Wakfu Crit/Air Masks Build
Wakfu Crit/Air Masks Build by JerryDB
My build is air/crit build which I have tons of fun playing. This build has low dodge so I just move and jump over stuff instead to gain backstab when possible. This build is not 100% my own I planned to make an air masq and my friend told me about going pure crit that is about all I copied him onbase stats but everything else is my own.
Crit= +AP= LOLs.
Benefits of this build
- Lots of fun, on a crit the damage is vicious and you literally give the target a good kicking
- Pretty decent damage and with some luck can be pretty amazing
- If played correctly can be great for position team members and monsters
- Give the whole team more damage
Bad points
- Does not have the highest hp or resistance
- Relies on crits to make up for the lower damage bonus
- Single element with low dodge
- Hard to gain backstab and collision(knockback) damage bonus (its not 100% every single turn)
Specialities (I only usually talk in terms of maximum level)
This is not the exact order I leveled them as I leeched my masq so I have tried to make a more viable order for soloing.
- Masked Spirit
- Burst of Wakfu
- Classic mask
- Carnival to 1
Choices Artful dodger to max or Charade to 10 (to max later) or Mask Master to max I personally went:-
- Artful dodger to max
- Charade to 10
- Mask Master to max (this might be the best for soloing)
- Charade to 20
I am undecided on the rest of the points up to level 140.
The ones I used and why
- Masked Spirit (Spirit) for 2 turns you deal more than double damage as this is the easiest way to gain knockback also using spirit you can usually one turn monster enemies.
- Burst of Wakfu the description is “for every other turn using Wakfu you gain 2 AP 100%” so this makes summon spirit 1 AP cost first turn and Classablanca free. Now you can only gain this extra 2 ap once every other turn for a use of WP.
- Classic mask without enough base AP and crit in general this does not help however at low levels you can always put this onto other players.
- Carnival to 1 so you can put Classic mask onto other players.
- Artful dodger (AD) until later levels say level 95+ there is a pretty low amount of dodge on equipment and even with wabbit items there is still a low amount of dodge on all items. The limit of Artful Dodger is 330 dodge making 100% damage.
- Charade to 10 gives a half decent chance of getting a WP perhaps every 5 turns minimum. As we are crit we should be able to get a good amount of Charade per turn even at level 10. I find fights do not last a massive amount of time and we only use WP to add to our damage we are not relying on it.
- Mask Master to max this is great because it gives us dodge and critical hit damage, so with AD we get extra damage and we are a critical build so critical hit damage really helps. The +10% of your maximum health per kill can really save your life especially when soloing, if you do plan to solo most of your levels get this sooner.
- Charade to 20 we then gain the maximum chance of getting WP back.
The ones I have missed out
- Coward Mask this is for water/dual/tri element builds
- Psychopath Mask this is for fire/dual/tri element builds
- Dance of Death we need our WP for Classablanca, personally I have never been a fan of this one. Dance of death at maximum level can be cast on others as well. This can be used to with Burst of WP to gain the extra 2 AP.
- Carnival we will only have one mask leveled which we need to use therefore we have nothing good to spare.
Stats at level 140 = 695 points
10 AP/ 6 MP is the aim
Stats always
1 AP 150 points level 31
1 MP 100 points level 51
ALL crit 330 points (22*15)= 25% base crits level 117
Sub total= 580 level 117
115 points left which I am going to go all dodge you could go agility
Dodge =115/2=57.5 *.3=+17.25 % damage
Agility 115/3=38*.5=19% damage and 19% resistance
I personally think the 57 dodge will be more useful than 19% resistance.
Spells
Here are my spells at level 96 this are not exactly the ones I said to level above however I mainly leech my mask so my order is less important. Also looking at my spells I am guessing I have a ton of spells exp left to get also.
Spells at level 100
Damage by AP spent (I have used AP only as Scherzo is one use per turn)
Whipkick 3 AP 33 base damage +8 collision= 11 per AP/13.67 with collision
Scherzo 2 MP 28 base damage +7 collision
Classtanet 2 AP 20 base damage +5 collision =10 per AP/12.50 with collision
Classerole 4 AP 48 base damage +6 collision =12 per AP/13.50 with collision
Classablanca 2 AP,1 MP,1 WP 40 base damage +10 Collision =20 per AP/ 25
with collision
So my my build I aim for Whipkick, Classtanet , Classerole and Classablanca to be at maximum level possible and Scherzo doesn’t really matter.
Main combos with 10 AP/6MP
Now before I give any combos all air spells push/move so think ahead what are you going to do, where would you like the target to end up. I will also assume I do not get any critical hits either and I am wearing the classic mask. The problem with factoring in critical hits as its still a chance lets say 50% to get a critical hit then a further 75% to actually gain 1 AP so the combos below are the bare minimum. Remember Whipkick pushes the target to the side so you gain an extra +10% final damage and Classtanet makes the target face you prevent you getting backstab.
