Wakfu Ecaflip Warrior Gamblers Guide



Wakfu Ecaflip Warrior Gamblers Guide by Blackberrry

Directory

Introduction
Key information
Tips
Base Statistics
Spell trees: Air, Water, Earth, Support, Close Combat.
Branch Pros and Cons: Air, water, earth,
Equips for Ecaflips Air, Water, Earth,
Fellow contributors

Introduction

When you’re a god, even the roll of a dice is predictable! But for the mere mortals who circle the blackjack tables of the material world hungrily, there is no such luck. And here, it is the Ecaflips who rule over crook, thief and gold-rusher, playing lady luck with supreme skill and recklessness.

Ecaflips are used to gambling on chance. In battle, you’ll never know if the next blow coming from the enemy with the catty head will knock your socks off or leave you untouched… they collect game cards and have made fearsome weapons out of them, leaving the swords of the past to other fighters. They might even read your future in these cards… but if they’re lucky, you might not want to know what it is.

Key Information

* Role: High-Roller.
* Strike power: Random. Depends highly on luck.
* Flexibility: Good. Large choice of actions.
* Cooperation: Variable, depending on whether luck is on their side!
* Place in combat: Wherever the action’s at!
* Suitable Target: Enemies who depend on critical hits and failures (Watchers, for example).
* Unsuitable Target: Resistant enemies (Emerald Larvae).

Tips

* It’s good to gamble, but you have to know when to stop! If you’re in trouble, maybe it’s time to start using the spells you know will work.
* Have you ever heard of Gamblers Anonymous? Twelve steps to losing every battle you’ll ever fight!
* Some friendly advice: if an Ecaflipette starts opening your shirt with her soft, warm paw, just remember that a set of claws hides just underneath. That’s one gamble you’re sure to lose!




Base Statistics

* AP: 6
* MP: 3
* WP: 3
* HP: 52 +6 per level
* Initiative: 59 +4 per level
* Prospecting: 101 +1 per level
* Will: 21 +1 per level
* Healing: 0
* Ferocity: 1
* Command: 1
* Mechanics: 0
* Dodge: 0
* Tackle: 0

Specialties in Spell Branches

* Air: Very ‘Feline’ branch with many long-range attacks (Catty Tosser, for example).
* Water: This branch is a gold mine for Ecaflips – they use it in both defense and support, such as “Liklap”, for example which is an expensive but highly effective heal… so long as you haven’t been finished off!
* Earth: Spells which can make the difference – hit harder than a Iop or softer than an Eniripsa, you just never know!!!
* Support: Control their own or their enemies’ chance with spells like “Rotten Luck”, which increases their enemies’ chances of making a critical failure.
* CC: Cards and versatility in weapon choice.

Spell Trees

Air

Scratch (lvl 0)
Description: A close combat spell with low ap costs.
Range: 1
Ap: 3
Wp: 0
Level 1: -4 air (-5 air)
Level 100: -44 air (-55 air)
Opinion: A decent spell to have leveled. Scratch deals consistent damage for a low ap cost.

Baccarat (lvl 5)
Description:
Range: 1-3
Ap: 4
Wp: 0
Level 1: 50% chance damages enemy completely. 50% chance damages enemy/caster 50% of the damage.
Level 100: 50% chance damages enemy completely. 50% chance damages enemy 75% of the damage and caster 25%.
Opinion:

Cat-apult or Catty Tosser (lvl 5)
Description: “Rebound” hits targets one after the other, damage jumps to the nearest creature up to 2 cells away, damage reduces with each hit.
Range: 2-4
Ap: 6
Wp: 1
Level 1: -5 air (-6 air)
Level 100: -55 air (-66 air)
Opinion: A very useful spell when leveling against mobs that are close together. Once leveled, Cat-apult can be used as a monster farming tool. The only negative is the cost of a Wp.

Blackjack (lvl 10)
Description: 33% of either high, low or no damage
Range: 1-3
Ap: 4
Wp: 0
Level 1: 33% deals heavy damage 33% deals weak damage 33% does nothing.
Level 100: 33% deals heavy damage 33% deals weak damage 33% does nothing.
Opinion: A spell comparable to HoT in terms of damage dealt with the exception that Blackjack does not heal. A good spell in general but users should be wary of casting it in fights where not dealing damage could cause them to lose.

