Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Arena Guide

by Dragonk2025

Dofus Arena Guide

Version 1.0
Based on Dofus Arena Version 2.10a

=====================
| Table of Contents |
=====================
1. Dofus Arena Basics
2. Special Squares
3. Getting Started
4. Classes
  4.1. Feca's Shield
  4.2. Osamoda's Whip
  4.3. Enutrof's Fingers
  4.4. Sram's Shadow
  4.5. Xelor's Sandglass
  4.6. Ecaflip's Coin
  4.7. Eniripsa's Hands
  4.8. Iop's Heart
  4.9. Cra's Range
  4.10. Sadida's Shoe
  4.11. Sacrier's Blood
  4.12. Pandawa's Pint 
   Items
5. Weapons
  5.1. Bows
  5.2. Daggers
  5.3. Hammers
  5.4. Shovels
  5.5. Staves
  5.6. Swords
  5.7. Wands
6. Pets
7. Cloaks
8. Hats
9. Dofuses
10. Bonus Card List
11. Event Card List
12. Interesting Team Setups
13. Coach Items
14. Version Info
15. Credits
16. Contact Info

==============================================================================
1) Dofus Arena Basics 
==============================================================================

HP- Hit Points, how much life the character has, when it reaches 0 your fighter 
dies.

AP- Action Points affect the amount of actions a fighter can take. Every 
character has six which are restored after every turn, the amount a fighter has 
when its there turn determines what actions they can take. AP can be reduced or 
increased in a battle through various spells or cards.

MP- Movement Points determine how many cells a fighter can move, all fighters 
start with three MP but they can be reduced or increased in battle through 
various spells and cards.
Initiative- Determines the order your fighters go in, Initiative can be 
modified out of combat but is unchangeable in a battle.

RA- Range in Dofus Arena is measured in cells like many games in the tactics 
genre. Alls spells and weapons have a maximum and minimum range, +1 RA or -1 RA 
effect the maximum range of a select spell or weapon but do not affect minimum 
range meaning spells like bubble will not be affected by negative or positive 
RA.

Tackling Area- When fighters are next to each other if the character wants to 
move away it they're turn can be interrupted and ended if they are prevented 
from doing so, the block rate increases with the number of opponents around the 
fighter trying to move.

Damage- Every time your character takes damage, his HP decreases. Weapons or 
spells can damage your character. You can modify the damage you make thanks to 
items and spells. If you hit your opponent sideways it will do 3 extra damage 
or in the back for 6 extra damage. 

Random damage- works like dice an example of this is 2D6+2, this is calculated 
as one dice being rolled then multiplied by 2 and then adding 2.
Falling Damage- Walking down from a height of 1 will do no damage but walking 
down from a height of 2 will do 6 damage and an additional 3 damage for each 
level of height. Being pulled down by a spell such as attraction will do 
addition damage from a height of 1 it will do 5 damage and an additional 5 
damage for each level of height.

Push Damage- When a character is pushed against an object or other fighter they 
will receive damage depending on the push strength. A push strength of 1 with 
single fighter against an object will do 6 damage and an additional 3 damage 
for each level push in an attack. An example of this would be pushing a 
character against a wall with Fear will cause 6 damage but using Tricky Blow 
will do 12. Damage taken by pushing 2 fighters together will cause half the 
damage of pushing a single character against an object or wall distributed 
between the 2, all decimals are rounded down.

Critical Hit or CH- All fighters have a base value of 5%; a critical hit 
usually increases the damage or effectiveness of a spell.

Critical Failure or CF- A fighters spell won't work and their turn will end.

Event Cards- At the beginning of each round a random event card is drawn that 
has various effects some positive and negative on the fighters during the round.

Bonus Cards- At the beginning of a battle random bonus cards are given to the 
two teams. These cards can be used anytime during the battle by any fighter, 
most don't have an AP cost and can be used to power up a fighter, weaken a 
fighter or directly damage one.

==============================================================================
2) Special Squares 
==============================================================================

Killer (Skull and Crossbones) - character standing on square dies instantly on 
their turn

Trap (Grey with black holes) - character standing on square receives 10 damage 
for every turn they stand on it

Enthusiasm (Pentagram) - +20% damage all elements

Shield (Same as name) - +20% element resistance

Eagle Eye (Eyeball) - character standing on square receives +1 RA

Panacea (Red Cross)-+5 boosts to healing spells

Motivation (Blue circles) - character standing on square receives +2 AP

Healing Heart (Heart) - Regain 5HP per turn while on square

==============================================================================
3) Getting Started 
==============================================================================

Creating a Coach- Your coach will be the avatar that represents you during the 
game and is seen during battles on top of his pedestal observing the battle. 
What your coach looks like does not effect actual game play it is just a 
representation of player who is controlling the team.

Creating a Team- After you make your teams coach you can start to make your 
team or use one of the three starter teams.

Budget- You start off with 6,000 Kamas to make your team by choosing the 
classes, spells, and items you want to use in battle. Kamas are the determining 
factor of how you will form your team, a smaller team that's equipped well and 
versatile or a large team that has more specialized fighters. The amount of 
team members and strategies are all about the preference of the player as any 
team can be successful.

Equipment- Once you have created a character you need to equip them with spells 
and items while not going over your budget. All classes cost 600K just to use 
the fighter, spells and items equipped on them are added to the amount a 
fighter costs to use.

Penalty- For each character of the same class you lose in battle you will 
receive penalty added to your budget, -200k Kamas for 2 -600k for and so on.

------------------
Starting Teams
------------------
These are teams that you will start with on your team list and cannot be 
deleted or altered. These teams are pretty versatile and are good for first 
time players who need to get used to the play style of Dofus Arena.

TeamPreco Sacrifice
*******************
This team is an example for players who would focus close combat fighters.

Iop-Justice
Spells- Mutilation, Pressure, and Jump
Weapon- 
Pet- Earth Bwak
Cloak- Dofusilli
Hat- Eachure Hat
Dofus- 

Sram-XII
Spells- Fear, Lethal Trap, and Double
Weapon- Angel Bow
Pet-
Cloak- Dofusilli
Hat- 
Dofus- 

Sacrier-Tatsumaki
Spells-Transposition, Attraction, Sacrier's Foot, and Sacrifice
Weapon- 
Pet-
Cloak- Dofusilli
Hat- Gobbal Headgear
Dofus- Dofus Vulbis

Enirpisa-Luna
Spells-Word of Sacrifice and Healing Word
Weapon- Celestines
Pet-
Cloak- Dofusilli
Hat- Kritter
Dofus- 

TeamPreco Invoc
***************
This team is an example for players who will focus their strategy around 
summoning.

Cra-Crakante
Spells- Homing Arrow and Retreat Arrow

Sadida-Lys
Spells- The Block, The Sacrificial Doll, Dolly Sacrifice, and Poison

Osamoda-Ocarina
Spells- Tofu, High-Energy Shot, Crackler, and Animal Blessing

Enirpisa-Polen
Spells- Revitalizing Word

Sacrier-Tsunami
Spells- Transposition and Assault
Items- Cape Foghorn and Dreggheadgear

TeamPreco Ranged
****************
This team is an example for players who will focus their strategy around range 
fighters.

Ecaflip-Ikaruga
Spells- Heads or Tails, Perception, Feline Leap, and Clover
Items- Kritter

Cra-Eclipse
Spells- Homing Arrow, Retreat Arrow, and Eagle Eye
Items- Kritter

Enirpisa-Luna
Spells- Revitalizing Word

Osamoda-Oca
Spells- Tofu and Animal Blessing
Items- Pog

Xelor-Ziip
Spells- Slow Down, Temporal Dust, and Teleportation
Items- Dofusilli

===============================================================================
==
4) Classes 
===============================================================================
==

**********************
| 4.1. Feca's Shield | 
**********************

Feca Base Statistics
HP- 70
Initiative- 50
Dodge- 100%
Blocking- 55%

-----------------
Stormy Armor
-----------------
Cost- 100K
AP- 2
Range- Self
Recast- 5 turns
Effect- +25% Wind Resistance, +25% Fire Resistance, and Tackle + 10% (5 turns)
Critical- +30% Wind Resistance, +30% Fire Resistance, and Tackle +15% (5 turns) 

Uses- Stormy Armor is usually paired with Avalanche Armor to make Fecas 
powerful tanks that take smaller amounts of damage and are able to keep enemies 
away from weaker fighters which is increased in effectiveness with additional 
resistance from items. There are also some strategies which focus around Fecas 
as a high damage dealer because of their high survivability.

---------------------
Avalanche Armor
----------------------
Cost- 100K
AP- 3
Range- Self
Recast- 5 turns
Effect- +25% Earth Resistance, +25% Water Resistance, and Tackle + 10% (5 turns)
Critical- +30% Earth Resistance, +30% Water Resistance, and Tackle +15% (5 
turns) 

Uses- Avalanche Armor is usually paired with Stormy Armor to make Fecas 
powerful tanks that take smaller amounts of damage and are able to keep enemies 
away from weaker fighters which is increased in effectiveness with additional 
resistance from items.
There are also some strategies which focus around Fecas as a high damage dealer 
because of their high survivability.

-----------------
Cloudy Attack
-----------------
Cost- 200K
AP- 4
Range- 1-4 (Line)
Recast- Unlimited
Damage- 5 Fire and 5 Water damage
Critical Damage- 8 Fire and 8 Water damage

Uses- Cloudy Attack isn't the most powerful damage spell but because of its 
lower AP cost and Fecas high survivability, a Feca can be powered up through 
various spells and items to become an unstoppable killing force.

--------------
Feca Shield
--------------
Cost- 150K
AP- 4
Range- 0-1 Allies
Recast- Every 5 turns
Effect- +20% resistance to all elements and tackle +10% (5 turns)
Critical- +30% resistance to all elements and tackle +10% (5 turns)

Uses- Additional resistance is always good for any fighter.

