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Introduction[]

Why choose this build?[]

The point of having a Strength/Critical Ecaflip is: get close, once you made it, the battle is over. After you buff yourself, you might get 1/2 of chance of a critical hit, much more strength and a bonus damage. That makes your hit unbelieavible, but you might be thinking: "Yeah, yeah... I'm really strong at close combat, but if I don't reach my enemy, there is nothing I can do." - wrong. Heads or Tails can do a nice damage, same for Felintion, and once you get Summoning Claw, range isn't a problem. Kitten has 10 MP, more than necessary. The whole thing gets better when you reach level 70, you get Playful Claw, wich makes you able to do great damage at a considerable range. Why should you choose this build? No maged weapons, nice damage at range, incredible damage at close combat, high critical hit rate, Feline's Leap costing 1 ap after level 121 (lol?) and the possibility of choosing any weapon (even dagger being the best choice). Why do not choose this build? Very expensive and hard, you will probably spend many time and money getting the equpiment.

How does it works?[]

The strategy of a Strength/Critical Ecaflip is easy: attack your enemy with ranged spells (Heads or Tails, Playful Claw, Summoning Claw, etc) until you be sure that will get him next turn. Then, buff yourself (Dagger Skill, Clover, Wheel of Fortune). Now you are ready to hit and kill, because once you are face to face to your enemy, he doesn't have many chances. Always remember that you can attack without buffing, your hit won't be so bad. And Felintion it's extremely useful on the first 69 levels, but after you get Playful Claw, you will only use it because of the pushback, or after lvl 100 because of the 4 ap cost.

Characteristics[]

Soft Caps[]

Characteristic 1 for 1 2 for 1 3 for 1 4 for 1 5 for 1
Strength 0~100 101~200 201~300 301~400 401~∞
Agility 0~50 51~100 101~150 151~200 201~∞
Vitality 0~∞ - - - -

Boosting[]

It's best to raise Strength to at least 300. After that you can put points in where you want (Most would say get a bit of Wisdom), Scrolling Agility to 101 is also a must.

Spells[]

Main Spells[]

Ecaflip Strength/Critical Spells
Icon Name Level Element Short description
Dagger Skill Dagger Skill bought This spell increases your damage with Daggers.
Felintion Felintion bought Earth
Earth
Earth element attack that drains hp and pushes the target back. Ecaflip special spell.
Heads or Tails Heads or Tails 1 Earth
Earth
This spell both damages and heals a target, though the damage is usually greater than the healing.
Clover Clover 13 This spell increases a target's critical hits.
Feline's Leap Feline's Leap 21 Like jump or teleportation but just one square ahead. The cost drops as the spell's level rises. It costs a mere 2 ap.
Wheel of Fortune Wheel of Fortune 36 Doubles or triples damage caused (adds 100% damage or 200% damage-via critical hit).
Summoning Claw Summoning Claw 42 Summon a monster, Kitten, which uses Rotten Luck (boosts enemy chances for a Critical Failure) and Catattack (heals opponent on a normal hit, damages them on a Critical hit, 50/50 chance of either).
Reflex Reflex 60 The spell "Reflex" greatly increases the points of agility
Playful Claw Playful Claw 70 Earth
Earth
This scratch inflicts horizontal and vertical Earth-type damages and hurts any players within its area of effect. No line of sight necessary.
Fate of Ecaflip Fate of Ecaflip 100 Earth
Earth
The Fate of Ecaflip inflicts Earth-type damages and subtracts an MP from the enemy, for several turns and on a critical hit.

Spending Spell Points[]

lvl 1-11 Felintion 5 (YOU NEED THIS!)
lvl 11-14 Heads or Tails 3
lvl 14-20 Clover 4
lvl 20-21 Feline's Leap 2
lvl 21-25 Clover 5
lvl 25-35 Dagger Skill 5
lvl 35-45 Wheel of Fortune 5
lvl 45-55 Summoning Claw 5
lvl 55-65 Reflex 5
lvl 65-75 Playful Claw 5
lvl 75-84 Heads or Tails 5
lvl 84-91 Feline's Leap 5
lvl 92-101 Fate of Ecaflip 5
lvl 101-107 Dagger Skill 6
lvl 107-113 Clover 6
lvl 113-121 Feline's Leap 6
lvl 121-125 Heads or Tails 6
In this level, you are wise so much, so you can spend points whenever you want ;)

Alternatives[]

Some people would say to raise Heads or Tails to 5 during low levels, however it is not needed. The same applies for Feline's Leap as you often won't use it more than twice. Another good option is All or Nothing, as it can be good to kill off lots of low HP monsters at once. Some people would also say to raise things such as Ecaflip's Luck, Feline Spirit, Smell, Claw of Ceangal or Rekop, but that's more personal preference. There are many who'd also say to use a different Weapon, but Daggers work fine for this build.

Equipment[]

Battle Sets[]

Wisdom Sets[]

Daggers[]

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