Rough Tongue (lvl 10)
Description: Increases critical failures on critical hits.
Range: 1
Ap: 2
Wp: 0
Level 1: -3 air (-4 air +10 to critfails 1 turn)
Level 100: -18 air (-21 air +10 critfails 1 turn)
Opinion: An okay spell to use due to its low ap cost but Rough toungue only truly shines when it is castable with 1/2 crits.

Double or Nothing (lvl 20)
Description: A spell which inflicts damage to the target but has a 50% chance to end the casters turn or give the caster 3 ap.
Range: 1-2
Ap: 3
Wp: 0
Level 1: -5 air, 50% ends turn 50% +3ap
Level 100: -35 air, 50% ends turn 50% +3 ap
Opinion: A highly risky but if lucky an extremely useful spell. It isn’t uncommon to get +3 ap buffs multiple times in the row… as it is equally likely to do just the opposite. A spell true to the ecaflip ways but still worth raising even if just for novelty.

Playful Claw (lvl 20)
Description: Has a 5 square aoe which randomly changes from vertical to horizontal.
Range: 1-3
Ap: 4
Wp: 0
Level 1: 6-8 air damage *Affect group 1*
Level 100: *Affect group 1*
Opinion: A decent spell to use due to its aoe, but the fact that its aoe changes can make it hazardous to use in group fights. Be wary!


Water

Heads or Tails (lvl 0)
Description: Deals water based damage 65% of the time and heals 35% of the time to enemies. Heals 65% of the time and deals damage 35% of the time to allies.
Range: 1-3
Ap: 3
Wp: 0
Level 1: 65% deal water damage 35% to heal
Level 100: 75% deal water damage 25% to heal
Opinion: Difficult to use in the beginning levels but overall not a bad spell. Can be an unreliable but a useful way to heal allies.

Liklap
(lvl 5)
Description: A close range healing spell which heals the target 97% of the time and damage the target 3% of the time.
Range: 0-1
Ap: 4
Wp: 0
Level 1:
Level 100:
Opinion: A good spell to use when you finish off an enemy but are too far away to attack another one. The healing can be very variable but overall it appears to be a good spell. The slight chance of damaging yourself/an ally is easily overcome by the 97% chance to heal.

All In (Va-Tout: as in to “bet everything” (lvl 5)
Description: All in gives a buff to the target that you cast it on but if the target casts a spell and critical hits, they will receive tremendous damage.
Range: 1-3
Ap: 3
Wp: 0
Level 1: 10% dmg buff 1 turn (2 turns on crit) If target crits -15 water
Level 100: 40% dmg buff 1 turn (2 turns on crit) If target crits -85 water
Opinion: A decent spell which can prove extremely useful if you know your opponent is in a high crit set. For 4 ap a chance to deal 85 water damage is surely worth it and makes All In an interesting option to raise.

Respite (Sursis) (lvl 10)
Description: A spell castable on both allies and enemies. Heals for large amounts and than deducts hp greater than the original heal over a period of 5 turns.
Range: 1-2
Ap: 4
Wp: 0
Level 1: +8 water, -2 water per turn for 5 turns (4 turns on critical)
Level 100: +88 water, -22 water per turn for 5 turns (4 turns on critical)
Opinion: A useful spell to use when your allies are in a bit of a fix. Also a great spell to use when your enemies have little damage dealt to them as the healing will only heal them to their full health but the damaging portion of the spell will easily out way the healing. An interesting yet useful way to level at early levels.

Two to One (Deux contre Un) (lvl 10)
Description: Castable on self and allies only. Increases targets ap by 1 but causes target to receive double the damage. If attacked, the benefits of the spell become ineffective.
Range: 0-2
Ap: 3
Wp: 0
Level 1: Applies condition “Deux contre un” for 1 turn. Increases ap by 1.
Level 100: Apples condition “Deux contre un” for 3 turns. Increases ap by 3.
Opinion: An okay spell, Two to One is not really worth casting unless on allies or it has been leveled. Once Two to One becomes stackable it is much more useful in fights.

