The Agility-based Ecaflip relies mostly on Bluff and weapons, especially Daggers, to deal damage. This build differs from other builds due to its volatile, luck-dependent nature; thus, it is very risky to play. Sometimes it will deal pitiful damage, while at other times, it will completely pulverize the opponent. This Ecaflip is weaker than other builds in early levels, since Bluff relies on either of two elements - Air or Water - per cast, it will become increasingly unreliable. It will rely on daggers completely in later levels. This has the most damage potential of any build in the game.
Ecaflip/Softcaps Agility is the most important characteristic, regardless of the variant chosen. Chance can be helpful for Bluff and raising all four elemental characteristics will be vital for Rekop. However, Intelligence and Chance should be scrolled.
The following spells are useful regardless of variants.
Water or Air
|Main ranged attack. Important at early levels and is good for all variants.|
|Feline's Leap||21||Pairs well with Bluff due to its low AP cost and is essential for this build's limited range.|
|Wheel of Fortune||36||A valuable damage boost for all variants.|
|Summoning Claw||42||Important as a meatshield and is especially useful as a long range attack option.|
|Smell||54||A potential AP and MP boost. Safe at level 2, moderate risk when raised to level 3.|
|50px||Reflex||60||Increases Agility, which boosts damages dealt. Good for all variants.|
|Summoning of Ecaflip Dopple||200||Very helpful at high levels.|
The following spells may or may not be important, depending on which variant is being used.
|Roulette||1||Has a fair chance of enhancing Rekop.|
|Ecaflip's Luck||1||A potential life saver.|
|Perception||3||At level 5, it can consistently raise the damage of Bluff. Although the effect may seem small, it is comparable to the Iop's early damage boosting spells, which are commonly used. Invisibility detection is also good in certain situations.|
|Repercussion||9||Another life saver. Allows you to survive up to 5 more turns.|
|Clover||13||Vital for raising critical hits.|
|Potentially extremely powerful. Short ranged.|
Several non-class spells can also be very helpful.
|Weapon Skill||Various||Bluff dependent Ecaflips need to get close to their targets and often get involved in close-combat fights. Also, at middle levels, Bluff can be combined with weapons, such as Dagg'Onies, for 7 AP.|
|Summoning of Arachnee||Summons a very powerful Major Arachnee on a critical hit. Good for the Critical variant.|
|Summoning of Chaferfu||Summons a Chaferfu Lancer on a critical hit, which is a tough meatshield and will boost the team's AP. Good for the Critical variant.|
Earth, Fire, Water or Air
|Pairs well with Rekop, providing a long ranged attack.|
|Moon Hammer||40||Easily usable with Smell. Provides a powerful long ranged attack.|
Standard build guideEdit
Building an Agility Ecaflip basically involves raising Agility and Vitality. Wisdom (for XP) and Chance (for Bluff) can be scrolled. Strength and Intelligence can be scrolled if you plan to use Rekop.
|Class: Ecaflip||Build: Agility|
|Main stats: Agility, Vitality, (Chance)|
| Main spells:|
| Lv. 101 Base Stats|
| Lv. 101 Spells|
Spell point investing guideEdit
- L1-11 Bluff to 5
- L12-21 Feline's Leap to 3 (spare: 7)
- L22-36 Wheel of Fortune to 5 (spare: 12)
- L37-54 Smell to 2 or 3 (spare: 27~29)
- L55-60 Reflex to 5 (spare: 23~25)
- L61-101 (spare: 64~66)
- Suggestions for spare points
- L24 Dagger Skill/Repercussion/Clover to 5 (10 points)
- L44 Summoning Claw/Dagger Skill/Repercussion/Clover to 5 (10 points)
- L70 Summoning Claw/Dagger Skill/Repercussion/Clover to 5 (10 points)
- L80 Summoning Claw/Dagger Skill/Repercussion/Clover to 5 (10 points)
- L90 Rekop/Summoning Claw/Dagger Skill/Repercussion/Clover to 5 (10 points)
- L101+ Ecaflip's Luck to 6 (15 points)
- You can also consider raising Feline's Leap to 4 if you have 8AP (3 points)
See the general Leveling guide.