ElioPourLesNoobs

Everything you need to know to get started as Elio!

By Shin-dei-ru (Echo)

Role

Eliotrope is a great choice either for solo-playing or placed in a team.

Damage Dealer

Eliotropes can be one of the best damage-dealers in Dofus.
Their signature Spell "Portal" increases the damage of everybody who hits through their Portals.

Portal:

Dmg Boost: 25% + 2%per cell the spell is "traveling" (blue lines on hover)


Flexible Portal:
Dmg Boost: 5% + 2%per cell the spell is "traveling"

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Healer

Eliotropes got multiple ways to heal allies.
Most of these are based on the maximum-healthpoints of the target:


Intelligence-Eliotropes come with some more heal spells like "Wakfu-Ray" depending on their intelligence-stat and heal-stat or even based on the damage they do ("Virus", "Distribution").

When there is an Eliotrope in your team who placed a Totem ("Distortion"), all team-members will get a small amount of heal (5% max hp) when entering (walking, beeing pushed, ...) into a portal.


Overall, portals increase your heal in the same way they increase your damage.
Additionally some spells like "Curative Palm" got higher base-heal when casted into a portal.

Positioner

Thanks to their main spell "Portal", Eliotropes are great positioners.

It allows allies and ennemies to walk through, to teleport to another portal or to cast spells into, to be able to hit nearly anywhere possible.

Also Eliotropes have many other movement-spells to push & pull ennemies, allies and themselves or to create new portals.

Elements

Overview about different elements on Eliotrope.
First of all, all Mono-Element-Builds are very good on Elio.
Hybrid-Builds are less good on Elio, except if you really want to use the utility of more than one element while also dealing some damage with the utility spell. Usually your damage in Hybrid-Builds is way less than in Mono-Builds.

My personal preference for Hybrid-Builds is 100%crit all elements full dmg in PvM, since vitality and %resistance do not really matter when you're able to kite quite good.

Agility

Agility Eliotrope often is the first choice for beginners since it's very flexible and the high dodge helps you at the beginning to learn and focus on how portals work.

Insult is a melee AoE damage spell. When casted into a portal it reduces lock of enemy targets. Doesn't damage allies.
Contempt is a linear AoE damage spell. It attracts all targets by 1 cell to the direction the spell is casted from.
Bullying is a linear AoE damage spell. It pushes all targets 2 cells away from the center of the spell. Doesn't damage allies.
Sermon is a high damage mid-range spell. It pushes the target 2 cells away from the direction the spell is casted from.
Sinecure is a low range damage spell. When casted into a portal it reduces the targets pushback-resistance.
Ridicule is a mid range damage spell. When casted into a portal it removes up to 4MP of the target.
Most agi Elios play the standard 11/6 agility set.
There's also a 12/6 agility set (full allister, jammy jack) with less vita and %resistances but higher damage.
Another possibility is to play a high mp-reduction agility set to make it even more difficult for your ennemies to ever reach you.

I don't recomment focusing on Sinecure by playing an agi pushback-dmg set since the spell really isn't good at the moment and the other agility spells only push 2 cells instead of 4.

Intelligence

Intelligence Eliotropes come with more heal spells than other Eliotropes, as mentioned in "Roles" section.

Lazybeam is the only Eliotrope spell with lifesteal.
Wakfu-Ray deals damage to ennemies and heals allies based on your intelligence and heal stats.
Virus deals high damage to ennemies and heals each of your allies inside the AoE for 50% of total damage dealt.
Parasite deals high damage and applies a poison to your target. This poison is equal to a Parasite hit without portals at the end of your targets turn.
Offence is a basic high-range attacking spell.
Affront only deals damage when casted into portals.

Strength

Strength Eliotrope comes with a lot of utility while attacking.

