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Tone

Spell Deck Compendium & Discussion

Heyo everyone! With the advent of the new system, there are many more options for customizing your characters, which means it can be a lot more difficult to decide what's optimal in a given situation. In the absence of super detailed guides for each class under the new system, I thought it'd be at least a little helpful to have a place where spell decks can be exchanged, compared, and discussed. If you've got a spell deck you've crafted for your class, feel free to post the code here and I'll edit it into the first post, organized by class and with the name of the creator by it. To make things a little smoother, fill in this template to share a code!

Class:

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I've put the decks I've created for my own classes below - hope to see some more here soon. Happy Wakfu-ing!

Feca

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Osamodas

Enutrof

Sram

Spell Deck Code: 4588-4595-4586-4583-4579-4581-4604-4596-4593-4597-4602-4603-5123-5089-5144-5124-4610-0

Build Elements: Tribuild

Notes/Purpose: Main PvE deck. Sees some modifications for certain fights - shadow trap is usually dropped for non boss fights in favor of Forceful Blow. (Tone)

Spell Deck Code: 4588-4595-4586-4593-4579-4587-4604-4596-4583-4597-4602-4603-5089-4956-4609-5122-5144-0

Build Elements: Tribuild

Notes/Purpose: Experimental PvP deck. Very trap-centric. (under construction) (Tone)

Xelor

Spell Deck Code: 750-765-752-751-771-763-749-2839-767-776-777-775-758-5352-5353-764-5144-0

Build Elements: Tribuild

Notes/Purpose: Damage dealing with strong AP-removal and support potential. (Tone)

Ecaflip

Spell Deck Code: 2065-2067-2042-2066-2048-2045-2046-2060-2078-2079-2075-2061-2068-2062-2076-2059-5251-0

Build Elements: Water/Fire

Notes/Purpose: Mid-to-close range DD. Some positioning and healing abilities available. (Tone)

Spell Deck Code: 2065-2067-2042-2066-2048-2045-2072-2075-2061-2078-2079-2073-2059-2062-4958-5251-2080-0

Build Elements: Water/Fire

Notes/Purpose: Locktank Eca with healing abilities. Passives are still a bit of a toss up. (Tone)

Eniripsa

Spell Deck Code: 645-1532-1534-780-1539-625-638-1538-630-627-782-1535-1537-5455-5146-1415-5453-0

Build Elements: Water/Fire

Notes/Purpose: Pure healing and support deck.

Code: 645-1534-638-1539-781-782-1532-779-780-1533-630-1538-4957-1536-1537-628-0-0

Build elements: Fire/water

Notes/purpose: I feel the fire branch is great for pure damage and the utility with UR, but lacking heals itself with only traid (and refund) marks giving direct heals. Water branch makes up for this with a bit of damage and more useful healing as well as buffs applied to healed targets (range and final damage, not sure if thats a heal or not though, unsure if it damages allies in aoe. confusing). Passives are set to allow the eni to have a bit of mobility and to self-preserve a bit which procs absorption passive from my understanding. (Karalee)

Iop

Spell Deck Code: 4786-4787-4777-4776-4788-4789-4792-4794-4790-4780-4783-4778-4795-4797-5144-5101-5100-0

Build Elements: Tribuild

Notes/Purpose: PvE. Refer to Kuri's super wall of text, if you're brave enough, for notes on it. (Kurisu Okabe)

Cra

Spell Deck Code: 4811-4822-4769-4819-4818-4814-4807-4810-4813-4809-4816-4774-4801-4802-5072-4803-4800-0

Build Elements: Tribuild

Notes/Purpose: PvE. Refer to Kuri's super wall of text, if you're brave enough, for notes on it. (Kuri/Tone)

Sadida

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Sacrier

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Pandawa

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Rogue

Spell Deck Code: 1805-1807-1810-1814-1811-2331-1801-5346-1808-1800-1819-1823-2335-2332-2333-1816-5144-0

Build Elements: Tribrid, fire-lite

Notes/Purpose: Main PvE deck. Fire damage can be neglected in gear since it makes up a minimal portion of your damage - however it's impossible to justify dropping firewall for pve, since it's arguably the single best self buff in the game.