---------
Bubble
---------
Cost- 300K
AP- 3
Range- Only 5 (must be 5 squares between)
Recast- Unlimited
Damage- 9 Water 
Critical Damage- 12 Water 

Uses- Bubble has decent damage and low AP cost but its difficult range can make 
it hard to use. Some teams take advantage of Sram and Sacrier's spells to keep 
the enemy at the right distance so Feca's can use this spell effectively, 
Teleportation is also useful.

------------
Weakness
------------
Cost- 100K
AP- 1
Range- 1 to 1
Recast- Once a turn for each enemy
Effect- -25% damage, -15% resistance, and -15% dodge (1 turn)
Critical- -30% damage, -20% resistance, and -20% dodge (1 turn)

Uses- Weakness has gone through drastic changes but it still has its uses 
against heavily powered up fighters.

------------
Immunity
------------
Cost- 150K
AP- 3
Range- 0 to 1 Allies
Recast- 8 turns
Effect- Immunity to damage and stabilizes target (1 turn)

Uses- Immunity can be a life saver if your opponent catches you off guard and 
you need to regroup or event cards aren't in your favor.

-----------
Rebound
-----------
Cost- 100K
AP- 3
Range- Self
Recast- 4 turns
Effect- Reflects Spells (1 turn)

Uses- Rebound now works a lot like Immunity but be aware that it will not 
reflect weapon or unarmed damage. This spell can also be used for Eniripsa to 
heal themselves if they have no spells that can do so.

----------------
Teleportation
----------------
Cost- 150K
AP- 5
Range- 1 to 5 
Recast- 6 turns
Effects- Teleports caster to target square

Uses- A good escape move, blocker strategy, and also used to keep at a range 
where bubble is usable.

--------
Truce
--------
Cost- 150K
AP- 3
Range- All characters on stage
Recast- 8 turns
Effect- All enemies and allies become immune to damage (1 turn)

Uses- May be used to escape or avoid an event card that's not in your teams 
favor.

***********************
| 4.2. Osamoda's Whip |
***********************

Osamoda Base Statistics
HP- 65
Initiative- 60
Dodge- 90%
Blocking- 20%

--------------------
Animal Blessing
--------------------
Cost- 200K
AP- 3
Range- Self 
Recast- No
Effect- Increases maximum amount of pets summonable by 1 (whole battle)

Uses- Very good spell the effect speaks for itself.

-----------
Carapace
-----------
Cost- 150K
AP- 2
Range- 1 to 4 (pets)
Recast- Every 4 turns
Effect- Immune to all damage (1 turn)

Uses- Keeps your pets alive, especially useful with Cracklers.

--------
Crow
--------
Cost- 100K
AP- 2
Range- 1 to 3 (ignores line of sight)
Recast- Yes
Damage- 3 Fire
Critical Damage- 4 Fire

Uses- Crow is useful as a backup damage spell allowing Osamoda to stay out of 
harms way while their summons or other team members kill enemies.

-------------
Bear's Cry
-------------
Cost- 150K
AP- 2
Range- 1 to 2 Pets
Recast- Once a turn for each (pets)
Effect- +20% damage to all elements for (1 turn)
Critical Effect- +25% damage to all elements for (1 turn)

Uses- Bear's Cry is used with Gobbals and Cracklers instead of a damage spell 
like crow. 

---------
Whip
---------
Cost-100K
AP- 3
Range- 1 to 3
Recast- Yes
Damage- 20 Earth damage to summons only
Critical Damage- 30 Earth to summons only

Uses- An invaluable spell against summons this spell allows Osamoda to kill any 
summon in 1 turn this exception to this is Double.

---------------------------
Summoning of Gobbal
---------------------------	Gobbal		Spell- Bite of Gobbal
Cost- 200K			HP- 20		AP- 5
AP- 4				MP- 2		Range- 1 to 1
Range- 1 to 1			AP- 6		Damage- 10 Earth
Recast- 2 turns			Dodge- 100%	Critical Damage- 14 Earth
Effect- Summons Gobbal		Tackle- 50%

Uses- Gobbals are a balanced choice for a summon, they are a weaker version of 
a Crackler but have more HP and do more damage then a Tofu.

-----------------------------
Summoning of Crackler
-----------------------------	Crackler	Spell-Crushing
Cost- 300K			HP- 32		AP-6
AP- 5				MP- 2		Range- 1-1
Range- 1 to 1			AP- 6		Damage- 20 Earth, -1 MP
Recast- 4 turns			Dodge- 80%	Critical- 25 Earth, -2 MP
Effect- Summons Crackler	Tackle- 40%

Uses- Cracklers are the most powerful summon and can be crippling to all 
enemies an extra bonus is that Cracklers also reduce enemies MP keeping enemies 
from getting close to their Osamoda masters.

----------------------------
Summoning of Prespic
----------------------------	Prespic		Spell- Mockery
Cost- 200K			HP- 15		AP- 6
AP- 5				MP- 3		Range- 1 to 4
Range- 1 to 1			AP- 6		Effect- -1 AP (1 turn)
Recast- Yes			Dodge- 100%	Critical Effect- -2 AP (1 turn)
Effect- Summons Prespic		Tackle- 30%

Uses- Prespics on their own aren't much of a threat but in greater numbers or 
assisting a Xelor they can entirely cripple opponents.

-------------------------
Summoning of Tofu
-------------------------	Tofu		Spell- Kiss of Tofu
Cost- 200K			Hp- 4		AP- 5
AP- 3				MP- 6		Range- 1 to 2
Range- 1 to 1			AP- 6		Damage- 4 Air
Recast- Yes			Dodge-150%	Critical Damage- 7 Air
Effect- Summons Tofu		Tackle- 15%

Uses- Tofu are a Osamoda's distance fighter allowing them to stay far away from 
the enemy without being in any danger however more then one are need to be 
effective because of their low HP and damage. If Animal Bless is active or the
event card God Osamoda is out two Tofus can be summoned on the same turn 
naturally without any modification to AP.

----------------------
High-Energy Shot
----------------------
Cost- 250K
AP- 3
Range- 1 to 2 (pets)
Recast- Yes
Effect- +6 AP once a turn for each pet

Uses- This spell makes an Osamoda's damage capability formidable to say the 
least. In most situations this double make a summon attack twice but can be 
stacked by with Osamoda's to become even more dangerous. With a Crackler this 
spell will rival damage of heavily powered up fighters however the summon has 
to live at least one turn unless your AP is boosted.

**************************
| 4.3. Enutrof's Fingers |
**************************
Enutrof Base Statistics
HP- 65
Initiative- 60
Dodge- 90%
Blocking- 20%

---------------
Acceleration
---------------
Cost- 150K
AP- 2
Range- 1 to 2 Allies
Recast- 2 turns
Effect- +1 MP and +10% Dodge (3 turns)
Critical- +1 MP and +20% Dodge (5 turns)

Uses- This move is can help with getting close to those annoying ranged 
fighters and also helps with getting past enemies because of its dodge increase.

---------
Bribery
---------
Cost- 150K
AP- 6
Range- 1 to 5
Recast- Once a turn
Effect- Stuns the enemy and tackle -15% (1 turn) but heals them for 100
Critical- Stuns the enemy and tackle -25% (1 turn) but heals them for 10

Uses- For smaller teams this can be invaluable because it allows you to disable 
more powerful fighters while killing their support, this is a heavily 
overlooked spell.

----------------
Prime of Life
----------------
Cost- 100K
AP- 4
Range- All characters on stage
Recast- Once per turn
Effect- +20% all element damage and +10% CH (1 turn)

Uses- I have often seen this used in conjunction with invisibility to kill 
enemies faster but can also be used to take advantage of ranged attacks.

--------------------
Coins Throwing
--------------------
Cost- 250K
AP- 2
Range- 1 to 4
Recast- Unlimited
Damage- 5 Water Damage
Critical Damage- 7 Water Damage

Uses- This spell has decent range, decent damage, and low AP making it a better 
then average support attack.

--------------
Clumsiness
--------------
Cost- 200K
AP- 2
Range- 1-5
Recast- Once per enemy
Effect- -1 MP and -15% Dodge (1 turn)
Critical- -2 MP and -20% Dodge (1 turn)

Uses- This works well when using ranged based fighters keeping stronger short 
ranged fighters away while you chip away at their health.

---------------------
Mass Clumsiness
---------------------
Cost- 150K
AP- 3
Range- All characters on stage
Recast- 8 turns
Effect- -2 MP (2 turns) and -20% Dodge (1 turn)
Critical- -2 MP (2 turns) and -40% Dodge (1 turn)

Uses- A good move for stalling if you need to keep your enemy far away but 
cripples your fighter's movement as well.

------------------------
Slaughtering Shovel
------------------------
Cost- 300K
AP- 6
Range- 1 to 3
Recast- Unlimited
Damage- 8 Water and 8 Air
Critical Damage- 12 Water and 12 Air

Uses- an Enutrofs strongest attack spell but if you're going for pure damage 
you might be better off with Petrifaction. The most useful thing about this 
spell is it's ranged which can be used with Acceleration to attack the enemy 
while keeping out of close combat.
 
------------------
Ghostly Shovel
------------------
Cost- 250K
AP- 4
Range- 1 to 4
Recast- Once per turn
Damage- 8 Water
Critical Damage- 12 Water
Effect- Frees target from spell

Uses- One of the only spells that can remove a Feca's shield spells but can 
also remove negative status ailments.
 
--------------
Petrifaction
--------------
Cost- 200K
AP- 5
Range- 1 to 1
Recast- Unlimited 
Damage- 15 Earth
Critical Damage- 20 Earth
Effect- -1 MP (1 turn)
Critical Effect- Petrifies target (1 turn)

Uses- This spell works well when using Enutrof's in close combat, some 
strategies use items to increase CH not allowing them to retaliate. Another 
notable thing about this spell is its high damage from one element which makes 
+damage gear more effective.  


-------------
Rocks Den
-------------
Cost- 300K
AP- 6
Range- Self
Recast- 8 turns
Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (3 turns)
Critical- Caster becomes invisible, Tackle -40%, and Dodge +25% (4 turns)

Uses- This is an Enutrof's version of invisibility however Enutrof's spells 
don't work as well with invisibility as a Srams. Most players use this with 
Coin Throw to damage the enemy without them being able to predict where they 
are.

