Unlike Bluff Ecaflips, Strength-based Ecaflips have a good choice of high-level spells. The drawback of these builds is that you don't get your second Earth spell until level 48, which is extremely risky, so the next safe earth spell comes at 70.
|Characteristic||1 for 1||2 for 1||3 for 1||4 for 1||5 for 1|
|Strength||0-100||100-200||200-300||300-400||400 - ∞|
|Vitality||0 - ∞||-||-||-||-|
|Heads or Tails||1|| |
|This spell both damages and heals the enemy, though the damage is generally much greater than the healing.|
|Catnip||1||Support spell which adds 1 mp for 1 turn. Costs 1 AP to cast with a decreasing cooldown until level 5 in which it can be cast an upwards of 2 times per turn, and 3 times at level 6.|
|Wheel of Fortune||36||Situational support spell which increases damage by 200% at level 5 for 3 turns, disables Clover for the same number of turns, and reduces resistance by 15% once it times out.|
|Feline Spirit||48|| |
|This is a powerful close-range earth attack with a teleport mechanism added to it. It hits in an axe shaped area, reduces target AP reduction by 20 at Level 6, and deals damage on the caster if not used the next turn unless in Lucky Devil state.|
|Smell||54||Support spell that decreases the AP and increases the MP of everyone in the area of effect. Reverses on the subsequent turn with MP loss and increased AP.|
|Playful Claw||70|| |
|This scratch inflicts horizontal and vertical Earth-type damages and hurts any players within its area of effect. No line of sight necessary. Inflicts lifesteal Water-type damage in Lucky Devil state.|
|Fate of Ecaflip||100|| |
|The Fate of Ecaflip inflicts Earth-type damages and subtracts an MP from the enemy if pushback damage is inflicted on them for 2 turns.|
Building a Strength Ecaflip basically involves raising Strength and Vitality, Wisdom (for XP) and Agility (for Locking and Dodging) can be scrolled.
|Class: Ecaflip||Build: Strength|
|Main stats: Strength, Vitality, (Agility)|
| Main spells:|
Heads or Tails (5), Feline Spirit (5), Playful Claw (5), Fate of Ecaflip (5)
| Lv. 101 Base Stats|
| Lv. 101 Spells|
Skill point investing guideEdit
Simply put all of your points into Strength. There's no need to put it in anything else. In the past some would suggest to put some points into Vitality, however as of 1.27 all characters gain 5 HP per level, meaning the bonus you gain from raising Vitality is minimal,
Spell point investing guideEdit
- L1-31 Heads or Tails to 5 (attack), Catnip to 5, in any order.
- L32-41 Wheel of Fortune to 5 Increases the attribute of a spell by 200% or 240% on a critical.
- L42-54 Smell to 5.
- L55-60 Roulette to 5
- L61-70 Playful Claw to 5
- L71-80 Summoning Claw to 5
- L91-101 Fate of Ecaflip to 5
- Spare points can be spent in Perception, Reflex (inflicts erosion and air damage), or Weapon Skill
- L100+ Lv 6 Heads or Tails, Catnip, Summoning Claw, Roulette (1 turn cooldown or use twice a turn with the Gutter Set), Perception , Feline Spirit.
See the general Leveling guide.