Gamble (Coup de Poker) (lvl 20)
Description: Allows for the revival of a fallen ally potentially with the “death sentence” where the revived ally does in a few turns.
Range: 1
Ap: 4
Wp: 1
Level 1: 50% target is fully revived. 50% target is revived with the state “death sentence.”
Level 100: 50% target is fully revived. 50% target is revived with the state “death sentence.”
Opinion: An invaluable skill which every chance eca should use. Reviving a fallen ally is worth the ap/wp cost and makes fighting with an eca in team combat that much better.

Insolent Chance (Chance Insolente: or Arrogant, Cocky chance) (lvl 20)
Description: Castable only on self. Allows the caster to deal double its damage or to heal allies/enemies.
Range: 0
Ap: 2
Wp: 0
Level 1: 50% damage boosted by 1.5 50% damage healed by 75% & damage dealt 25%
Level 100: 50% damage boosted by 1.5 50% damage healed 75% & damage dealt 25%
Opinion: A very bizarre spell, Insolent Chance either increases the damage dealt by the caster or deals minimum damage whilst healing its target.


Earth

Blade of Hearts (Lame de Coeur: like Ace of Spades) (lvl 0)
Description: Ecaflip uses the Blade of Hearts to inflict damage. If the target under the state of Regeneration, it is removed and replaced with Immolation.
Range: 1
Ap: 3
Wp: 0
Level 1: -3 earth (-4 earth)
Level 100: -33 earth (-44 earth)
Opinion: A decent spell to use. Has a low ap cost but deals little damage compared to its air based counterpart Scratch. Its effect may prove useful though.

Craps (lvl 5)
Description: A variable spell that can hit fairly low and moderately high. Consists of rolling a dice, may harm the caster.
Range: 1-3
Ap: 3
Wp: 0
Level 1: Damage based on the roll of a 6 sided die. (1-6)
Level 100: Damage based on the roll of a 6 sided die.
Opinion: A decent spell for str ecas. One of their only “ranged” spells and the 3 ap casts helps. Overall… a decent spell that fallows the ecas class. But be wary as if a die roll of “1” happens the caster will recieve damage.

Blade of Spades (Lame de Pique) (lvl 5)
Description: The second suit of the Ecaflip blade set. It uses the blade of spade to inflict damage. Moreover, if the target has the state Steel skin, it is deleted and the blade applies Bleeding state instead.
Range:1
Ap: 4
Wp: 0
Level 1: -4 earth (-5 earth)
Level 100: -44 earth (-55 earth)
Opinion: For 4 ap, Blades of Spades is a bit of a weak spell especially for its lack of range. But what really helps make this spell stand out is its ability to remove the state of “Steel skin”. Not a great leveling spell but useful in combat against enemies that can cast defensive spells. Inflicting the state “bleeding” to an enemy can help make up for its overall lack of damage.

Flush (as in Royal Flush) (lvl 10)
Description: A potentially powerful skill. Casting the spell can result in the increase or decrease of resistances of the target during a turn.
Range: 1
Ap: 5
Wp: 0
Level 1: -5 earth (-6 earth) -/+ 5% resists
Level 100: -65 earth (-76 earth) -/+ X% resists
Opinion: A strong spell which (if lucky) can allow the caster to inflict increasing damage.

Blade of Clubs (Lame de Trèfle) (lvl 10)
Description: The skill of the third blade of Ecaflips. Inflicts damage and changes targets state (if stabilized) to destabilized.
Range: 1
Ap: 5
Wp: 0
Level 1: -5 earth (-6 earth) If target has Stabilized state, that state is removed and replaced with Destabilization.
Level 100: -55 earth (-66 earth) If target has Stabilized state, that state is removed and replaced with Destabilization.
Opinion:

Jackpot (lvl 20)
Description: A lot for the least funny or risky … Jackpot is completely random. The Ecaflip has only hope is to have the luck for this skill. The target may; suffer damage, receive care, be running for two laps, be under the state Adrenaline for two rounds, losing or winning 1 PW.
Range: 0-2
Ap: 0
Wp: 1
Level 1: Target receives +/- HP, Adrenaline (+100 Critical: 2 Turns), Stun (2 Turns), +/- 1 PW.
Level 100: Target receives +/- HP, Adrenaline (+100 Critical: 2 Turns), Stun (2 Turns), +/- 1 PW.
Opinion:

Blade of Diamonds (Lame de Carreau) (lvl 20)
Description: The final suit of the blade ecaflip. While inflicting damage “Blade of Diamonds” reverses the state Adrenaline and applies the stun state instead.
Range: 1
Ap: 6
Wp: 0
Level 1: -6 earth (-7 earth)
Level 100: -66 earth (-77 earth)
Opinion:


Support

Feline Grace (lvl 0)
Description: Creates a chance to avoid attack by moving away from your facing direction. (ie: by moving backwards)
Range:0
Ap: 2
Wp: 0
Level 1: 10% chance to avoid attack 1 turn (100% chance to avoid on crit)
Level 100: 75% chance to avoid attack 1 turn (100% chance to avoid on crit)
Opinion: A spell that proves useful most when leveled. Dodging attacks can be extremely beneficial especially when in tight situations but the spell is not worth always casting due to the lower %s to avoid attacks and the short duration. Equipment raising critical hits really makes this spell shine.

Rotten Luck (Guigne) (lvl 5)
Description: Rotten Luck attracts misfortune to the target, increasing its rate of critical failures.
Range: 0-3
Ap: 3
Wp: 0
Level 1: Applies the state rotten luck +2 crit fails for 1 turn (2 turns on crit)
Level 100: Applies the state rotten luck +15 crit fails for 1 turns (2 turns on crit)
Opinion: A good spell once leveled, rotten increases crit fail by 5 (per casting) at level 1 and increases as leveled.
*One of the best animations in game as of now!

Clover (Trèfle) (lvl 5)
Description: Gives a critical hit bonus to the target selected.
Range: 0-3
Ap: 3
Wp: 0
Level 1: Applies the state clover +2 crits for 1 turn (2 turns on crit)
Level 100: Applies the state clover +15 crits for 1 turns (2 turns on crit)
Opinion: A useful spell when trying to get critical hits. Clover can really help make spells such as Rough Tongue shine due to its effect on critical hits. Clover increases critical hits by 5 (per casting) at level 1 and increases as leveled.

Wager (Pari) (lvl 10)
Description: Wager applies the state “wager” and increases or decreases the effects of the next attack/heal dealt to the target/
Range: 1-2
Ap: 2
Wp: 0
Level 1: Applies the state “wager” – infinite until hit/healed. 50% increases damage 50% decreases damage
Level 100: Applies the state “wager” – infinite until hit/healed. 50% increases damage 50% decreases damage.
Opinion: A spell for the risky, Wager offers no real benefit but a chance to deal some massive damage or little at all. Can be cast on enemies and allies.

Gambit (lvl 10)
Description: A random roulette, Gambit either increases the casters hp, ap, or wp.
Range: 0
Ap: 0
Wp: 1
Level 1: Increases hp, ap or wp for 1 turn.
Level 100: Increases hp, ap or wp for 1 turn.
Opinion: A great buffing spell to use when in tight situations. The lack of an ap cost makes this spell a necessity for all ecaflips but users should be wary and watch their wps while casting this spell.

Ace of Diamonds (Carré d’As) (lvl 20)
Description: Ace of Diamonds increases -%resistances to the target for the spell element cast on them.
Range: 1
Ap: 3
Wp: 0
Level 1: Applies the state “Carre d’as” *to secure* for 1 turn.
Level 100: Apples the state “Carre d’as” *to secure* for 1 turn.
Opinion:

Reflexes (Réflexes) (lvl 20)
Description: Increases the casters chances of tackling and dodging for 1 turn.
Range: 0
Ap: 3
Wp: 0
Level 1: +5% to tackle +5% to dodge for 1 turn (2 turns on crit.)
Level 100: +25% to tackle +25% to dodge for 1 turn (2 turns on crit.)
Opinion: A spell extremely useful in an ecas arsenal. Having the ability to tackle any opponent and dodge them can prove useful in every fight, allowing for more damage to be dealt and for weaker allies to be saved from the monsters harm.