**********************
| 4.4. Sram's Shadow | 
**********************

Sram Base Statistics
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

----------------
Lethal Attack
----------------
Cost- 350K
AP- 6
Range- 1 to 1
Recast- Unlimited
Damage- 12 Water 12 Air
Critical Damage- 15 Water 15 Air

Uses- Though it has costs a lot of kamas and has high an AP cost this spell is 
one the most powerful damage spells and many players team its use with 
invisibility while increasing its damage through other spells and items.

------
Fog
------
Cost- 150K
AP- 6
Range- 0-2
Recast- Unlimited
Effect- Covers 2 by 2 areas with fog, enemies and allies in fog cannot be seen 
by each other. (2 turns)

Uses- Fog is a good trump card when need to avoid getting hit and is most 
useful with ranged spells however it's also a double edged sword as your 
opponent can use it as well.

---------------
Tricky Blow
---------------
Cost- 150K
AP- 4
Range- 1 to 1
Recast-Unlimited
Damage- 8 Air
Critical Damage- 12 Air
Effect- 3 cell push back

Uses- This spell has many uses such as keeping enemy fighters away from ranged 
fighters or summoners, using it for some extra push damage, and moving your 
enemy to your own fighters. This move is less commonly used in a combo with 
lethal traps or exploiting squares especially the infamous killer square.

------------
Diversion
------------
Cost- 100K
AP- 2
Range- 1 to 6
Recast- Unlimited
Effect- Turns the targets in the direction of the rock thrown (2 to 2 AOE)

Uses- This spell is used to exploit the damage bonuses of side and back attacks.

----------
Double	
----------		Double		Note:Doubles have no spells or attacks
Cost- 200K		HP=Casters HP
AP- 6			AP- 6
Range- 1 to 1		MP- 3
Recast- 4 turns			
Effect- Summons a double

Uses- Doubles are used mainly as meat shields and diversions but are 
susceptible to an Osamoda's Whip spell.

--------------
Invisibility
--------------
Cost- 300K
AP- 5
Range- Self
Recast- 8 turns
Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (3 turns)
Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (4 turns)

Uses- This spell is extremely useful and its obvious usefulness lies in the 
fact that the enemy cannot see the caster that uses it but can attack with 
little danger.

-------------------------
Invisibility to Others
-------------------------
Cost- 200K
AP- 4
Range- 1 to 1
Recast- 8 turns
Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (2 turns)
Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (3 turns)

Uses- Basically a shorter version of invisibility that can be cast on others 
with the same uses as other invisibility spells.

------
Fear
------
Cost- 200K
AP- 1
Range- 1 to 1
Recast- Unlimited
Effect- 1 cell pushback

Uses- This spell is used to manipulate enemy's position and also to trap 
enemies against walls or each other and damage them.

--------------
Lethal Trap
--------------
Cost- 350K
AP- 6
Range- 1 to 1
Recast- Once per battle
Effect- Sets a trap that kills any character on top of it (once per battle)

Uses- This spell is often used in conjunction with Sram, Pandawa, and Sacrier 
spells to push, pull, or throw the enemy onto the trap.

-------------
Life Theft
-------------
Cost- 200K
AP- 3
Range- 1 to 1
Recast- Unlimited
Damage- Steals 5 HP Air
Critical Damage- Steals 8 HP Air

Uses- This spells is useful for its HP stealing abilities and is often used in 
a combo with distraction for back attacks that increase this spells damage to 
useful levels while healing the Sram for more.

**************************
| 4.5. Xelor's Sandglass |
**************************

Xelor Base Statistics
HP- 60
Initiative- 70
Dodge- 90%
Blocking- 20%

-------
Hand
-------
Cost- 150K
AP- 4 
Range- 2 to 5
Recast- Unlimited
Damage- 8 Fire
Critical Damage- 12 Fire

Uses- Hand has decent damage and range; it's useful as support attack but 
cannot be used unless the Xelor is at last one cell away.

---------------
Xelor's Dial			
---------------			Dial		Mirwar
Cost- 250K			HP- 20		AP- 2
AP- 5				AP- 4		Effect- Reflects spells	 
Range- 1 to 1			MP- 0		(lasts whole battle)
Recast- 5 turns			Dodge- 100%
Effect- Summons a Mirror	Tackle- 0%

Uses- Though the Dial can't move it acts as wall for spells but does not 
affect line for sight allies giving your team a strategic advantage against 
ranged fighters and compliments a Xelor's array of ranged spells.

----------
Counter
----------
Cost- 100K
AP- 2
Range- Self
Recast- 4 turns
Effect- Reflects 25% of damage (2 turns)

Uses- When Prespic items are stacked with this spell it becomes a force to be 
reckoned with.
------------
Devotion
------------
Cost- 150K
AP- 4
Range- 1 to 2
Recast- Once per ally
Effect- +2 AP (1 turn)
Critical Effect- +3 AP (1 turn)

Uses- This is mostly for further powering up your main fighters while Xelor 
stays out of harms way. 

--------
Clock
--------
Cost- 300K
AP- 6
Range- 2 to 6 (Line)
Recast- Unlimited
Damage- 18 Water
Critical Damage- 26 Water

Uses- Xelor's strongest spell when it comes to pure damage, it should be noted 
that this spell has lined ranged but can not be used unless the enemy is at 
least one cell away.

-------------------
Mummification
-------------------
Cost- 150K
AP- 6 
Range- Self
Recast- Once per game
Effect- +100% resistance to AP lose, +100% resistance to MP lose, and Dodge -
30% (whole battle)

Uses- This spell is especially powerful when using a Xelor as your main damage 
dealer and never having to worry about not having enough AP to cast a spell or 
being kept too far away because your MP keeps being reduced. This spell also 
has a drawback as it limited the Xelor's movement and makes them easier to 
tackle.

------------------
Temporal Dust
------------------
Cost- 350K
AP- 6
Range- 1 to 4
Recast- Unlimited
Damage- 10 Fire (2 to 2 AOE)
Critical Damage- 15 Fire (2 to 2 AOE)

Uses- Good against larger teams and tofu swarms but it won't be as useful 
against teams with few strong fighters.

--------------
Slow Down
--------------
Cost- 250K
AP- 1
Range- 1 to 6
Recast- Once per enemy
Effect- -1 AP (1 turn)
Critical Effect- -2 AP (1 turn)

Uses- This infamous Xelor spell allows you to prevent the enemies attacking, 
this spell on its own prevents a normal enemy from casting any 6 AP spells and 
can be stacked with other AP reduces spells.

----------------
Teleportation
----------------
Cost- 150K
AP- 5
Range- 1 to 5
Recast- 6 turns
Effect- Teleports caster

Uses- Works the same as Feca's Teleportation but compliments Xelor's ranged 
spells better.

--------------
Time Theft
--------------
Cost- 200K
AP- 4
Range- 1 to 3
Recast- Unlimited 
Damage- 5 Fire
Critical Damage- 10 Fire
Effect- Steal 1 AP (1 turn)

Uses- This spell not only damages the enemy but steals the enemy's AP making 
this spell actually 3 AP. This spell can be used twice in row normally and can 
be finished off with Slow Down for a crippling -3 AP.

***********************
| 4.6. Ecaflip's Coin |
***********************

Ecaflip
HP- 70
Initiative- 50
Dodge- 120%
Blocking- 25%

--------------
Feline Leap
--------------
Cost- 100K
AP- 2
Range- 1 to 1
Recast- Unlimited
Effect- Teleports a caster
Uses- This one is pretty simple just use it to get closer to the enemy or to 
get away from them.

---------------
Feline Spirit
---------------
Cost- 200K
AP- 3 
Range- 1 to 1
Recast- Unlimited
Damage- 3D5+3 Earth, 2D5+2 Water to self
Critical Damage- 4D5+4 Earth and 1 Water to self

Uses- This is a very powerful move for its low AP however it can be very 
unpredictable and is a dangerous spell to depend on if your strategy focuses 
around it but this can be controlled somewhat with items but as with all 
Ecaflip spells luck is a main factor.

---------------
Rotten Luck
---------------
Cost- 200K
AP- 2
Range- 1 to 6
Recast- Once per character
Effect- +25% CF, Tackle -10%, and Dodge -10% (1 turn)
Critical Effect- +35% CF, Tackle -15%, and Dodge -15% (1 turn)

Uses- On average a spell will almost never have a critical failure however with 
this spell cast on a fighter with a little luck you'll see results.

---------
Lottery
---------
Cost- 200K
AP-5 
Range- 2 to 6
Recast- Unlimited
Effect- 1D10+5 Earth
Critical Effect- 2D10+5 Earth

Uses- The damage of this spell is entirely random but it does have a good 
amount of range though Heads or Tails may prove to be more reliable.

-------------
Perception
-------------
Cost- 100K
AP- 2
Range- 1 to 4
Recast- Unlimited
Effect- Reveals invisible fighters and +1 RA (1 turn)

Uses- One of the only ways to get around invisibility without waiting it out 
and also has a nice little bonus of increasing your maximum range for a turn.

-----------------
Heads or Tails
-----------------
Cost- 200K
AP- 3
Range- 1 to 5
Recast- Unlimited
Damage- 3D4 Earth, Heals 1D4
Critical Damage- 3D4+1 Earth

Uses- This is an Ecaflip's signature range attack, though the damage is 
equivalent to a Xelor's Hand attack if you average it. Low AP cost makes it one 
of the better ranged spells but of course use caution when relying on this 
spell like all other Ecaflip spells. 

--------------
Fascination
--------------
Cost- 200K
AP- 6
Range- Self and 1 to 1
Recast- Once a turn
Effect- Petrifies caster and surrounding characters (1 turn)

Uses- Stall enemies or attack them while they are vulnerable from this spell.

