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Introduction[]

  • A very underestimated but powerful build. Now since the 1.27.0 update, they are even stronger.

Characteristics[]

Soft Caps[]

Eniripsa/Softcaps

In Depth[]

  • Vitality:(Try and Scroll) Pretty good to scroll.
  • Wisdom:(Must Scroll) No need to explain. A must scroll.
  • Strength:(No Need to Scroll) No Need, don't scroll.
  • Intelligence:(Try and Scroll) This will help you out in healing. A should Scroll.
  • Chance:(Try and Scroll) Pretty good to scroll for Vampyric Word.
  • Agility:(Must Scroll) It's the main stat. Scroll A.S.A.P.

Raising Characteristics[]

  • If you can afford it, scroll Agility to 101
  • Put all your points into Agility

Spells[]

Spell Descriptions[]

Icon Name Level Element Short description
Decisive Word Decisive Word Bought A powerful attack, but should be raised in later levels when you have better Vitality and equipment. Raise later.
Curative Word Curative Word 1 Fire
Fire/Healing
A self heal. Could come in handy, but only if you scroll Intelligence. Raise only if you have left over points and feel like it's a must.
Wounding Word Wounding Word 1 Air
Air
Our main attack. Raise A.S.A.P.
Draining Word Draining Word 1 A pretty good good ranged AP removel spell, but not very reliable due to the fact that it can lower 1-3 AP at lvl 5, but lvl 6 is more reliable. A must raise.
Healing Word Healing Word 3 Fire
Fire/Healing
Again, not a must, but would come in handy if you scrolled Intelligence and are more team focused. Raise only if you have left over points and feel like it's a must.
Forbidden Word Forbidden Word 6 Fire
Fire
This spell, even with scrolled Intelligence, would do minimal damage with a medeum AP cost. Do not raise.
Stimulating Word Stimulating Word 9 AP boost. This spell is in almost every Eniripsa build for a good reason. You cannot go wrong with adding 1-2 AP for 5 turns in a battle. Raise A.S.A.P.
Preventing Word Preventing Word 13 Fire
Fire
Although this build is restricted due to it's lack of supportable spells, this might come in handy in PvP and PvM. Raise later.
Frightening Word Frightening Word 17 This spell is very underestimated. This spell can work wonders in helping getting in OR out of a tactical zone, as well as positioning allies and foes alike for certain attacks and/or effects. Raise A.S.A.P.
Revitalizing Word Revitalizing Word 21 Fire
Fire/Healing
This spell, even with scrolled Intelligence, will do less then a good amount of healing, unless you have good +Healing equipment. Do not raise.
Regenerating Word Regenerating Word 26 Fire
Fire/Healing
The same as Revitalizing Word. Weak heal, especially for us. Do not raise.
Word Of Thorn Word of Thorn 31 Although most Eniripsas don't raise this spell due to the fact that it only reflects a good amount of damage if you have giant amounts of Wisdom, so you can't go wrong with raising it, but be warry that it's effects arn't that great. Raise only if you have left over points and feel like it's a must.
Word Of Youth Word of Youth 36 This spell can come in pretty handy when fighting PVP and PVC , like fighting damage sadidas or on a team, but you have to always remember. This spell removes ALL the buffs from the Friendly Target, so casting it on an Iop that has used Increase, will remove that effect from your teamate. Raise only if you have left over points and feel like it's a must.
Vampyric Word Vampyric Word 42 Water
Water/Healing
Can't go wrong with it, but should only be raised if you've scrolled Chance. Raise only if you have left over points and feel like it's a must.
Word Of Sacrifice Word of Sacrifice 48 Fire
Fire/Healing
Although this spell would help us heal a small amount, it would be more than most of the rest off our healing spells. Raise only if you have left over points and feel like it's a must.
Friendship Word Friendship Word 54 Summons a Coney (Bunny). This spell is a great addition to any Eniripsa build. Probably our best way of healing. Raise A.S.A.P.
Paralyzing Word Paralyzing Word 60 With our lack of quality spells for this build, this spell would be a fine addition to our arsenal of attacks. A must raise
Lifting Word Lifting Word 70 +Range for 1 turn. This spell is great when it comes to focusing on the spell Moon Hammer, but even if you don't use Moon Hammer or can't get it, +range is great for everyone. A must raise
Word Of Silence Word of Silence 80 A very underestimated spell. This spell should only be used for PVP. due to the facy that it drains massive amounts of AP in a small radius, thus, leaving the caster with no to little AP. Mostly used as a last resort for a team battle. Raise Later.
Word Of Altruism Word of Altruism 90 Strong Heal. This could come in handy if you scroll Intelligence, but if not, it should mostly be left alone. Raise only if you have left over points and feel like it's a must.
WordOfRecovery-Spell-Icon Word of Recovery 100 Fire
Fire/Healing
Same as Word of Altruism, not of god use unless Intelligence has been scrolled. Raise only if you have left over points and feel like it's a must.
Summoning of Dopple Summoning of Eniripsa Dopple 200 This spell is one of my prefered summons due to the fact that it can help you inflict damage as well as increase your range, making Moon Hammer a more reliable spell to use. This and Coney (Bunny) can help heal and support you through tough battles. Raise A.S.A.P.

Raising Spells[]

Leveling Guide[]

There is a general leveling guide for all classes here.

Equipment[]

Sets[]

Fighting[]

  • Always try and stay as far away from an opponent as possible while still in range for Wounding Word, and you will be picking at there health until they are defeated.
  • If they are too close, just raise your AP with Stimulating Word and when they are in range, juggle them so they are always a certain amount of squares away from you with Frightening Word.

Other Build Guides[]

Comments & Questions[]

  • If you want to discuss anything or talk about the build, please feel free to leave comments on the discussion page.
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