Now if possible always try to start your combos off with Scherzo and Classablanca to give you the maximum chance of gain AP with the lowest amount of cost possible. The exception is if you are going to use whipkick, use whipkick first so that you gain extra sidestab damage with Scherzo and Classablancaa below I have not used the actual fight order to make it a little simpler.
Without collision combos
Also add in Classablanca 40 base damage to the below combos whenever you gained an extra 2 AP and you could use Classtanet or when Burst of Wakfu gives you a free attack. Also add in Classtanet base damage of 20 whenever you can, you will quickly learn what extra damage you want to do with the extra ap .
Scherzo 2 MP 28 base damage + Classerole 4 AP 48 base damage +
Classtanet 2 AP 20 base damage+ Classerole 4 AP 48 base damage = 144 the importance of this combo is that you keep the target in its original position.
Scherzo 2 MP 28 base damage +Classtanet 2 AP 20 base damage x 5 (100) = 128 this is a great combo for buffing up your whole teams damage and debuffing whisper cracklers. This is also great if yo do get some crits.
Scherzo 2 MP 28 base damage +Whipkick 3 AP 33 base damage x3 (99)=127 this combo for pushing you will need to chase the target after each kick but if you are lucky you can get an extra kick in.
With collision combos
Also add in Classablanca 40+10 (50) base damage to the below combos whenever you gained an extra 2 AP and you could use Classtanet or when Burst of Wakfu gives you a free attack. Also add in Classtanet base damage of 20 whenever you can, you will quickly learn what extra damage you want to do with the extra ap . It is very difficult to gain collision damage using Classtanet especially if you are trying to focus your damage onto on target.
Classtanet 2 AP 20 base damage+ Scherzo 2 MP 28 base damage +7 collision +
Classerole 4 AP 48 base damage +6 collision x2 (96+12=108) = 163 this is your standard jump over and collision combo.
Classtanet 2 AP 20 base damage+ Scherzo 2 MP 28 base damage +7 collision +
Whipkick 3 AP 33 base damage +8 collision x2 (66+16=82)= 137 with 2 AP spare for possible a Classblanca (+50 damage) or if you gained 1 AP through crits another whipkick (41).
Combos with Masked Spirit
Masked Spirit does not gain burst of wakfu.
First turn combo
You, cast Classic mask then the Masked Spirit behind you.
Classtanet 2 AP 20 base damage+ Scherzo 2 MP 28 base damage +7 collision +
Classerole 4 AP 48 base damage +6 collision = 109 this is your standard jump over and collision combo with 2 ap spare.
Masked spirit casts Scherzo 2 MP 28 base damage +7 collision+ Classablanca 40 base damage +10 Collision +Classerole 4 AP 48 base damage +6 collision x2 (96+12=108) =193 the most important thing about this is the Spirit is getting backstabs so 193*1.25 final damage = 241.25.
Second turn combo you still can’t use Burst of Wakfu yet
Scherzo 2 MP 28 base damage +7 collision+Whipkick 3 AP 33 base damage +8 collision x3 (99+24=123)=158 plus sidestab damage bonus of +10%=*173.80 with 1 ap
Scherzo 2 MP 28 base damage +7 collision + Classerole 4 AP 48 base damage +6 collision x2 (96+12=108) = 143+ 2 spare AP
OR
Scherzo 2 MP 28 base damage +7 collision+Whipkick 3 AP 33 base damage +8 collision x3 (99+24=123)=158 plus sidestab damage bonus of +10%=*173.80 with 1 ap spare
Masked spirits turns
Masked spirit casts Scherzo 2 MP 28 base damage +7 collision+ Classablanca 40 base damage +10 Collision +Classerole 4 AP 48 base damage +6 collision x2 (96+12=108) =193 the most important thing about this is the Spirit is getting backstabs so 193*1.25 final damage = 241.25.
OR
Scherzo 2 MP 28 base damage +7 collision+Whipkick 3 AP 33 base damage +8 collision x3 (99+24=123)=158 plus sidestab damage bonus of +10%=*173.80 with 1 ap spare
Now on the third turn your double will disappear however you can still get one last round of collision from them you can now get Burst of Wakfu as well so.
Scherzo 2 MP 28 base damage+7 collision + Classablanca 40+10 (50)+ Whipkick 3 AP 33 base damage +8 collision x3 (99+24=123)= 208 base damage +sidestab 10% bonus= 228.
Here is an alternative combo for both the player and the spirit
Scherzo 2 MP 28 base damage +Classtanet 2 AP 20 base damage x 5 (100) = 128 x2 = 256 per turn this is a great combo for buffing up your whole teams damage and debuffing whisper cracklers.
Equipment
Please note I have purposely used what I deem to be fairly easy to get equipment so there is very likely room for improvement.
Level 110 set and spells.
45% crit , 320% air damage +189 dodge=376% final air damage.
+25% backstab +20% critical hit bonus
Level 140 set and spells.
48% crit, 364% air+ 242 dodge = 436% final air damage.
+60% backstab +58% critical hit bonus
Here is some equipment I made to help people with /daul tri-elemental builds
At level 110.
At level 140.
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