mislabelled, with Earth Shield and Ice Turtle carrying the wrong potion's name above the right stats; neither is ranked here.

Competing race tier lists don't publish a single number between them. One widely shared list puts a race called "Thestrals" at S — no such race exists, it's the retired name for Night Knight, and that same list omits Night Knight, the actual 1% Legendary. Two of the biggest guide sites also contradict each other on Lotus Bloom: SS on one, B on the other.

The two-slot rule, and why there's no "best spells" table here. A spell is a potion. You brew one and it grants that skill to your [E] or [R] slot, and only two can be slotted at a time. A separate spell ranking would be this roster printed twice under a different heading. The mapping is near one-to-one, with a documented exception: Water Column Potion grants the spell "Sky Pillar."

Never published anywhere: damage per hit, cooldowns, mana cost, cast range, brew times, ingredients. The Trello's own "Potion Recipes" list is empty, zero cards on it. So potions are ranked on magic power and craft gating, the only two potion numbers that exist.

Best Races, Ranked

Ten races, and their published roll chances sum to exactly 100% — that's how we know the table is complete. Trello and the Fandom wiki agree on all ten, entry for entry.

RaceRarityRollPublished effectsTier
Night KnightLegendary1%+20% dark dmg, +10% atk, +30 skill speed, +3 mv, +10 jumpS
Stellar AmbassadorEpic4%+10% dmg, +20 skill speed, speed burst on hitA
WerewolfRare10%Atk +5, +1 mv, +10 jump, +10% max HPA
ElfUncommon15%+3 movement, +10 jumpB
EaterRare10%+10% dmg, 5% HP lifesteal per kill, −50% passive regenB
Fiendish DemonEpic5%+20% fire dmg, +2 mv, −10% max HPB
Ice CrystalEpic5%+20% ice dmg, +10% max HP, −2 movementB
UndeadRare10%+10 skill speed, −30 max HP, revive at 25% HP / 180sC
Tree SpiritUncommon15%Def +10, HP regen +5%, max HP +15%, −1 movementC
HumanCommon25%NoneC

S — Night Knight, 1% roll

Five modifiers, not one penalty, including the highest skill speed bonus in the game. Every other race with a big offensive number pays for it in HP, regen or speed. All of Night Knight's cost sits in the 1% roll.

A — Stellar Ambassador 4%, Werewolf 10%

Both are penalty-free, which is what actually separates them from the B tier. Stellar Ambassador is four times likelier than the Legendary and the sensible place to stop rerolling; Werewolf is ten times likelier and still gives attack, movement, jump and max HP with nothing subtracted.

B — Elf 15%, Eater 10%, Fiendish Demon 5%, Ice Crystal 5%

Elf ties Night Knight on movement but adds no damage or HP, so it's a traversal race. Eater's lifesteal outruns its halved regen only while things keep dying — and it's Eater, not "Death Eater", however one guide site renders it. The Epic element races are worth what your two slotted potions are: Fiendish Demon with Molten Core is an A, the same race with Frost Thorns a wasted Epic.

C — Undead 10%, Tree Spirit 15%, Human 25%

Undead's self-revive reads better than it plays, on a 180-second cooldown with a flat 30 max HP gone. Tree Spirit is the only genuine tank and does nothing for clear speed in a game gated on grinding magic. Human is the quarter-of-all-rolls baseline with zero modifiers.

Extra race slots cost 129 R$ and 259 R$ — somewhere to bank a good roll, not extra attempts. Rerolls come from codes, quests and the shop; our Wizard Alchemy Robux guide covers that spend.

Best Wands, Ranked

Ten wands are obtainable and we rank eight. Azure and Trinity Silverbeak are left out: the Trello and the Fandom wiki give those two stat blocks, and their flavour text, to opposite names, so one source has the mapping inverted and nothing short of in-game access resolves it. The Mockingbyrd Wand is out for a different reason — developer-only and unobtainable.

WandAttackAtk BoostOtherGoldTier
Fin of the Tides60+40%Water +30%100,000 (quest)S
Ember44+20%Crit 30%30,000A
Coreflame Rod30+30%Crit 30%, CDR 3050,000A
Ice Star40+20%CDR 5020,000B
Abyssal Water30+20%Water +20%10,000B
Demon Trident30+15%Crit 10%8,000C
Wingbird20+5%200C
Twisted10StarterFreeC

S — Fin of the Tides, 60 Attack

Sixteen points of base attack clear of anything else, with the largest Attack Boost on the board and +30% water damage on top. The 100,000 gold is a floor rather than the whole requirement, because it's gated behind a pillar quest.

