Bismuth

Wakfu classes

Aug 20th, 2016
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  1. All the classes with what they do, how complicated they are, how much I know them, how they play - ranked by complexity
  2. This means the further down you read, the harder to pick up the class will be. I would advise picking one of the first 7 classes (complexity 4/10 or lower) for your first character, but you can play a Xelor if you want to feel clueless.
  3.  
  4. There are 4 elements: Fire, Air, Earth, Water. Each class uses 3 of those 4, but most of the time, you're better off specializing in 2 of them until you're really high level. For all classes, all branches deal at least some damage, so unless it's the key part of the branch, it's implied that it also does damage
  5. Note: I use "highest damage output in the game" loosely, since there are a handful of classes that can have extremely high damage depending on very specific conditions and factors (Sram with a crit backstab on an enemy with low HP, Cra when hitting 5 enemies at once, Sacrier at 1 hp, Foggernaut when fully stacked, Ecaflip when lucky as hell, etc.)
  6.  
  7. Fancy words
  8. AP: Action Points - spells cost AP so having more = casting more spells in one turn
  9. MP: Movement Points - one MP lets you move by one cell
  10. WP: Wakfu Points - think of those as special power points - each class' stronger or more unique spells tends to use WP. Contrary to AP and MP, they don't refresh every turn, but rather every fight. You can gain some back (some classes moreso than others) but overall they are limited so you have to use them wisely.
  11. AOE: Area-of-effect spells, hits multiple cells
  12. DoT: Damage over time spells, they will deal extra damage during your target's turn
  13. Close range: 1 or 2 cells
  14. Mid-range: 3-6 cells
  15. Long range: 6+ cells (note that most longer range characters can also hit in close range, however they will favor mid to long range)
  16. Lock: Stat that makes enemies around you have penalties for trying to move away from you, effectively locking them in place
  17. Dodge: Counters Lock, lets you move around enemies more freely by having less penalties to move away from an enemy
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  20.  
  21. Iop: Close range damage dealer
  22. Complexity: 1/10
  23. I know: 8/10 (leveled one to 151, part of my two main characters)
  24. Iops are really easy to play, but that doesn't make them bad. They are basically the go-to damage dealers, because they deal a ton of damage! The only reason I didn't put 10/10 for knowing them is I've never used the Earth branch. A very interesting part of this class is the air branch, because it has insanely low-cost spells that you can chain for special effects. It feels really good when people around you wonder how the hell did you manage to use 13 spells in one turn. You kind of have to learn sequences and play them quickly, because 30-second time limit can be really annoying when you have too much stuff to cast.
  25. Fire branch: really high damage, some AOE, a tiny bit of range
  26. Earth branch: a bit tankier, a tiny bit of range
  27. Air branch: very low cost spells, combos, no range at all
  28.  
  29. Cra: Long (LONG) range damage dealer
  30. Complexity: 2/10
  31. I know: 10/10 (leveled one to 151, part of my two main characters)
  32. Cras are also easy to play, but again, doesn't mean they're bad. Cras are the go-to range damage dealers, and one of the best PVE class. Their range is stupidly big. At first, it's about 5 to 9 tiles (most ranged spells are between 3 and 6), but as you level up, you eventually gain extra range, and this class gets a LOT of extra range. I believe it's possible for my Cra to hit an enemy that's up to 18 tiles away given the right circumstances. Their range is so big that most of the time, they just cover the entire fighting area. They're also quite mobile and are usually pretty good at destroying stuff from afar, and staying far. Explosive Arrow is kind of a must if you play PVE because that spell is nasty for destroying dungeons with a big area of effect, massive damage and a long range. The earth branch is great for insane single target damage, and can remove MP (however, stealing is even better with that spell from the fire branch)
  33. Air branch: longest range, single target spells, has one big damage over time single target spell
  34. Fire branch: AOE spells, can steal Movement Points (great for kiting), has one big AOE damage spell
  35. Earth branch: can take away Movement Points (without stealing), has one big single target damage spell
  36.  