Close Combat

Cards (Level varies depending on weapon)
Description:
Range: 1-2
Ap: 3
Wp: 0
2 handed

Use of Weapons (Lvl 0)
Description: Allows the usage of weapons.
*Passive

Card Specialisation (Lvl 5)
Description:
*Passive

Powerful Blow (Lvl 5)
Description: Increases damage dealt by weapon at the cost of an extra ap.
Range: 1
Ap: 4
Wp: 0
Level 1: +10% dmg for 1 turn
Level 100: +40% dmg for 1 turn
Opinion: A somewhat useful spell. Becomes much more useful once leveled and when ap is taken away so that you can only use your cc once.

0-4 (lvl 10)
Description: Currently not initiated.

Quick Blow
(lvl 10)
Description: Increases the ap of the caster but decreases the total damage dealt.
Range: 1
Ap: 3
Wp: 0
Level 1: +1 ap -50% dmg
Level 100: +1 ap -20% dmg
Opinion: An extremely useful spell. Every eca using cc should have this on their spell list as its uses are endless. Whether you need some extra ap for a self buff or want more ap for an extra cc hit, this spell serves many purposes.
0-6 (lvl 20)

0-6 (lvl 20)
Description: Currently not initiated.

Double attack (lvl 20)
Description: Allows the caster to attack twice at the cost of decreased damage per hit. Must have two weapons to use.
Range: 1
Ap: 3
Wp: 0
Lvl 1: -50% dmg but hits twice.
Lvl 100: -30% dmg but hits twice.
Opinion: An extremely useful spell when fighting enemies that lack shields if you are using a 1 handed weapons. For ecas that use cards this spell serves no purpose as we can not attack twice since our weapons are 2 handed.



“Branch Pros and Cons”

Air

Pros:
Deals constant damage.
Deals considerable damage.
Has sufficient Aoe spells.
Can increase critical fails.
Has low ap moves.
Cons:
Has very few support capabilities.
Is more focused on damage than helping allies.

T
he agility ecaflip is an easy to use build. They have consistent spells that you can always rely on and can increase the critical fails of an enemy which is never a bad thing. Their usage of AoE spells and multi-hitting spells makes them welcome in any fight and useful for picking off weak monsters. Their downside is the lack of support spells in their native branch.

Water

Pros:
Can deal considerable damage. (Most out of any eca build)
Has many support capabilities.
Can heal fair amounts.
Can revive allies.
Has low ap moves.
Cons:
Lacks damaging spells.
Lacks the ability to deal constant damage.
Is the most luck dependent build.

The chance ecaflip is more of a support build than its agility/strength counterparts. Leaving room for only 1 damaging spell, chance ecaflips have an abundance of support spells. With the ability to heal and resurrect fallen allies a chance ecaflip truly shines with a team. A chance ecaflip’s only damaging spell (HoT) can inflict heavy damage but is extremely unreliable, making the chance ecaflip a risky choice for players who want consistent damage.

Earth

Pros:
Can deal high damage.
Has strong close range spells.
Does not have to forge weapons.
Can greatly change states.
Cons:
Primarily a close range character.
Spells have high ap costs.
Lack support capabilities.

The strength ecaflip is a primarily close combat character which focuses around high damage and status effects. Unlike other ecas, strength ecas can reverse many effects on enemies causing an enemy to rethink casting certain spells. Though the damaging spells of strength ecaflips cost more ap and are sometimes less reliable, the strength ecaflip proves itself useful in all situations.

Leveling Recommendations

Air
Lvl 1-6:
Lvl 6-10:
Lvl 10-15:
Lvl 15-21:

Water
Lvl 1-6:
Lvl 6-10:
Lvl 10-15:
Lvl 15-21:

Earth
Lvl 1-6:
Lvl 6-10:
Lvl 10-15:
Lvl 15-21:

Equips for Ecaflips

Air
Lvl 1-9: Yellow Piwi set or Adventure set
Lvl 10-X: Tofu set (as much as possible)
Lvl X-X:

Water
Lvl 1-9: Blue Piwi set or Adventure set
Lvl 10-X: Adventure set
Lvl X-X:

Earth
Lvl 1-9: Green piwi set or Adventure set
Lvl 10-19: Adventure set + First few pieces of gobbal set.
Lvl 20-X: Gobbal set

Contributors to the guide:
GoldfishGod
Selbius
Chazar
OrigoO

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