-----------
Roulette
-----------
Cost- 100K
Range- All allies and enemies 
Recast- 4 turns
Effect- -2 HP for every 1 AP spent (1 turn)
Critical Effect- -3 HP for every 1 AP spent (1 turn)

Uses- Can prevent fighters with high AP costing spells from using them. Also 
note that all AP taken from a target from a spell like Slow Down will suffer 
the damage as well.

------------------
All or Nothing
------------------
Cost- 150K
AP- 4
Range- All characters on stage
Recast- 4 turns
Damage- 2D6+2 Water, Heals 2D6+2
Critical Damage- 3D6+3 Water, Heals 2D6+2

Uses- The only use I can think of for this spell is as a last resort for 
killing an almost dead invisible fighter.

---------
Clover
---------
Cost- 150K
AP- 4
Range- 0 to 2
Recast- Once per game
Effect- +15% CH, +15% CH (lasts whole battle)
Critical Effect- +20% CH, +20 CH (lasts whole battle)

Uses- This spell noticeably increases your CH odds and you may need it for many 
Ecaflip spells.

***************************
| 4.7.  Eniripsa's Hands |
***************************

Base Statistics
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

-----------
Altruism
-----------
Cost- 150K
AP- 4
Range- All characters on stage
Recast- Unlimited
Effect- Heals 8
Critical Effect- Heals 12

Uses- This spell can be used when a team has fighters that can kill an enemy in 
one turn or when the other teams remaining fighters have full HP and your team 
doesn't.

------------------------
Healing Word (Self)
------------------------
Cost- 100K
AP- 3
Range- Self
Recast- Unlimited
Effect- Heals 6
Critical Effect- Heals 10

Uses- Low costing in kamas and heals Eniripsa only but this spell isn't all 
that useful.

---------------------------
Healing Word (Others)
---------------------------
Cost- 250K
AP- 3
Range-1 to 2
Recast- Unlimited
Effect- Heals 8
Critical Effect- Heals 12

Uses- This is really based on preference of the player and a good alternative 
to regenerating word.

-----------------------
Revitalizing Word
-----------------------
Cost- 250K
AP- 5
Range- Self and 1 to 1
Recast- Unlimited
Effect- Heals 12 to caster and surrounding characters
Critical Effect- Heals 17 to caster and surrounding characters

Uses- This is really based on preference of the player and a good alternative 
to regenerating word.

----------------------
Stimulating Word
----------------------
Cost- 200K
AP- 3
Range- 0 to 2
Recast- Once per game
Effect- +1 AP (whole battle)
Critical Effect- +10 HP, +1 AP (whole battle)

Uses- Highly used spell when focusing on one fight to do most of the damage. 
This spell is involved in a lot of three man teams' strategies but can be used 
in almost any situation.

------------------
Wiping Word
-----------------
Cost- 150K
AP- 2
Range- Self
Recast- 8 turns
Effect- Caster becomes invisible, Tackle -40%, and Dodge +15% (2 turns)
Critical Effect- Caster becomes invisible, Tackle -40%, and Dodge +25% (3 turns)

Uses- Eniripsas don't have any attacks spells and will usually only be on a 
team for healing so this spell is used as an emergency escape.

-------------------
Word of Youth
-------------------
Cost- 200K
AP- 3
Range- 0 to 4
Recast- Once a turn
Effect- Frees the target from a spell

Uses- Reverses almost all weakening spells such as Slow Down, Clumsiness, and 
Poisoning.

------------------------
Regenerating Word
------------------------
Cost- 300K
AP- 3
Range- 0 to 2
Recast- Unlimited
Effect- Regain 3 HP (3 turns)
Critical Effect- Regain 5 HP (3 turns)

Uses- Regenerating Word is the Eniripsa's second most powerful healing spell 
after it's stacked for 3 turns and heals as allies move around for more 
flexibility.

----------------------
Word of Sacrifice
----------------------
Cost- 150K
AP- 3
Range- 1 to 2
Recast- Unlimited
Effect- Heals 12 and Deals 9 Fire to caster
Critical Effect- Heals 15 and Deals 9 Fire to caster

Uses- The most powerful healing spell an Eniripsa has but it does a lot of 
damage to them so is recommended that they also have a self healing spell. This 
can also be used with a Sacrier's Spell Sacrifice to heal allies and quickly 
escape back to their position.

--------------------
Word of Torture
--------------------
Cost- 250K
Range- All allies
Recast- Once per battle
Effect- +10 HP (whole battle) but Deals 35 Fire Damage
Critical Effect- +12 HP (whole battle) but deals 30 Fire Damage


********************
| 4.8. Iop's Heart |
********************

Base Statistics
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

-----------
Increase
-----------
Cost- 100K
Range- 0 to 1
Recast- 2 times per ally
Effect- +15% all element damage
Critical Effect- +20% all element damage

Uses- Spells with higher minimum damage will be much more effective when using 
this spell.

-------
Jump
-------
Cost- 150K
AP- 2
Range- 1 to 2
Recast- Once per turn
Effect- Teleports caster

Uses- Works like Ecaflip's Jump but much more versatile and allows the Iop to 
jump over enemies as well.

---------------
Iop's Wrath
---------------
Cost- 350K
AP- 8
Range- 1 to 2 AoE around caster
Recast- 2 turns
Damage- 25 Fire
Critical Damage- 30 Fire

Uses- The most powerful spell in the game it is also costs the most AP with a 
heavily powered up Iop this spell can be a one hit kill to multiply enemies.

-----
Cut
-----
Cost- 150K
AP- 2
Range- 1 to 2
Recast- Once per target
Damage- 3 Earth
Critical Damage- 4 Earth
Effect- -1 MP and Dodge -20% (1 turn)
Critical Effect- -2 MP and -30% (1 turn)

Uses- The damage is minor and the range isn't much but can be used to keep the 
enemy from escaping.

-------------------
Celestial Sword
-------------------
Cost- 250K
AP- 4
Range- 1 to 3
Recast- Unlimited
Damage- 10 Earth, 0 to 1 AoE
Critical Damage- 15 Earth, 0 to 1 AoE

Uses- This spell acts like a ranged hammer attack and can be used against 
multiply enemies and can is usually paired with pressure because they are both 
earth element.

------------------
Sword of Fate
-----------------
Cost- 250K
AP- 5 
Range- 1 to 3
Recast- Once per enemy
Damage- 7 Fire 7 Earth
Critical Damage- 10 Fire 10 Earth

Uses- Very similar to other classes power ranged attacks but still useful in 
its own right but Iop's have more unique spells that are usually chosen over 
this one.

------------------
Bravery Guide
------------------
Cost- 200K
AP- 2
Range- AoE 1 to 2
Recast- Once per turn
Effect- +15% all element damage
Critical Effect- +20% all element damage

Uses- An AoE buff is always nice to have especially when you're using a larger 
team it's also used to stack with Increase.

-------------
Mutilation
-------------
Cost- 150K
AP- 1
Range- Self
Recast- Unlimited
Effect- Deals 4 Earth Damage, +20% all element damage
Critical Effect- Deals 2 Earth Damage, +30% all element damage

Uses- This spell is very versatile because of its low AP cost and its low self 
damage. Players usually team Iop's with Sacriers because of Sacrifice which 
allows the Iop to swap at will Sacrier allowing them to get close to enemies 
then quickly escape back to their positions.

-----------
Pressure
-----------
Cost- 200K
AP- 3
Range- 1 to 1
Recast- Unlimited
Damage- 10 Earth
Critical Damage- 15 Earth

Uses- This spell does decent damage is commonly used in 3 hit combos by players 
who focus on powered up an Iop for smaller teams and is very effective.

----------
Vitality
----------
Cost- 250K
AP- 6
Range- Self
Recast- Once per battle
Effect- +30 HP and +10% resistance all elements
Critical Effect- +40 HP and 15% resistance all elements

Uses- This is a great power up and another great reason to use Iop's as you're 
powered up main damager dealer in smaller teams.

********************
| 4.9. Cra's Range |
********************

Base Statistics.
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

----------------------
Absorptive Arrow
----------------------
Cost- 200K
AP- 4
Range- 1 to 5
Recast- Unlimited
Damage- Steals 6 HP Air
Critical Damage- Steals 9 HP Air

Uses- The only ranged HP stealing spell it can be useful in close combat as you 
will need all the HP you can get and is the only arrow spell that can be used 
when the enemy is next to you.

------------------
Homing Arrow
------------------
Cost- 200K
AP- 3
Range- 5 to 8
Recast- Unlimited
Damage- 6 Earth
Critical Damage- 9 Earth

Uses- This spell has good damage for its range and can be used to weaken 
incoming enemies but is useless once the enemy gets too close so it's often 
paired with other Arrow spells.

-------------------
Burning Arrow
-------------------
Cost- 400K
AP- 6
Range- 2 to 5 (Line)
Recast- Unlimited
Damage- 16 Fire, 4 cells line
Critical Damage- 24 Fire, 4 cells line

Uses- This does nice damage and hits enemy in line which is good for maps that 
are restrictive to movement but remember it can't be used to hit enemies right 
next to you.

-----------------
Frozen Arrow
-----------------
Cost- 200K
AP- 3
Range- 1 to 2
Recast- Unlimited 
Effect- -1 AP and -1 MP (1 turn)
Critical Effect- -1 AP and -2 MP (1 turn)

Uses- A good escape and assist spell for when the enemy gets close.

----------------
Magic Arrow
----------------
Cost- 150K
AP- 3
Range- 2 to 5
Recast- Unlimited
Damage- 6 Fire
Critical Damage- 9 Fire

Uses- Magic Arrow just isn't that good a spell because its likely you'll be 
using other arrow spells instead that do more damage anyway use Absorptive 
Arrow instead since this spell can't be used when an enemy is next to you. 

---------------------
Paralyzing Arrow
---------------------
Cost- 150K
AP- 5 
Range- 2 to 6
Recast- 3 turns
Damage- 4 Air
Critical Damage- 6 Air
Effect- Stuns target (1 turn)
Critical Effect- Stuns target (2 turns)

Uses- Leave the enemy defenseless from afar and have your teammates take 
advantage or use it for a timely escape.