Snub despells your target by 1 turn.
Persiflage applies -3 Range debuff to your target.
Sarcasm applies up to -30% critical hits debuff to your target.
Therapy is a high range damage spell. It pulls the target 2 cells to the direction it is casted from. Doesn't damage allies.
Convulsion is a mid range AoE damage spell.
Center: pushes 2 cells away from direction it's casted from.
Corners: pushes 2 cells away from the center.
Doesn't damage allies.
Shock is a mid range AoE damage spell. It pulls all targets to the center. Doesn't damage allies.
Strength Eliotropes often play Sets with high critical hits, high crit-dmg and fix-dmg, because most strength spells don't have a high base damage.

Chance

Chance Eliotrope Spells got the worst utility compared to other elements, but the chance-build comes with very high range. Often chance is used as a surprise-build in 1v1 to avoid target %resistance stacking of your opponent.

Another common chance build is based on Servitude-Belt, a legendary Item that applies "unmovable" state to you at the end of your turn untill you get hit. This build shines vs pushback damage ennemies, sometimes xelors and in PvM against any ennemies who move/teleport you.

Affliction is a basic attacking spell with high range.
Tribulation is a linear AoE spell. Usefull to hit around corners or multiple targets at once.
Lightning Fist deals damage and pushes your target by 2 cells (4 cells if casted into a portal).
Insolence is a low range damage spell. If casted into a portal it pushes yourself 2 cells away from the portal you've hit into.
Audacious is a low range damage spell. It doesn't require line of sight.
Composure is a very high range damage spell. It only deals dmg when casted into a portal.

Portals

What is the Portal number?

The number is just an indicator for which Portal disappears first, when we place more than 4 Portals.
The Portal with number 1 will be removed first.

One team can only have 4 Portals, it doesn't matter how many Eliotropes are in this team.
This works for both teams separately, so there can be 8 Portals on the map: 4 from team red, 4 from team blue.

How to hit into portals?

An attack leaves your portals the same direction and distance, which you are casting your spell into.

Imagine an arrow from your cell to the cell of the Portal in which you are entering your attack.

Now simply take that arrow and put its tail to the Portal where your attack leaves. Don't change the direction of the arrow (so imagine it just like a vector, in case that helps).

The Tip of the arrow now points to the cell where your attack will be finally casted.

How do portals connect?

Portals don't connect randomly, there are some rules:


Rule 1

Portals always connect to the next nearest Portal.

In this example, we're going to hit into Portal 2.
Portal 1 is closer to Portal 2 than 3 & 4, so Portal 2 connects to Portal 1 first.
The next nearest Portal then is Portal 3, then Portal 4.


Rule 2

When there is more than one Portal with the same distance from the Portal in which you're going to hit/walk into, it will connect "Clockwise", that means the blue lines will run Clockwise.

In this example, we're going to hit into Portal 1.
Now Portal 3, 2 and 4 all have the same distance to Portal 1.
The game chooses the connection of the portals so that the blue lines always run clockwise.


Rule 3

Same distance (rule 2) AND 180° degree (so no visible clockwise rotation): reversed Dofus-AoE-Rotation

In this example you can see a quite rare case which does not happen very often.

Just to understand how it works:
It works like a "reversed Dofus-AoE-Rotation".
Imagine checking cells 1 by 1 if there is a Portal on a cell, then the cells are passed through in this order (Screen 1 & 2).
It is exactly opposite to the "normal Dofus-Aoe-Rotation".

The "normal Dofus-AoE-Rotation" also starts where I've painted "1", but then goes on in the opposite direction (where I've painted 4-3-2-5-12-11-... you can test it very good with Cra Explosive-Arrow on low lvl mobs and see in which order they die).

Tips & Tricks

You know everything about Eliotropes?

Here are some usefull and not really well known things about Eliotropes.

