Bismuth

Wakfu classes (simplified)

May 10th, 2017
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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.
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  4. Fancy words
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  6. AP: Action Points - spells cost AP so having more = casting more spells in one turn
  7. MP: Movement Points - one MP lets you move by one cell
  8. 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.
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  10. Elements: Fire, Air, Earth, Water. Each class has access to 3 of those 4, aside from a couple of exceptions. Most of the time, it's better to specialize in only 2 elements, however there are good builds that utilize all 3 elements.
  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
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  14. Close range: 1 or 2 cells
  15. Mid-range: 3-6 cells
  16. Long range: 6+ cells (note that most longer range characters can also hit in close range, however they will favor mid to long range)
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  18. Lock: Stat that makes enemies around you have penalties for trying to move away from you, effectively locking them in place
  19. Dodge: Counters Lock, lets you move around enemies more freely by having less penalties to move away from an enemy
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  23. Iop: Close range damage dealer
  24. Complexity: 1/10
  25. 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! 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.
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  28. Cra: Long (LONG) range damage dealer
  29. Complexity: 2/10
  30. 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. Their range is so big that most of the time, they just cover the entire fighting area. They're also quite mobile and slippery. 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.
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  33. Sacrier: Tank/close range damage dealer/placer
  34. Complexity: 3/10
  35. 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. The Earth playstyle is a tank that locks enemies down and gains shields. 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.
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  38. Sram: Close range damage dealer
  39. Complexity: 4/10
  40. 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.
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  43. Eniripsa: Support
  44. Complexity: 4/10
  45. Eniripsas are THE healing class, 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 good stuff for your team when the marked enemy dies. Eniripsas can also switch their spells and turn heals into damage and damage into heals, which gives a bit more depth to their spells. They can also summon a little bunny that can stick around to heal people every turn (and has the CUTEST WALKING ANIMATION EVER).
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  48. Rogue: Damage dealer
  49. Complexity: 4/10 (no bombs) OR 7/10 (bombs)
  50. 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. On paper, they are amazing, however in practice, you don't always get to keep enemies in the blast range. Definitely very entertaining to play, but the highs are high and the lows are low.
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  53. Ecaflip: Mid-range damage dealer, support
  54. Complexity: 4/10
  55. 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.
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  58. Sadida: Support/summoner
  59. Complexity: 5/10
  60. Sadidas are kind of a weird class that summon dolls to help them in fights. Dolls are annoying little memes that take away Movement Points and Action Points so they can be huge dicks to your enemies. Sadidas base their damage around indirect sources (damage over time, poisons, memes basically). Although their damage is pretty lacking, 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 play my Sadida without dolls, so there is a way to build them that doesn't use dolls.
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  63. Feca: Tank/support
  64. Complexity: 5/10
  65. Fecas use shields and armors that they can cast on themselves, or on allies. Most of their passives involve increased resistances, blocking incoming damage, and being overall big. They have spells they can cast on a zone that hurts and debuffs enemies that start their turns on them. They can also give a lot of utility to the team in general, making them good supports overall.
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  68. Osamodas: Summoner/support
  69. Complexity: 6/10
  70. 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 large teams. 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.
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  73. Enutrof: Damage dealer?
  74. Complexity: 6/10
  75. 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 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).
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  78. Foggernaut: Mid-range damage dealer
  79. Complexity: 6/10
  80. 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.
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  83. Pandawa: Placer/damage dealer?/support?
  84. Complexity: 6/10
  85. 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.
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  88. Eliotropes: Close or Mid-range damage dealer
  89. Complexity: 7/10
  90. 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.
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  93. Huppermages: Jack of all trades - close, or mid to long range damage dealer
  94. Complexity: 8/10
  95. Huppermages 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, anything. Huppermages charge up energy and then release it in the form of strong Light spells. This means that generally, they 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 access to, 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.
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  98. Xelor: Mid-range damage dealer
  99. Complexity: 9/10
  100. 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 (115) 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.
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