------------------
Retreat Arrow 
------------------
Cost- 250K
AP- 3
Range- 2-5 (Line)
Recast- Unlimited
Damage- 5 Air
Critical Damage- 7 Air
Effect- 2 cell pushback
Critical Effect- 3 cell pushback

Uses- This spell doesn't do much damage but its low AP cost allows you to keep 
the enemy at a distance and can also increase the damage it causes by push 
enemies against walls or each other.

------------
Eagle Eye
------------
Cost- 150K
AP- 2
Range- 0 to 3 Allies
Recast- Once per battle
Effect- +1 RA lasts till end of battle
Critical Effect- +1 RA and Dodge +15%

Uses- Can increase the maximum range of others and yourself.

-----------
Bat's Eye
-----------
Cost- 150K
AP- 1
Range- -1 to 6
Recast- 1 target per turn
Effect- -1 RA (2 turns)
Critical Effect- -1 RA (3 turns)

Uses- The exact opposite of Eagle Eye this spell lowers the maximum range of 
enemy spells.

-------------------
Visual Torment
-------------------
Cost- 150K
AP- 4
Range- Self
Recast- 6 turns
Effect- -1 RA all characters on map (2 turns)
Critical Effect- -1 RA all characters on map (3 turns)

Uses- Pretty much this spell gives everyone Bat's Eye of course Cra have the 
longest range of all classes so they will still have the advantage over others 
when it comes to range attacks.

***********************
| 4.10. Sadida's Shoe |
***********************

Base Statistics
HP- 70
Initiative- 50
Dodge- 100%
Blocking- 35%

------
Tree	
------			Tree 	Note: Trees can't be swapped with or moved
Cost- 100K		HP- 40
AP- 4				
Range- 1 to 2
Recast- Unlimited
Effect- Summons Tree

Uses- Trees make good blockers in close spaces because they can't be moved and 
are also good sources of HP for any ally with a HP stealing spell.

-----------------------------
Knowledge of the Dolls
-----------------------------
Cost- 200K
AP- 3
Range- Self
Recast- Once per battle
Effect- +1 summonable pets

Uses- The effect speaks for itself.

------------
Poisoning
------------
Cost- 150K
AP- 2
Range- 1 to 3
Recast- Unlimited
Damage- 2 damage (4 turns)
Critical Damage- 3 damage (4 turns)

Uses- This spell on its own does little damage but because of its low AP cost 
it can be stacked very quickly onto enemies and lasts a long time.

-------------
The Block
--------------			Blocker
Cost- 200K			HP- 40
AP- 4				AP- 0
Range- 1 to 1			MP- 2
Recast- Unlimited		Dodge- 100%	
Effect- Summons blocker		Tackle- 80%

Uses- Blockers do exactly what their name implies they keep the enemy from 
getting close by tackling them and are also good candidates for allies using HP 
stealing spells.
				
	
--------------
The Madoll
--------------		Madoll		Spell- Irritation
Cost- 200K		HP-10		AP- 5
AP- 4			AP- 6		Range- 1 to 3
Range- 1 to 1		MP- 3		Effect- -1 AP
Recast-Unlimited	Dodge- 100%	Critical- -1 AP and -1 MP
Effect-Summons Madoll	Tackle- 35%	
		
Uses- Madolls and Prespics work almost exactly the same the only difference is 
that Madolls have lower HP.
				
------------------------			
The Sacrificial Doll
------------------------		Sacrificial	Spell- Sacrifice
AP- 4					HP- 10		Damage- 30 Air
Cost- 300K				AP- 6			
Range- 1 to 1				MP- 2
Recast- 3 turns				Dodge- 100%
Effect- Summons Sacrificial Doll	Tackle- 20%

Uses- The doll seeks out an enemy and then explodes on them, this is one of the 
highest damage spells and isn't affected by resistance or reflection. Remember 
that these dolls have low MP and HP so make sure your close enough to enemy 
before casting it.

----------------			
Silvan Power
----------------
Cost- 100K
AP- 2
Range- Self
Recast- 6 turns
Effect- Heals 10, Becomes immune to damage, and caster becomes petrified (1 
turn)

Uses- This spells low AP cost allows Sadida's to attack and become invincible 
for one turn and then attack again without any fear of retaliation.

-----------
Brambles
-----------
Cost- 250K
AP- 4
Range- 1 to 4
Recast- Unlimited
Damage- 10 Earth
Critical Damage- 15 Earth

Uses- The only direct damage spell that Sadida's have and a decent one at that, 
a good all around spell.

------------------
Dolly Sacrifice
------------------
Cost- 150K
AP- 2
Range- 1 to 1
Recast- Unlimited
Damage- Steals 10 HP Fire (Pets Only)
Critical Damage- Steals 12 HP Fire (Pets Only)

Uses- The main use for this spell is restoring a Sadida's HP by stealing it off 
Trees and Blockers.

--------------
Earthquake
--------------
Cost- 150K
Range- All Fighters on map
Recast- Once a turn
Damage- 2 Earth
Critical Damage- 3 Earth
Critical Effect- -1 MP (1 turn)

Uses- This spell really isn't all that good unless it's used to manipulate 
Sacrifice by moving characters around at Sadida turn intervals.

*************************
| 4.11. Sacrier's Blood |
*************************

Base Statistics
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

---------
Assault
---------
Cost- 200K
AP- 3
Range- 1 to 2
Recast- Unlimited
Damage- 7 Air
Critical Damage- 10 Air
Effect- Swap position with target

Uses- One of the Sacrier's highly effective spells that allows them to 
manipulate the battlefield at will. Examples of this would be walking on to a 
lethal trap then casting assault on an enemy or using a killer square.
Assault is also a great at getting past an enemy's close combat fighters and 
getting to their healer, the possibilities with this spell are endless.

------------
Attraction
------------
Cost- 200K
AP- 4
Range- 1 to 7 (Line)
Recast- Unlimited
Effect- Pull target 3 cells closer to caster

Uses- Another one of those great spells in the Sacrier's spell arsenal this can 
be used on enemies and allies alike. You can draw an enemy closer; pull an ally 
out of harms way, or combo it with Assault for further control.

--------------------------
Bloodthirsty Madness
--------------------------
Cost- 200K
AP- 2
Range- 1 to 1
Recast- Unlimited
Damage- Steal 10 HP Air (Allies only)
Critical Damage- Steal 15 HP Air (Allies only)

------
Fury
------
Cost- 200K
AP- 2
Range- 1 on 1
Recast- Unlimited
Damage- 4 Air
Critical Damage- 6 Air
Effect- +20% Air damage (1 turn)
Critical Effect- +25% Air damage (1 turn)

Uses- The spell itself doesn't do much damage but teamed with a strong wind 
spell from another class, enemy fighters will drop like flies.

-----------------
Sacrier's Foot
-----------------
Cost- 100K
AP- 3
Range- 1 on 1
Recast- Unlimited
Damage- 7 Earth
Critical Damage- 12 Earth
Effect- -5% damage (1 turn)
Critical Effect- -5% damage (1 turn)

Uses- Its -5% damage is hardly noticeable but its all around low cost makes it 
an effective close combat spell.

--------------
Punishment
--------------
Cost- 300K
AP- 6
Range- 1 on 1
Recast- Once per turn
Damage- 25 Earth and 8 Water to self
Critical Damage- 30 Earth and 4 Water to self

Uses- This spell has very high damage capabilities and even though it has 
backlash damage it works well against all enemies.

-----------
Sacrifice
-----------
Cost- 150K
AP- 4
Range- 1 to 5
Recast- Unlimited
Effect- Caster swaps position with the target when they're hit.

Uses- This spell protects weaker ranged fighters and fighters that are about to 
die. This spell has less obvious uses such as using the spell to swap places 
with allies to gain a more favorable position.

----------------
Life Transfer
----------------
Cost- 200K
AP- 6
Range- Around self AoE 2 to 2
Recast- 2 turns
Effect- Heals 20 HP and Deals 25 Air damage to caster

Uses- With all the Sacrier's useful spells this one is usually overlooked but 
comes in handy if multiple allies to be healed.

----------------
Transposition
----------------
Cost- 200K
AP- 3
Range- 1 to 5
Recast- Unlimited
Effect- Swap position with target (Allies)

Uses- This spell allows you to switch places with any ally in range to 
rearrange your team at will. Another useful spell for manipulated the 
battlefield this spell like Sacrifice allows Sacriers to use ally's movements 
as an extension of their own.

************************
| 4.12. Pandawa's Pint |
************************
Base Statistics
HP- 70
Initiative- 50
Dodge- 110%
Blocking- 35%

------------
Chamrak
------------
Cost- 250K
AP- 3
Range- 1 to 4
Recast- Use of Karcham or Karzam before use
Effect- Throws fighter being held to target cell

Uses- This spell allows the largest amount of control when controlling where 
you want allies and enemies to go the biggest draw back to this spell it that 
it requires 2 other expensive spells to use it which will be hard on your 
budget. This spell is the most effective when using Lethal Trap and Killer 
squares to kill opponents but will leave the Pandawa vulnerable to other 
enemies.

--------------------
Explosive Flask
--------------------
Cost- 250K
AP- 4
Range- 1 to 4
Recast- Unlimited
Damage- 6 Fire AoE 2 to 2
Critical Damage-9 Fire AoE 2 to 2

Uses- The damage is rather low for this spell, it works well against larger 
teams but will lose its usefulness against smaller ones.

------------
Karcham
------------
Cost-150k
AP- 4
Range- 1 to 1
Recast- Caster must not be carrying a fighter
Effect- Carries targeted fighter (Ally)

Uses- This spell is needed to use Chamrak.

----------
Karzam
----------
Cost- 300K
AP- 5
Range- 1 to 1
Recast- Caster must not be carrying a fighter
Effect- Carries targeted fighter (Enemy)

Uses- This spell is needed to use Chamrak.
-----------
Pandatak
-----------
Cost- 250K
AP- 6
Range- 2 to 5 (Line)
Recast- Unlimited
Damage- 12 Earth (4 cell line)
Critical Damage- 18 Earth (4 cell line)

Uses- This spell works exactly like Burning Arrow but weaker damage and cheaper 
in Kamas.