Conflagration does not only heal your target. It also reduces the damage of all enemies 2 cells around your target by 20%.
Hitting your teams Eliotrope-Totem generates an open portal on the cell of the attacker. If there are 4 Portals of your team already, things will happen in the following order:
1) Portal 1 will be removed
2) A new open Portal is placed on the cell of the attacker.
If there's already an open portal on your cell (for example when you end your turn on a portal and start on it next turn again it's technically open, you are just blocking it), Portal 1 won't be removed and no new Portal will be placed.
The Portal you're standing on will simply be opened and if there are other open portals you'll get teleported.
Walking through enemy Portals also heals your team-members, when your team has a totem.
All Portals created by a totem will be removed when the totem dies.
An Elio in team A forbids team B to walk into Portals turn 1.
An Elio in both teams forbids both teams to walk into Portals turn 1.
Stretching buffs yourself +3 portal-range for one turn. It also buffs +3 range in general.
You can use it on teammates to buff their range and still get the +3 portal-range yourself.
Stupor is a trap, when triggered it creates a Portal on the same cell.
The trap itself doesn't count as Portal, you can place infinite stupors.
The effect of conjuration (30% vuln for 1 damage line) can be re-applied by moving the target through a portal.
Due to this we can optimize our damage by chosing the right spells to move our target through portals.
Spells which move the target before dealing damage re-apply conjuration, then consume it instantly (Therapy, Sermon).
Spells which damage first and move afterwards re-apply conjuration but don't consume it (Contempt, Shock, Convulsion, Bullying, Lightning Fist). This is really important for Iops-Wrath or other big damage spells.

Sets

100% Crit Multi 12/6

12/6/2 - 100% Crit - 211 CritDmg

Res  : 19% 20% 21% 22% 30%

Exos: 1AP, 1MP, 11 critical hits

Meta Agility

11/6/5 - 1300 Agi - 187dmg

Res  : 18% 41% 31% 38% 24%

Exos: 1AP, 1MP

Meta Strength

11/6/4 - 1200 Str - 119 Dmg - 97 CritDmg - 60 Crit

Res  : 14% 18% 44% 29% 40%

Exos: 1AP, 1MP

Meta Int

11/6/4 - 1230 Int - 137 Dmg - 5K Vit

Res  : 28% 28% 24% 35% 35%

Exos: 1AP, 1MP

Meta Chance Crit

11/6/5 - 1085 Cha - 147 Dmg - 105 CritDmg - 61 Crit

Res  : 25% 25% 18% 28% 31%

Exos: 1AP, 1MP

100% Crit Multi

11/6/2 - 100% Crit - 201 CritDmg

Res  : 19% 20% 21% 22% 30%

Exos: 1AP, 1MP

Tank Support

11/6/4 - 6265 Vit - 3340 Ini

Res  : 38% 38% 48% 48% 41%

Exos: 1AP, 1MP

Chance Anti Fogger

11/6/2 - 1025 Cha - 134 Dmg - 200 Crit Res - 366 Push Res - 3450 Ini

Res  : 23% 33% 18% 28% 14%

Exos: 1AP, 1MP

Int Crit

11/6/2 - 1308 Int - 125 Dmg - 135 CritDmg - 62 Crit

Res  : 11% 45% 30% 28% 35%

Exos: 1AP, 1MP, 11% Fire Res, 100 Vit

Int Ap-Parry Mp-Parry

11/6/4 - 1040 Int - 119 Dmg - 122 Ap-Parry - 130 MP-Parry

Res  : 11% 23% 36% 36% 31%

Exos: 1AP, 1MP, 1 Range

Cha PvM - Servi Belt

11/6/5 - 1508 Cha - 147 Dmg

Res  : 21% 17% 21% 10% 10%

Exos: 1AP, 1MP, 1 Range

Agi 12/6

12/6/5 - 1433 Agi - 192 Dmg

Res  : 14% 24% 24% 31% 24%

Exos: 1AP, 1MP

Str 12/6 Crit

12/6/4 - 1070 Str - 119 Dmg - 107 CritDmg - 59 Crit

Res  : 14% 28% 34% 31% 35%

Exos: 1AP, 1MP