A — Ember 44 Attack, Coreflame Rod +30% boost

Ember costs 30,000 gold for the highest raw attack outside the Fin and joint-highest crit, and it's what most players should save for. Coreflame Rod is the most complete statline you can buy outright at 50,000, so the choice comes down to one question: is 30 cooldown reduction worth 20,000 gold and 14 points of base attack?

Arithmetic, not measurement. The board prints Attack and Attack Boost separately and never defines how they combine. If Boost simply scales Attack, Ember lands at an effective 52.8 against Coreflame's 39 and the Fin's 84 — our sum of the developers' numbers, not a reading. No damage-per-hit value has ever been published for any wand here.

B — Ice Star (CDR 50), Abyssal Water (+20% water)

Ice Star carries the largest published cooldown reduction, at 50, with no crit, which suits a skill-speed build on Undead or Stellar Ambassador. Abyssal Water is the cheap version of the Fin's idea, worth 10,000 gold only if your two potions are water-element — a real constraint when the strongest published potions are fire.

C — Demon Trident, Wingbird, Twisted

Demon Trident is the odd one out, costing 8,000 gold to sit below a 10,000-gold wand on every axis except its 10% crit. Wingbird doubles the starter's attack for 200 gold and is the correct first purchase.

Best Potions, Ranked

Around 30 potions are named across the board's two worlds, but only eleven carry both published numbers — magic power and the minimum magic level to craft. Those eleven are ranked here. Keep the two-slot cap in mind: you're picking an [E] and an [R].

S — Solar Flare 160, Night Wraith 148, Molten Core 140

Solar Flare is the highest magic power published for any potion and near break-even at 1.01 power per magic level invested. Night Wraith is the only Legendary and the strongest thing in World 1 by 70 points, with no craft minimum printed, which fits a drop rather than a bench craft. Molten Core's power exactly equals its requirement, the cleanest entry on the board, and it's what makes a Fiendish Demon roll pay off.

A — Lotus Bloom 78, Incendies 78, Dragon Breath 76

Lotus Bloom is the one the guide sites fight over, SS on one and B on another, with no number from either. On the developers' figures it ties Incendies for power while costing 50 fewer magic levels, the best value in the upper half of the ladder. Dragon Breath sits two points behind for one level less, so pick on element.

B — Thunder Revenge 70, Frost Thorns 48, Thunder Ball 45

Thunder Revenge is the worst ratio on the board at 0.44, demanding the highest craft level in the game for less power than a World 1 potion you brew at 99. Frost Thorns is a sound mid-World 1 step, and Thunder Ball, the first World 2 craft, downgrades whatever you were running.

C — Fire Arrow 34, Wind Blade 24

Wind Blade's 4.00 power per magic is the best ratio in the game purely because the denominator is 6. Both are gone by Frost Thorns.

World 2 is not a straight upgrade. Its first three crafts — Thunder Ball 45, Thunder Revenge 70, Incendies 78 — all cost more magic than Dragon Breath's 99 and none beats it by more than two points. Power only jumps at Molten Core, 140 levels in. Crossing worlds and rebrewing immediately is how players end up weaker at a higher level. Our Wizard Alchemy beginner walkthrough covers that levelling loop.

All 11 Costed Potions

Both figures as published; power per magic is our own division of the two, so you can see the value cliffs rather than take the tiers on trust.

PotionWorldMagic powerMin magicPower per magicTier
Solar Flare21601581.01S
Night Wraith1 (Legendary)148Not listedS
Molten Core21401401.00S
Lotus Bloom1781000.78A
Incendies2781500.52A
Dragon Breath176990.77A
Thunder Revenge2701600.44B
Frost Thorns148800.60B
Thunder Ball2451120.40B
Fire Arrow134440.77C
Wind Blade12464.00C

What We Didn't Rank, And Why

  1. Damage, cooldowns, mana cost, cast range — none exist in public. A page printing a damage-per-hit table for this game made it up.
  2. Ingredients, recipes, brew times — the Trello's "Potion Recipes" list holds zero cards, checked August 22, 2026.
  3. Pets — a Pet Hatch update shipped in June 2026 and not one pet is named on the Trello, the wiki, or anywhere else.
  4. Azure, Trinity Silverbeak and Mockingbyrd — the first two have opposite name-to-stat mappings across our sources; the third is developer-only.
  5. Potion sell prices — sell value generally looks like twice the craft requirement, but Frost Thorns' listed 148 breaks the pattern where 160 would fit. An observation, not a formula, so no derived prices here.