-------------------
Alcoholic Blow
-------------------
Cost- 150K
AP- 3
Range- 1 to 1
Recast- Unlimited
Damage- 7 Fire
Critical Damage- 10 Fire
Effect- -5% Fire Resistance (1 turn)
Critical Effect- -5% Fire Resistance (2 turns)

Uses- The Pandawa's average close combat spell, it reduces fire resistance so 
be sure other fighters on your team have fire spells to make better use of it.

---------------
Stabilization
----------------
Cost- 150K
AP- 6
Range- Self
Recast- Once per battle
Effect- Stabilizes target and +100% MP lose resistance (lasts entire battle)

Uses- Makes the Pandawa unmovable by spells like Fear and Attraction. This 
spell is a good defense against enemy teams that rely on push damage and 
position manipulation.

----------------------------
Stabilization for Others
-----------------------------
Cost- 150K
AP- 6
Range- 1 to 1
Recast- Once per battle
Effect- Stabilizes the target and +100% MP lose resistance (lasts entire battle)

Uses- Makes anyone this is cast on unmovable by spells like Fear and Attraction.
This spell is a good defense against enemy teams that rely on push damage and 
position manipulation.

==============================================================================
5) Weapons 
==============================================================================
Note: All Weapons cost 150K

---------------
5.1. Bows 
---------------

Angel Bow
=========
AP- 5
Damage- 9 Air
Critical Damage- 12 Air
Bonus- -10 Initiative
Range- 2 to 6

Bow of Shores
=============
AP- 5
Damage- 9 Water
Critical Damage- 12 Water
Bonus- -10 Initiative
Range- 2 to 6

Fishing Bow
===========
AP- 5
Damage- 11 Water
Critical Damage- 15 Water
Bonus- None
Range- 2 to 6

George Bowsh
============
AP- 5
Damage- 9 Earth
Critical Damage- 12 Earth
Bonus- -30 Initiative
Range- 2 to 6

HeartBreaking
=============
AP- 5
Damage- 9 Earth
Critical Damage- 12 Earth
Bonus- -10 Initiative
Range- 2 to 6

Hidsad Bow
==========
AP- 5
Damage- 9 Water 
Critical Damage- 12 Water
Bonus- -30 Initiative
Range- 2 to 6

Kuri Bow
========
AP- 5
Damage- 9 Air
Critical Damage- 12 Air
Bonus- -30 Initiative
Range- 2 to 6

Penetrator
==========
AP- 5
Damage- 11 Air
Critical Damage- 15 Air
Bonus- None
Range- 2 to 6

Tendo Tel Me
============
AP- 5
Damage- 11 Fire
Critical Damage- 15 Fire
Bonus- None
Range- 2 to 6

The String
==========
AP- 5
Damage- 9 Fire
Critical Damage- 12 Fire
Bonus- -10 Initiative
Range- 2 to 6

Trunknydum
==========
AP- 5
Damage- 11 Earth
Critical Damage- 15 Earth
Bonus- None
Range- 2 to 6

Ultimo
======
AP- 5
Damage- 9 Fire
Critical Damage- 12 Fire
Bonus--30 Initiative
Range- 2 to 6

------------------
5.2. Daggers 
------------------

Bashers
=======
AP- 3
Damage- 6 Air
Critical Damage- 9 Air
Bonus- +20 Initiative
Range- 1 to 1

Blessdags
=========
AP- 3
Damage- 6 Water
Critical Damage- 9 Water
Bonus- +20 Initiative
Range- 1 to 1

Chakra Style
============
AP- 3
Damage- 7 Fire
Critical Damage- 10 Fire
Bonus- None
Range- 1 to 1

Crocleuse
=========
AP- 3
Damage- 6 Fire
Critical Damage- 9 Fire
Bonus- +10 Initiative
Range- 1 to 1

Cruel Elories
=============
AP- 3
Damage- 6 Water
Critical Damage- 9 Water
Bonus- +10 Initiative
Range- 1 to 1

Daguiero's Daggers
==================
AP- 3
Damage- 7 Water
Critical Damage- 10 Water
Bonus- None
Range- 1 to 1

Deceitful Dagger
================
AP- 3
Damage- 6 Earth
Critical Damage- 9 Earth
Bonus- +10 Initiative
Range- 1 to 1

Hishantes
=========
AP- 3
Damage- 6 Air
Critical Damage- 9 Air
Bonus- +10 Initiative
Range- 1 to 1

Leurnets
========
AP- 3 
Damage- 6 Fire
Critical Damage- 9 Fire
Bonus- +20 Initiative
Range- 1 to 1

Obert
=====
AP- 3
Damage- 7 Air
Critical Damage- 10 Air
Bonus- None
Range- 1 to 1

Regattas
========
AP- 3
Damage- 6 Earth
Critical Damage- 9 Earth
Bonus- +10 Initiative
Range- 1 to 1

Sylvesterin Stallion
====================
AP- 3
Damage- 7 Earth
Critical Damage- 10 Earth
Bonus- None
Range- 1 to 1

------------------
5.3. Hammers 
------------------

Alanis
======
AP- 6
Damage- 12 Water damage
Critical Damage- 16 damage
Bonus- -40 Initiative
Range- 1 to 1 (1 to 1 AoE)

Barabas
=======
AP- 6
Damage- 14 Air 
Critical Damage- 20 Air
Bonus- None
Range- 1 to 1 (1 to 1 AoE)

Breaking Wind
=============
AP- 6
Damage- 14 Water
Critical Damage- 20 Water
Bonus- None
Range- 1 to 1 (1 to 1 AoE)

Cerberus
========
AP- 6
Damage- 14 Earth
Critical Damage- 20 Earth
Bonus- None
Range- 1 to 1 (1 to 1 AoE

Falistos
========
AP- 6
Damage- 14 Fire
Critical Damage- 20 Fire
Bonus- None
Range- 1 to 1 (1 to 1 AoE

Jackhas
=======
AP- 6
Damage- 13 Water
Critical Damage- 18 Water
Bonus- -20 initiative
Range- 1 to 1 (1 to 1 AoE

Kaiser 
======
AP- 6
Damage- 12 Fire
Critical Damage- 16 Fire
Bonus- -40 initiative
Range- 1 to 1 (1 to 1 AoE

Pog
===
AP- 6
Damage- 13 Fire
Critical Damage- 18 Fire
Bonus- -20 initiative
Range- 1 to 1 (1 to 1 AoE

Ragnarok
========
AP- 6
Damage- 13 Air
Critical Damage- 18 Air 
Bonus- -20 initiative
Range- 1 to 1 (1 to 1 AoE

Sargasse
========
AP- 6
Damage- 12 Air
Critical Damage- 16 Air 
Bonus- -40 initiative
Range- 1 to 1 (1 to 1 AoE

Smash Knuckles
==============
AP- 6
Damage- 13 Earth
Critical Damage- 18 Earth
Bonus- -20 initiative
Range- 1 to 1 (1 to 1 AoE

Tortuous
========
AP- 6
Damage- 12 Earth
Critical Damage- 16 Earth
Bonus- -40 initiative
Range- 1 to 1 (1 to 1 AoE

---------------
5.4. Shovels 
---------------

Ares
====
AP- 4
Damage- 9 Fire
Critical Damage- 14 Fire
Bonus- +20 initiative
Range- 1 to 1 (2 cell line)

Golden Rhizome
==============
AP- 4
Damage- 9 Water
Critical Damage- 14 Water 
Bonus- +20 initiative
Range- 1 to 1 (2 cell line)

Greybeard
=========
AP- 4
Damage- 10 Water
Critical Damage- 16 Water
Bonus- None
Range- 1 to 1 (2 cell line)

Keeper
======
AP- 4
Damage- 9 Water
Critical Damage- 14 Water
Bonus- -20 initiative
Range- 1 to 1 (2 cell line)

Mamayabibo
==========
AP- 4
Damage- 10 Earth
Critical Damage- 16 Earth
Bonus- None
Range- 1 to 1 (2 cell line)

Misacal
=======
AP- 4
Damage- 9 Air
Critical Damage- 14 Air
Bonus- +20 initiative
Range- 1 to 1 (2 cell line)

Mishmashovel
===========
AP- 4
Damage- 9 Earth
Critical Damage- 14 Earth
Bonus- +20 initiative
Range- 1 to 1 (2 cell line)

Pushn Shovel
============
AP- 4
Damage- 10 Air
Critical Damage- 16 Air
Bonus- None
Range- 1 to 1 (2 cell line)

Red Moon
========
AP- 4
Damage- 9 Fire
Critical Damage- 14 Fire
Bonus- -20 initiative
Range- 1 to 1 (2 cell line)

Solote
======
AP- 4
Damage- 9 Air
Critical Damage- 14 Air
Bonus- -20 initiative
Range- 1 to 1 (2 cell line)

Unfaithful...
==========
AP- 4
Damage- 9 Earth
Critical Damage- 14 Earth
Bonus- -20 initiative
Range- 1 to 1 (2 cell line)

Zebuth Shovel
=============
AP- 4
Damage- 10 Fire
Critical Damage- 16 Fire
Bonus- None
Range- 1 to 1 (2 cell line)

--------------
5.5. Staves 
--------------

Ambusher-up
===========
AP- 5
Damage-11 Water
Critical Damage- 15 Water
Bonus- -10 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Bearman Staff
=============
AP- 5
Damage- 11 Earth
Critical Damage- 15 Earth
Bonus- -20 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Bruiser Staff
=============
AP- 5
Damage- 11 Air
Critical Damage- 15 Air
Bonus- -20 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Cinati Root
===========
AP- 5
Damage- 12 Earth
Critical Damage- 16 Earth
Bonus- None
Range- 1 to 1 (1 cell in front 3 cells across)