  37. Sacrier: Tank/close range damage dealer/placer
  38. Complexity: 3/10
  39. I know: 9/10 (leveled one Fire/Air to 107, leveled one Fire/Earth to 115)
  40. Sacriers have three playstyles. Usually, you can play one as a primary and another as a secondary, but Air and Earth are pretty much polar opposites, so you're almost always Fire/something. The Fire playstyle is based around taking a lot of damage, and being low HP to deal damage. Your spells are close range and usually hit those around you a lot, so you wanna get in there and YOLO. A Sacrier whose main playstyle is Fire and has 1 hp has the highest damage output in the game. The Earth playstyle is a tank that locks enemies down (with a stat literally called Lock - it basically makes it harder to move away from you) and spells give you a shield. The Air playstyle is what's called a "placer" - you can displace enemies and position them on the field for your allies to combo them or to keep meanies away from your squishy little supports. Earth and Air are polar opposites because in order to be really strong in one, you have to give up a lot of what makes the other good (Lock vs Dodge stats, extra Movement Point and extra range trades off for less resistance). This means that trying to be good at both generally means you'll be mediocre at both.
  41. Fire: damage
  42. Earth: tank
  43. Air: mobile, enemy displacement
  44.  
  45. Sram: Close range damage dealer
  46. Complexity: 4/10
  47. I know: 7/10 (saw my friend play it to level 115, and recently made one that's level 30)
  48. Srams use an invisibility spell and have huge backstab damage (bonus when you hit someone in the back rather than from the front or the side). They are pretty mobile but pretty weak defensively, but under the right conditions, they can have extreme damage.
  49. Fire: huge execute spell, damage over time, and bad AOE
  50. Air: positioning and decent damage, mostly used to set up for the other spells
  51. Water: Solid damage, also can possibly apply buffs/debuffs when combined with an active spell
  52.  
  53. Eniripsa: Support
  54. Complexity: 4/10
  55. I know: 7/10 (leveled one to 107)
  56. Eniripsas are THE support class. Great healers, but they can also deal damage with the fire and air branches. The fire branch marks enemies with a specific type of mark for each spell. Marks do stuff like heal whoever kills the enemy, give Action Points (APs dictate how much you can do in one turn) to people who damaged the enemy when it dies or give Wakfu Points (WPs are "special power" points, you get 6 of them every fight and usually don't regenerate them quickly so you have to use them wisely). The air branch can debuff enemies, I think, but I never used it - I play my Eniripsa Fire/Water only. Eniripsas can also switch their spells and turn heals into damage and damage into heals. They can also summon a little bunny that can stick around to heal people every turn (and has the CUTEST WALKING ANIMATION EVER)
  57. Water branch: heals, lots of heals - no damage unless you flip your spells
  58. Fire branch: damage, marks enemies - no damage if you flip your spells
  59. Air branch: damage, debuffs enemies
  60.  
  61. Rogue: Damage dealer
  62. Complexity: 4/10 OR 8/10
  63. I know: 5/10 (played one to level 35)
  64. Rogues can be played two different ways. You can use fire, or you can not use fire. If you don't use fire, they're fairly straight-forward, good damage dealers. If you use fire, they're this insane potential but hardly ever actually insane class. The fire branch lets you place bombs that explode after a certain amount of turns. Also, having 3+ bombs close together creates this burning zone that deals damage on every cell you move to in the zone. Combined with having a couple of spells that move enemies around, and a pet that can push and pull enemies, you can make them take damage in your zone quite a bit before blowing their brains off with the bombs themselves. Your pet can also move your bombs around and detonate them early - but you only get the ultra massive damage if you let them all blow up on their own, that is if you managed to keep the enemies standing in the line of fire for all this time. Overall potentially extremely strong and definitely very entertaining to play, but very unreliable and at times quite frustrating.
  65. Air branch: not much to say, has a weird boomerang spell
  66. Earth branch: mid-range damage
  67. Fire branch: BOMBS!
  68.  
