Fighting Totems Guide

If you've ever looked at your Totem Pouch, and wondered which Totems were potentially the most useful, and least, this guide might be able to help you determine which to have active, and why.

For reference, here's some things that might be helpful to know, when choosing your Totems:

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Fighting Totems appears in the Battlefield, and are instantly used when the Wizard touch them (like Troves), giving a positive boost to the Wizard.

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Fighting Totems have a base appearance rate of 6 minutes, which can be modified by certain Memory Tree Traits (Totem Whisperer), Runes (Friendship, Totemic Touch), getting enough duplicates of a Totem to level it up (reducing its cooldown between appearances by 1 minute, per level), the Totemic Ring in the Market, the Totem War Fate in Era 3, and other potential (future) sources.

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You are guaranteed to find new Totems (if possible), at certain intervals, to avoid really bad luck.

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There are two types of Fighting Totems: Offense and Defense types; you can only activate three Totems of each type.

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With all that out of the way, here's how I might prioritize each Totem, based upon their potential usefulness (regardless of if I own all of them):

### Offense Totems:

1. Crab Totem (Damage all enemies by 40% of their current Health): Used in a "cheese strategy" when your Totem spawn rate grows high enough, as it potentially has the power to kill enemies, regardless of your Wizard's personal power. If your Totem spawn rate isn't terribly high, probably prioritize #3 and below, to a higher degree.
2. Komodo [Dragon] Totem (Execute all Enemies with less than 70% Health. Does not work on Bosses): The second part of the "cheese strategy", when your Totem spawn rate grows high enough, helping to at least kill all non-Boss enemies; if they are all dead, the Boss loses its defenses, making it easier to kill. If your Totem spawn rate isn't terribly high, probably prioritize #3 and below, to a higher degree.
3. Falcon Totem (100% [x2.00] More Cast Speed for 10 seconds): This Totem is a great utility, because while it effectively doubles your damage on paper, Cast Speed synergizes with a fair amount of mechanics in the game; the more Spells you cast, the more your Spell Perks are being put into use, as just one example of its benefit.
4. Wolf Totem (100% [x2.00] More Damage for 10 seconds): Nothing too fancy, just a damage increase for a decent duration.
5. Spider Totem (Give Frailty to all enemies for 60 seconds. Frailty: Enemies with Frailty take 30% [x1.30] More Damage from all sources): Not sure if this modifies Crab Totem's damage dealt (not that it matters), but beyond that, it's a high-duration, middling buff to Damage.
6. Fox Totem (Give all enemies a random level 1 Elemental Status Effect. +1 status level for each 6 levels on your Staff of Knowledge): This Totem can be helpful, as a bit of a utility, at the bare minimum providing a 10% (x1.10) More Damage increase, if the Burn Elemental Status Effect is applied; if not damage over time, at the very least; the effects of the other Elemental Status Effects; or, in synergy with any game mechanic that encourages/benefits from Elemental Status Effects affecting enemies (such as Traits).

### Defense Totems:

1. Owl Totem (Gain Toughness for 10 seconds. Toughness: 50% (x0.50) Less Damage Taken): Less Damage taken means you need less healing, and can survive for longer. Seems like a pretty ideal, no-nonsense choice.
2. Mouse Totem (Cripple and Silence all enemies for 60 seconds): I consider the silencing component of the Totem to be the more useful reason to activate it; basically, it makes it so that silenced enemies can't use skills for a minute (assumedly, this means special attacks) which may be otherwise annoying or extremely-damaging to your Wizard.
3. Frog Totem (Heal the Wizard for 3% of Total Health per second for 10 seconds): Considering that this essentially restores 30% of your Total Health, I'd consider that pretty useful. On one hand, it's useful because it delivers this healing in staggered intervals, so that if you take damage while healing up, above 71% Health, this Totem will still be fully-useful. On the other hand, one of its cons is the fact that the healing isn't instantaneous, which can be problematic, if you're below 31% Health.
4. Rabbit Totem (Gain 20% of Total Health back): A flat 20% of Total Health restoration; useful in full, if ever below 81% of Total Health. No-nonsense.
5. Deer Totem (100% [x2.00] More Movement Speed for 10 seconds): Helpful for the FAST Achievement, for collecting other Totems and Troves faster, kiting and evading enemies, and pursuing enemies faster.
6. Butterfly Totem (Repel all enemies away from the Wizard and nullify all enemy projectiles): On paper, very helpful (not having to deal with ranged attacks, after the Totem's bonuses activate), but I've heard that, when used with high Totem appearance rate, it can be problematic in terms of how much it repels enemies away from the Wizard [unless this has been fixed], causing enemies to be sent far outside the borders of the Battlefield, taking awhile to get back into view, so they may be killed.