Masqueraider

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Foggernaut

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Eliotrope

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Huppermage

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Edited by Tone
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Class: Eniripsa (Level 125 built)

Code: 645-1534-638-1539-781-782-1532-779-780-1533-630-1538-4957-1536-1537-628-0-0

Build elements: Fire/water build.. fairly basic I think without a heap of depth into mechanics afaik

Notes/purpose: I feel the fire branch is great for pure damage and the utility with UR, but lacking heals itself with only traid (and refund) marks giving direct heals. Water branch makes up for this with a bit of damage and more useful healing as well as buffs applied to healed targets (range and final damage, not sure if thats a heal or not though, unsure if it damages allies in aoe. confusing). Passives are set to allow the eni to have a bit of mobility and to self-preserve a bit which procs absorption passive from my understanding.

Alot of room for improvement but it seems fun/effective enough for myself to use for the moment. wouldn't mind feedback as to whether its actually a viable setup or not, for mid-level if nothing else :s

Prior to update I used a similar setup without invig/traid mark and used psychosis/pain flasks, decided traid/here marks were similar enough to warrant dropping the element as tribrid isn't a viable option for me

nbs9Xe8.png

Edited by Karalee
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a couple of my girls are still in the training room cuz i can't decide WTH i wanna do with them -_- my osa & sadi both haha but with eni i went tri-ele taking 3 fire, 3 water, and 2 air and now that i have it, i think i messed up BUT OH WELL! ;) HOws everyone like spell deck?

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Tri Cra: 4811-4822-4769-4819-4818-4814-4807-4810-4813-4809-4816-4774-4801-4802-5072-4803-4800-0
Other tips: Retreat Arrow, Homing, Voracious are probably the most situational of these spells and can be swapped out for eagle eye, beacon sneakin, and biting blow, depending on the situation. My reasoning is as follows:
Blazing is your 2 ap spell already, you don't really need a second 2 ap spell and transparency, while nice, is not always needed because of the existence of Storm Arrow and Plaguing, the first of which has a neat aoe that can usually be used to get around los issues, the second being a no los spell.
Retreat Arrow - Does pretty good damage if you can find something to collide (or you can use a beacon), but since you're a cra and probably not running around playing tag with mobs (you're more like the flag bearer in a capture the flag game), this will mostly be used as a disengage spell in higher level dungeons. Which, btw, cras have roly poly for. You'll probably be using that instead and retreat usually defaults to "oh noes i ran out of WP better use retreat". Also fecas exist.
Voracious - Self heal is nice, don't take it if you're using carnage, this one is probably the most situational of all the spells. It's basically the "oh this is the last mob im too cheap to eat bread" or "oh god oh god im dying im dying asdfasdfea eni please help someone help ill just heal a bit myself eni please help anyway" spell.

Tri Iop: 4786-4787-4777-4776-4788-4789-4792-4794-4790-4780-4783-4778-4795-4797-5144-5101-5100-0
Situational spells: Judgment (nice aoe, buffs allies), Celestial (largest range aoe), Shaker (2ap earth, spammable, nice damage/ap). Possible alternatives: Standard and Defensive Stance. This is a playstyle choice mostly, I suppose. I used to carry DS all the time, but then I found that rarely will I need to armor, and the block gained, while nice, is almost certainly not worth the 1 WP I'm spending on it because that WP could have straight up killed a mob (uppercut). Standard is mostly for mobility, with a nice defensive bonus, but you have charge anyway.

Duo FA Iop: I don't have a deck, but it's basically all air spells, same 3 fire as above. You're going to want to remember all the air combos :P As a bonus, you can do the ultimate combo for that randomly cool aura thingy. Because why not?