  69. Sadida: Support/summoner
  70. Complexity: 5/10
  71. I know: 8/10 (Leveled one to 115)
  72. Sadidas are kind of a weird class that summon puppets to help them in fights. Puppets are annoying little memes that take away Movement Points and Action Points (APs dictate how much you can do in one turn) so they can be huge dicks to your enemies. They're fairly easy to kill, but you can just summon a ton of them. Their damage is usually through indirect sources (damage over time, AP/MP poisons, memes basically) and is pretty lacking. However, where they shine is with the heals, shields and buffs they can provide to their team. They're honestly behind Eniripsas as far as direct healing goes, but their support goes beyond heals and makes them quite valuable. I don't play Sadidas with puppets, and use a neat passive that really boosts your output if you're not using dolls.
  73. Water branch: heals, not sure about the rest
  74. Air branch: poisons, not sure
  75. Earth branch: not sure either
  76.  
  77. Ecaflip: Mid-range damage dealer, support
  78. Complexity: 4/10
  79. I know: 4/10 (power-leveled one to 50, didn't play much)
  80. Ecaflips are cats that rely hugely on luck. Their spells can deal varying amounts of damage, and they're constantly rolling dice, flipping cards and hoping to get buffs. They can get lucky and get insane buffs and have the highest damage output in the game, or they can get unlucky and be wet noodles. They can support allies a little bit but they're mostly just regular damage dealers.
  81. Fire branch: damage
  82. Water branch: heals
  83. Earth branch: mixed bag
  84.  
  85. Feca: Tank/support
  86. Complexity: 5/10
  87. I know: 7/10 (leveled one to 115)
  88. Fecas use shields and armors that they can cast on themselves, or on allies. Most of their passives involve resistances, blocking damage, and being overall big. They have spells they can cast on a zone that hurts/debuffs enemies that start their turns on them. This class teams extremely well with an Eniripsa or a Sadida: it can be the team's main tank and be virtually unkillable with an Eniripsa supporting it. They can also give a lot of utility to the team in general, making them good supports overall.
  89. Water branch: support
  90. Fire branch: damage
  91. Earth branch: tank
  92.  
  93. Osamodas: Summoner/support
  94. Complexity: 6/10
  95. I know: 5/10 (powerleveled one to 80)
  96. Osamodas are basically Pokémon Trainers. You can capture wild enemies (not all of them - usually mostly the basic forms) and then summon them in combat and control them. The concept of capturing monsters and using them in combat is really fun, but it can prove to be a bit of a liability in teams. You can turn into a dragon for more individual-based gameplay (without relying on summons basically) but I haven't tried it yet. Your spells both damage the enemies and buff your summons, so there's a lot of status effects to remember. You can also cast a spell on allies to allow buffing them as if they were summons, making it a good support class too.
  97. Earth branch: not sure
  98. Air branch: mixed support/damage, single target spells
  99. Fire branch: mixed support/damage, AOE spells
  100.  
  101. Enutrof: Damage dealer?
  102. Complexity: 6/10
  103. I know: 3/10 (leveled one to 35, didn't really get it)
  104. Enutrofs are a weird class. They dig up treasures and have specific cells that boost their damage if they're standing on them. They can summon a meme pet that digs some treasures, improves and moves the damage-boosting cells around, and (iirc) can deal some damage. They are mostly used because they can deal good water damage, which is pretty rare, and because they usually have high prospection (a stat that improves drop rate).
  105. Earth branch: not sure
  106. Water branch: damage
  107. Fire branch: short range AOE damage (iirc)
  108.  
  109. Foggernaut: Mid-range damage dealer
  110. Complexity: 6/10
  111. I know: 2/10 (didn't play much, but my friend had one for a little bit)
  112. Foggernauts can potentially deal a ton of damage, but they do need a little bit of setting up for it. They have these little robot pals that build tracks for them, on which they can slide around, moving much more for the same cost.They use a special element called Stasis which will automatically use the best element type considering your own damage bonuses, and your target's resistances, to deal the maximum damage. They also have a fire and an earth branch, but no air or water.