Where Wizard Alchemy Stands In August 2026

Be clear-eyed about this one. As of August 22, 2026 the game holds 463 concurrent players against an all-time peak of 38,820 on May 22, 2026 — a fall of about 98.8%. Rolimon's ladder reads 864 over 30 days, 577 over 7 days and 463 over 24 hours, so it's still drifting down. The 36.8 million visits and 92.6% approval are real, and both were earned in May.

Community size is the outlier: the official Discord holds 89,001 members with 17,427 online as of August 22, 2026, roughly 190 members per player in a server. A large audience still talks about this game; a small one still plays it.

Don't be sold "Spider Lair" as new content. The Roblox game page still carries that update tag, but Spider Lair shipped on June 26, 2026, about eight weeks ago. Four things agree: the developer-side publish stamp reads 2026-06-26T13:58:43Z, the newest store screenshot went up within the hour, the Fandom wiki dates the SPIDER and POISON codes to June 26, and the largest guide site updated June 27. Archived URL slugs show a weekly tag cadence that then stops dead — Druid-Event May 30, Divine-Qilin June 6, Pirate-Adventure June 17, Pet-Hatch June 21, then Spider-Lair-UPD from June 30, unchanged since.

A timestamp is not a patch. The Roblox API's updated field reads August 21, 2026, which is easy to write up as a fresh update. It isn't one: zero badges, zero virtual events, no store art since June 26, a Trello frozen June 13 and a wiki frozen around July 3. Nothing shipped in August 2026, and the bump produced no spike — the 24-hour peak sits below the 7-day one.

The store is clean, at least. Exactly four game passes exist, all created May 12, 2026 and all on sale as of August 22, 2026: Double Storage 249 R$, Easy Alchemy 299 R$, Sell Anywhere 349 R$, Better Alchemy 449 R$. All four are storage or economy convenience — there is no combat or spell pass, so you cannot buy power here, only time.

Codes are the one thing this page won't call. The game description and the wiki disagree about which ones work, both have visible problems, and neither was written this month, so we track that on the Wizard Alchemy codes page rather than guess.

Earn Free Robux While You Play

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More Wizard Alchemy Guides

Sources: the official Trello board (frozen June 13, 2026), the Roblox games and game-pass APIs read August 22, 2026, Rolimon's peak ladder, and the official Discord. Game: Wizard Alchemy on Roblox. We have no in-game access and measured nothing ourselves.

Frequently Asked Questions

What is the best race in Wizard Alchemy?

Night Knight, the only Legendary race, at a 1% roll chance. It carries +20% dark damage, +10% attack, +30 skill speed, +3 movement and +10 jump with no listed penalty, where every other strong race pays for its damage somewhere. Be careful with the popular race lists: several rank a race called Thestrals, the retired name for Night Knight, while omitting the actual Legendary. Stellar Ambassador at 4% and Werewolf at 10% are the best statlines you will realistically roll.

What is the best wand in Wizard Alchemy?

Fin of the Tides, at 60 Attack, a 40% Attack Boost and 30% bonus water damage for 100,000 gold. It beats every other published attack value on the developers' Trello board by 16 points, and it is gated behind a pillar quest rather than sold openly. Before that, Ember at 44 Attack with 30% crit for 30,000 gold is the best value in the game. Azure and Trinity Silverbeak are left out because our sources assign their stat blocks to opposite names.

How many spells can you equip at once in Wizard Alchemy?

Two. A spell and a potion are the same thing here: you brew a potion and it grants that skill to your [E] slot or your [R] slot, and only two can be slotted at once. That cap is the biggest build decision in the game, and it is why this page ranks potions once instead of printing a separate best-spells table with the same roster. The mapping is near one-to-one, with a documented exception: Water Column Potion grants the spell Sky Pillar.