"tri" feca: 2258-2327-2369-2372-2328-2338-797-2273-2299-2274-2271-5243-2269-2272-5145-2295-5242-0
Firstly, passives - since most people won't be 200, rock v carapace is a preference thing. Would you rather have increased heals and more hp (therefore lower heal res when being healed) or reduce damage to need healing less (and thus, less heal res). And then there's lock, the armor shindig, etc.
Second, spells/actives - tonic glyph, orb armor, fecablades and provo are the most situational. Alternatives include: Natural Attack and Feca Staff. Staff is really only "needed" for certain bosses, eg Kanni. Natural Attack falls under that same category. I'll sort Orb, Staff, and NA into one category. It's kind of a "would you rather", because while feca orb armor does provide a decent amount of armor, only one ally really gets the benefit, and fecas themselves will mostly be using magma armor. On the other hand... do you REALLY need to reduce a mob's damage by 20%? or reduce their blocks/crit? They're just mobs after all. Take your pick. Fecablades and provo are for -mp, obviously. Not always needed, but nice to have sometimes. Tonic Glyph is basically when you can reasonably assume that your allies can take care of themselves and not die because you didn't reduce damage or -mp and you can gift them AP instead. Tbh my least used are: Orb, staff, NA, fecablades. Provo I still find useful mostly because it's guaranteed -mp and a stable. Tonic because most bosses aren't threatening enough for me to not just bring a 4AP buff.

Duo FW Eni heal deck: 1532-780-625-645-638-1534-782-1538-1535-1539-630-627-1537-1415-5146-5455-5453-0

Duo FW Eni damage deck: 1532-780-625-645-638-1534-782-1538-1535-1539-630-627-1537-1536-5454-5455-5144-0
I'd consider Hammle, but your close combat allies might not appreciate it :P Very fun though

Tri Sadi support deck: 925-929-927-930-922-932-928-938-934-926-915-911-4959-5055-912-5146-5058-0
Could bring Sylvan Awakening if you don't have another revive and need one. Would probably drop Voodoll, because even if it does give 20% damage bonus to allies, I find the other spells more useful. If not that, then probably K'mir. I have a doll deck, a "damage" deck, and a tank deck, but they're really just messing around decks.

Tri sram: 4588-4595-4593-4592-4581-4579-4596-4587-4597-4603-4602-4604-4606-5124-5089-4610-5144-0
Consider swapping out Bled Dry for Forceful Blow/Rascalry. You can even drop Con if you like, but it's a very nice and convenient way to get back your WP and easy to combo in. First Blood is there to fill in the 2ap gap in combos (wily, trauma, first blood, tricky for example). You can also consider dropping double, since that's probably the most eh active. Please don't call blasphemy. I just happen to find that with wily, tricky, fear, and traps, you're mobile enough and good enough at moving allies that double, which I mostly use for moving allies, is just kinda ... there.

Duo WA sram: 4594-4595-4593-4592-4581-4579-4596-4584-4597-4583-4602-4604-4606-5124-5089-4610-5144-0
Either Rascalry/Forceful can be dropped for double. The sole weakpoint (haha) of this deck is the lack of any 2 AP weakpoint generating filler spell, which doesn't matter too much with the inclusion of Kleptosram; it's really only when you are trying to combo something like wily trauma tricky that you realize you're missing a 2AP weakpoint generator.

Tri FAW Hupper: 5571-5572-5570-5561-5564-5593-5590-5592-5596-5577-5576-5573-5582-5585-5579-5583-5587-0
Support FAW hupper: 5571-5572-5570-5561-5564-5593-5590-5592-5596-5577-5576-5573-5582-5585-5579-5584-5580-0
For support hupper, you can consider bringing will o wisp and stronghold. I'd drop Resonance and Glistening Halo.

EDIT: Slave Driver Tone tried to get me to format stuff, I gave up.

Edited by Kurisu Okabe

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Omg so much info. Of course Kuri makes the decks that need their own spoiler.

Thanks Kuri :P

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