  113. I'm not sure what the branches do specifically, but the class overall is mostly around dealing lots of damage.
  114.  
  115. Pandawa: Placer/damage dealer?/support?
  116. Complexity: 7/10
  117. I know: 1/10 (played one to level 15, I didn't understand much)
  118. Pandawas are odd. They carry a barrel of """milk""", they get wasted, they throw barrels and enemies around, and I'm not sure what they do. I know they can place enemies and allies around on the map to help their team strategically, but otherwise I'm kind of clueless on what their exact role is. Their spells have some of the weirdest areas of effect (like a giant H-shaped barrel explosion), and they also have various effects based on if you cast them on enemies or on your barrel.
  119. I have no idea what the branches do specifically, but they are earth water and fire.
  120.  
  121. Eliotropes: Close or Mid-range damage dealer
  122. Complexity: 7/10
  123. I know: 5/10 (My friend leveled one to 115 but I barely played it myself)
  124. Eliotropes place portals around the map and then use them to move around between each of them (your allies can also use them). They can also fire spells into portals and out of another portal, which means that placing multiple portals can give you a lot of reach with your spells. However, such spells can also only be fired in straight lines, so you and your enemies need to be aligned with portals to make that work. They use WP a little differently than other classes, using them up fast when you want to deal a lot of damage, but regenerating them pretty fast when you switch to your normal form.
  125. Earth: Close range
  126. Air: Mid-range, removes armor, also has one big AoE spell
  127. Water: Mid-range, has one big really costly spell that is similar to rogue bombs in that it's amazing on paper but hard to set up
  128.  
  129. Huppermages: Jack of all trades - close, or mid to long range damage dealer
  130. Complexity: 8/10
  131. I know: 3/10 (Recently read up a lot on them, but mine is only level 25)
  132. Huppermages are the jacks of all trades. They can do anything - short, mid-range damage, AoE, single target, ally buffing, enemy debuffing, a tiny bit of heals, tanking, huge bursts or lots of little poking, you can really do almost anything with this class. Huppermages charge up energy and then release it in the form of strong Light spells. This means that generally, Huppermages will be a little bit weaker for a couple of turns, and then they will be stronger for about a turn or two while they use Light spells, and repeat the cycle. A lot of the complexity comes from the sheer amount of spells this class has (something like 26 vs about 20 for most classes), but since you can still only use up to 12 spells at any given time, this simply gives you a lot more building options without making you much more versatile within one single situation. They are also complex to play because you have to try to balance elements to maximize the potential of your Light spells.
  133. Fire: mostly damage
  134. Water: can debuff a little bit
  135. Air: can push enemies
  136. Earth: can give shields
  137. Light: many different things, but mostly a lot of damage, uses up energy built up by elemental spells
  138.  
  139. Xelor: Mid-range damage dealer
  140. Complexity: 9/10
  141. I know: 4/10 (my friend's main character so I saw a lot of it, I tried playing it but never quite got it)
  142. Xelors are really complex to play, but very rewarding when you get them right. They mostly deal a lot of damage (with some good AOE spells), but they also take away Action Points from their enemies, and can gain a lot of Action Points themselves (APs basically dictate how much you can do in a turn). They can cast a clock hand and move freely around it, which makes them both very slippery and very dependent of staying within that area. Another crucial part of their gameplay is they have two turn 'types': Tick and Tock. Most of their spells have different effects whether you're in Tick or in Tock. As a result, your strategy is constantly changing and you basically have to remember twice as much stuff. I've tried my hand at them, but I could never quite grasp exactly what the combo potential was and how to play them to their full potential. My friend's highest level character (108) is a Xelor and he still struggles to play the class right, especially with the 30-second time limit on a turn. They're definitely a very challenging class strategy-wise but they offer very interesting possibilities.
  143. Air branch: not quite sure, I think it has damage over time
  144. Fire branch: damage, good AOE
  145. Water branch: takes away APs from enemies
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