God Rod
=======
AP- 5
Damage- 11 Air
Critical Damage- 15 Air
Bonus- -10 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Kelinobranch
============
AP- 5
Damage- 12 Fire
Critical Damage- 16 Fire
Bonus- None
Range- 1 to 1 (1 cell in front 3 cells across)

Kryt O' Ball
============
AP- 5
Damage- 11 Fire 
Critical Damage- 15 Fire
Bonus- -10 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Night-Watcher
=============
AP- 5
Damage- 11 Fire
Critical Damage- 15 Fire
Bonus- -20 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Staff of Kings
==============
AP- 5
Damage- 11 Water
Critical Damage- 15 Water
Bonus- -20 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Stroom
=====
AP- 5
Damage- 12 Air
Critical Damage- 16 Air
Bonus- None
Range- 1 to 1 (1 cell in front 3 cells across)

Wa Wabbit's Staff
=================
AP- 5
Damage- 11 Earth 
Critical Damage- 15 Earth
Bonus- -10 initiative
Range- 1 to 1 (1 cell in front 3 cells across)

Waily Staff
===========
AP- 5
Damage- 12 Water
Critical Damage- 16 Water
Bonus- None
Range- 1 to 1 (1 cell in front 3 cells across)

---------------
5.6. Swords 
---------------

Badoul Mane of Hair
===================
AP- 4
Damage- 11 Fire
Critical Damage- 14 Fire
Bonus- +10 initiative
Range- 1 to 1

Comet
=====
AP- 4
Damage- 12 Fire
Critical Damage- 16 Fire
Bonus- None
Range- 1 to 1

Croblade
========
AP- 4
Damage- 12 Air
Critical Damage- 16 Air
Bonus- None
Range- 1 to 1

Crocodyl Blade
==============
AP- 4
Damage- 12 Water
Critical Damage- 16 Water
Bonus- None
Range- 1 to 1

Goultard
========
AP- 4
Damage- 11 Fire
Critical Damage- 14 Fire
Bonus- - initiative
Range- 1 to 1

Infernal Sharp
==============
AP- 4
Damage- 11 Air
Critical Damage- 14 Air
Bonus- -10 initiative
Range- 1 to 1

Kalamitass
==========
AP- 4
Damage- 11 Earth
Critical Damage- 14 Earth
Bonus- -10 initiative
Range- 1 to 1

Kwakblade
=========
AP- 4
Damage- 11 Air
Critical Damage- 14 Air
Bonus- +10 initiative
Range- 1 to 1

Lyoda Da
========
AP- 4
Damage- 11 Earth
Critical Damage- 14 Earth
Bonus- +10 initiative
Range- 1 to 1

Raziel
======
AP- 4
Damage- 11 Water
Critical Damage- 14 Water
Bonus- -10 initiative
Range- 1 to 1

Royal Gobbal Sword
==================
AP- 4
Damage- 12 Earth
Critical Damage- 16 Earth
Bonus- None
Range- 1 to 1

Sad Blade
=========
AP- 4
Damage- 11 Water
Critical Damage- 14 Water
Bonus- +10 initiative
Range- 1 to 1

-------------
5.7. Wands 
-------------

Alien
=====
AP- 5
Damage- 10 Earth
Critical Damage- 14 Earth
Bonus- +10 initiative
Range- 3 to 4

Bre Ad
======
AP- 5
Damage- 10 Fire
Critical Damage- 14 Fire
Bonus- -10 initiative
Range- 3 to 4

Celestines
==========
AP- 5
Damage- 11 Fire
Critical Damage- 15 Fire
Bonus- None
Range- 3 to 4

Deberk
======
AP- 5
Damage- 10 Air
Critical Damage- 14 Air
Bonus- +10 initiative
Range- 3 to 4

Huvret
======
AP- 5
Damage- 11 Earth
Critical Damage- 15 Earth
Bonus- None
Range- 3 to 4

Iron Rod
========
AP- 5 
Damage- 11 Water
Critical Damage- 15 Water
Bonus- None
Range- 3 to 4

Limp
====
AP- 5
Damage- 10 Water
Critical Damage- 14 Water
Bonus- -10 initiative
Range- 3 to 4

Pataflone
=========
AP- 5
Damage- 10 Water
Critical Damage- 14 Water
Bonus- +10 initiative
Range- 3 to 4

Red-Hot Wand
============
AP- 5
Damage- 10 Fire
Critical Damage- 14 Fire
Bonus- +10 initiative
Range- 3 to 4

Runa
====
AP- 5
Damage- 11 Air
Critical Damage- 15 Air
Bonus- None
Range- 3 to 4

Wand of Limbo
=============
AP- 5
Damage- 10 Earth
Critical Damage- 14 Earth
Bonus- -10 initiative
Range- 3 to 4

Yellite
=======
AP- 5
Damage- 10 Air
Critical Damage- 14 Air
Bonus- -10 initiative
Range- 3 to 4

==============================================================================
(6 Pets 
==============================================================================

Air Bwak
========
Cost- 150K
Bonus- +50 Initiative and +15% Air Damage

Earth Bwak
==========
Cost- 150K
Bonus- + 50 Initiative and +15% Earth Damage

Fire Bwak
=========
Cost- 150K
Bonus- +50 Initiative and +15% Fire Damage

Water Bwak
==========
Cost- 150K
Bonus- +50 Initiative and +15% Water Damage

Bow Meow
========
Cost- 300K
Bonus- +30 Initiative and +1 MP

Bow Wow
========
Cost- 250K
Bonus- 30 Initiative and +30 HP

Foksowl
=======
Cost- 300K
Bonus- +1 MP, Dodge +20%, and +5 HP

Lazeras
=======
Cost- 150K
Bonus- Tackle +10% and +15 HP

Moon 
=====
Cost- 450K
Bonus- +1 MP and +1 RA

Wabbit
======
Cost- 200K
Bonus- +1 RA

==============================================================================
(7. Cloaks 
==============================================================================

Cape Foghorn
============
Cost- 50K
Bonus- +50 Initiative

Cape Tenfuture
==============
Cost- 100K
Bonus- +15% Fire Damage

Mad Tofu Cloak
==============
Cost- 100K
Bonus- +15% Air Damage

Cock Old Cloak
==============
Cost- 100K
Bonus- +15% Water Damage

Treecapa
========
Cost- 100K
Bonus- +15% Earth Damage

Cracklycloak
============
Cost- 300K
Bonus- +30 HP and Tackle +15% 

Dofusilli
=========
Cost- 200K
Bonus- +1 AP

Gobbling Cape
=============
Cost- 300K
Bonus- +20 HP and +15% all element damage

Little Moskito Bag
==================
Cost- 300K
Bonus- +20% CH and +20 HP

Mush Mush Cloak
=============
Cost- 150K
Bonus- +20% CH

Prespic Cloak
=============
Cost- 250K
Bonus- Reflects 15% of damage

Rags
====
Cost- 250K
Bonus- +1 MP

Vegacape
========
Cost- 300K
Bonus- +20% all element damage and +15% CH

Wa Wabbit's Cloak
=================
Cost- 350K
Bonus- +20 HP and +1 AP

Wimpwings
=========
Cost- 300K
Bonus- Dodge +40% and +1 RA

==============================================================================
(8. Hats
==============================================================================

Caracap
=======
Cost- 100K
Bonus- +20% resistance water and +10% to all other elements

Clint
=====
Cost- 100K
Bonus- +20% Air resistance and +10% to all other elements

Crackler Helmet
===============
Cost- 100K
Bonus- +20% Earth resistance and +10% to all other elements

Musheadgear
===========
Cost- 100K
Bonus- +20% Fire resistance and +10% resistance to all other elements

Champo
======
Cost- 100K
Bonus- +15% Water damage

Dora
====
Cost- 100K
Bonus- +15% Air damage

Eachure Hat
===========
Cost- 100K
Bonus- +15% Earth damage

Slob Headgear
=============
Cost- 100K
Bonus- +15% Fire damage

Crow Helmet 
===========
Cost- 50K
Bonus- Dodge +20%

Dizhane's Crown
===============
Cost- 150K
Bonus- +10 HP and Tackle +15%

Dreggheadgear
=============
Cost- 100K
Bonus- +5 HP and +15% resistance to all elements

Gobbal Headgear
===============
Cost- 350K
Bonus- +1 AP and +15% damage to all elements

Kritter
=======
Cost- 50K
Bonus- +5% CH

Moskabuto
=========
Cost- 300K
Bonus- +RA and +15 HP

Prespwig
========
Cost- 200K
Bonus- Reflects 10% of damage

The Hairy
=========
Cost- 300K
Bonus- 30+ Initiative and +35 HP

==============================================================================
(9. Dofuses 
==============================================================================

Cawwot Dofus
===========
Cost- 100K
Bonus- +100 Initiative

Crimson Dofus
===========
Cost- 200K
Bonus- +20% Earth damage and +20% Fire damage

Ice Dofus
=======
Cost- 200K
Bonus- +20% Air damage and +20% water damage

Dofus Vulbis
==========
Cost- 250K
Bonus- +1 MP

Emerald Dofus
===========
Cost- 200K
Bonus- +25 HP

Turquoise Dofus
============
Cost- 150K
Bonus- +20% CH

==============================================================================
10. List of Bonus Cards 
==============================================================================

--------------------
Dazzling Zipper
--------------------
AP- 1
Range- 0 to 10
Effect- +3 MP and Dodge +20% (1 turn)

------------------
Heroic Action
------------------
AP- 0
Range- 0 to 10
Effect- +2 AP (1 turn)

--------
Brutal
--------
AP- 0
Range- 0 to 10
Effect- +25% damage all elements (1 turn)

--------------------
Repulsive Wind
--------------------
AP- 2
Range- 1-8 (Line)
Effect- 4 cell push back

----------------
Sweet Potion
----------------
AP- 0
Range- 0 to 10
Effect- +20% to heals (1 turn)

---------
Miracle
---------
AP- 1
Range- 0 to 10
Effect- Heals 20 HP

-----------
Paralysis
-----------
AP- 0
Range- 0 to 10
Effect- Stuns target (1 turn)

-------------------
Heroic Sacrifice
-------------------
AP- 0
Range- 0 to 10
Effect- Swap position with targets in range that receive damage

---------------------
Improved Vision
---------------------
AP- 1
Range- 0 to 10
Effect- +3 RA (1 turn)

---------------
Ecaflip Paw
---------------
AP- 0
Range- All fighters on map
Effect- Deals 1D12 Earth damage and Heals 1D12 HP

--------------------
Attractive Wind
--------------------
AP- 2
Range- 1-8 (Line)
Effect- Pulls target 4 cells closer

------------
Poisoning
------------
AP- 0
Range- 0-10 (Ignores line of sight)
Effect- 5 damage (3 turns)

==============================================================================
11. List of Event Cards 
==============================================================================

Bad Patch- -10% all damage
=========

Demotivation- -1 AP
============

Heal your Fellow Man- +10% to heals
====================

Hindrance- -1 MP
=========

Precision- +25% CH
=========

Time for action- +1 AP
===============

War Blessing- +15% damage all elements
============

Wave Hollow- -15% Water Damage
===========

Flame Hollow- -15% Fire damage
============

Wind Hollow- -15% Air damage
===========

Stone Hollow- -15% Stone Damage
============

Heart of Stone- +10% Earth damage
==============

Heart of Flame- +10% Fire damage
==============

Heart of Winds- +10% Wind damage
==============

Heart of Waves- +10% Water damage
==============

Goddess Feca- +25% resistance to all elements and +25% tackle (Fecas only)
============

God Osamodas- +1 summonable creatures and +2 AP (Osamodas only)
============

God Enutrof- +2 MP (Enutrofs only) and -1 MP (other classes)
===========

God Sram- +10% damage to all elements and +2 MP (Srams only)
========

God Xelor- +2 AP (Xelors only) and -1 AP (Other classes)
=========

God Ecaflip- CH +50% and Dodge +25% (Ecaflips only)
===========

Goddess Eniripsa- +50% to heals (Eniripsa only)
================

God Iop- +40% damage for all elements (Iops only)
=======

Goddess Cra- +1 RA and CH +25% (Cras only)
===========

God Sadida- +2 AP and + 1 summonable creatures (Sadidas only)
==========

Goddess Sacrier- +10% damage all elements and +2 MP (Sacriers only)
===============

Goddess Pandawa- Heals 10 HP, +1 AP, Tackle +20% (Pandawas only) 
===============  Tackle -20% (Other classes)

==============================================================================
12) Interesting Team Setups
==============================================================================
Note: These team setups are teams I have seen that work well and are just 
recommendations, I'm sure there are other teams out there that are just as 
effective. All teams can be evenly matched there are no teams that beat 
everything so it's a great idea to experiment with many combinations and use 
any setup you like.


---------------------------
Team- Triple Sadida Poison
---------------------------
Fighters- 3

Sadida1
Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree
Weapon- Empty
Pet- Empty
Cloak- Dofusilli
Hat- Gobbal Headgear
Dofus- Empty

Sadida2
Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree
Weapon- Empty
Pet- Empty
Cloak- Dofusilli
Hat- Gobbal Headgear
Dofus- Empty

Sadida3
Spells- Dolly Sacrifice, Knowledge of Dolls, The Sacrificial Doll, Poison, and 
Tree
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Strategy- The strategy is pretty simple, overwhelm the enemy by stacking poison 
and keeping them away with blockers and trees. If your Sadida is low on health 
they can leech life off of trees or blockers and if they are attacked by 
summons they can use Dolly Sacrifice to kill them while regaining HP. The use 
of Blockers is important for using Poison while the enemy can't get to you and 
trapping ranged fighters.

-------------------------
Team- Triple Sadida Fire
-------------------------
Fighters- 3

Sadida1
Spells- Dolly Sacrifice, Knowledge of Dolls, The Block, and Tree
Weapon- Any fire weapon
Pet- Fire Bwak
Cloak- Cape Tenfuture
Hat- Slob Headgear
Dofus- Empty

Sadida2
Spells- Dolly Sacrifice, Knowledge of Dolls, Poison, The Block, and Tree
Weapon- Any fire weapon
Pet- Fire Bwak
Cloak- Cape Tenfuture
Hat- Slob Headgear
Dofus- Empty

Sadida3 
Spells- Dolly Sacrifice, Knowledge of Dolls, The Block, and Tree
Weapon- Any fire weapon
Pet- Fire Bwak
Cloak- Cape Tenfuture
Hat- Slob Headgear
Dofus- Empty

Strategy- This strategy uses a different strategy then Poison as it makes your 
Sadida a close combat fighter. Sadidas are going to be dependant on its weapon 
for dealing damage and Dolly Sacrifice for keeping themselves alive. Blockers 
will help the Sadida pin down the enemy while trees will act HP to leech off of.

----------------------
Team- Map Manipulators
----------------------
Fighters- 4

Sram
Spells- Lethal Trap, Invisibility, Fear, and Tricky Blow
Weapon- Empty
Pet- Foksowl
Cloak- Empty
Hat- Empty
Dofus- Empty

Sacrier
Spells- Assault, Attraction, Transposition, and Tricky Blow
Weapon- Empty
Pet- Moon
Cloak- Empty
Hat- Empty
Dofus- Empty

Enutrof
Spells- Acceleration, Clumsiness, Bribery, and Mass Clumsiness
Weapon- Empty
Pet- Empty 
Cloak- Empty
Hat- Empty
Dofus- Empty

Enirpisa
Spells- Stimulating Word and Healing Word(Allies)
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Strategy- This team focuses around manipulating the map and enemy positions to 
your liking. Sram makes a good team with the Sacrier to use their Lethal Trap 
and use push damage to kill the enemy while the Enutrof and Enirpisa act as 
support. Enutrof spells will help further control your own movement and enemy 
movement while making sure their other fighters can't interfere.

----------------
Team- Super Iop
----------------
Fighters- 3

Iop
Spells- Vitality, Jump, Iop's Wrath, and Mutilation
Weapon- Any fire weapon
Pet- Fire Bwak
Cloak- Wa Wabbit's Cloak
Hat- Gobbal Headgear
Dofus- Crimson Dofus 

Enirpisa
Spells- Altruism and Stimulating Word
Weapon- Empty
Pet- Empty
Cloak- Dofusilli
Hat- Gobbal Headgear
Dofus- Empty

Enirpisa
Spells- Altruism and Stimulating Word
Weapon- Empty
Pet- Empty
Cloak- Dofusilli
Hat- Gobbal Headgear
Dofus- Cawwot Dofus

Strategy- This strategy is real easy, get the Iop close to enemy fighters and 
blow them to hell. After the Iop defeats an enemy have the Eniripsa's heal him 
from a safe place on the other side of the map but make sure your not healing 
the enemy.

--------------------
Team- Summoner Team
--------------------
Fighters- 5

Osamoda 
Spells- Animal Blessing, Tofu, Crackler, Whip, and High-Energy Shot
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Osamoda 
Spells- Animal Blessing, Tofu, Crackler, and High-Energy Shot
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Sadida 
Spells- The Sacrificial Doll
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Enirpisa 
Spells- Regenerating Word
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Sacrier 
Spells- Assault
Weapon- Empty
Pet- Empty
Cloak- Empty
Hat- Empty
Dofus- Empty

Strategy- The main damage dealers on this team are the Osamoda who will be
dependant on their summons for damage. Using Tofu's when the enemies are
far away and Cracklers when they get close will wear down enemy fighters
quickly. Since Osamoda have to be close to use Cracklers your Sacrier will
keep them safe with Assault if the enemy gets close while the Sadida will
use its doll to finish them off.

-------------------
Team- Ranger Team
-------------------
Fighters- 4

Cra
Spells- Burning Arrow and Eagle Eye
Weapon- Empty
Pet- Fire Bwak
Cloak- Cape Tenfuture
Hat- Slob Headgear
Dofus- Crimson Dofus 

Pandawa- 
Spells- Karcham, Karzam, Chamrak, and Alcoholic Breath
Weapon- Empty
Pet- Lazeras
Cloak- Dreggheadgear
Hat- Empty
Dofus- Empty

Xelor-
Spells- Temporal Dust, Slow Down, and Xelor's Dial
Weapon- Empty
Pet- Empty
Cloak- Cape Foghorn
Hat- Empty
Dofus- Empty
 
Ecaflip-
Spells- Perception, Clover, and Heads or Tails
Weapon- Empty
Pet- Empty
Cloak- Cape Foghorn
Hat- Empty
Dofus- Empty

Strategy- This is a good example of a popular range based team, the Cra will
be the main damage dealer with Burning Arrow while the Xelor and Ecaflip act
as support. The Pandawa on this team keeps the enemy away from your ranged 
fighters by throwing enemies and allies away from each other and can also 
use Alcoholic Breath to stack some extra fire damage.

==============================================================================
13) Coach Cards
==============================================================================
When you defeat another team you receive coach cards, they allow you to 
customize the look of your coach.

More information coming soon.....

==============================================================================
14) Version Info
==============================================================================
Version 1.0
Based on Dofus Arena Version 2.10a
Added:  Dofus Arena Basics- Complete
	Special Squares- Complete
	Getting Started- Complete
	Classes- Complete
	Weapons- Complete
	Pets- Complete
	Cloaks- Complete
	Hats- Complete
	Dofuses- Complete
	List of Bonus Cards- Complete
	List of Event Cards- Complete
	Interesting Team Setups- Complete
	Coach Cards- Incomplete

==============================================================================
15) Credits
==============================================================================
I hope this faq helped you, if you have anything you want to say about the
faq feel free to contact me. If you want to put this faq on a site please 
contact me first, this faq is only permitted to be on IGN.com and Gamefaqs.com

Specail thanks to Laura, Vinny, and ALicia for your encouragement.
Specail thanks to Cade for looking over my guide.
Special thanks to Ankama Games for making Dofus Arena.


==============================================================================
16) Contact Info
==============================================================================
My email is [email protected]

Copyright by 2008 Dragonk2025