Dofus Forge

Ecaflip

Fire

Everything to build a Ecaflip in Dofus 3: the strongest sets for each element at every level range, the sets made for the Ecaflip, builds published by the community and every spell at its maximum level.

Ecaflip builds by element

The strongest sets of each element per level range, ranked by their full-set stats for that element (AP, MP, Range, Power, damage and the element’s characteristic), favoring sets focused on it over all-element ones.

Ecaflip sets

Sets whose items modify Ecaflip spells.

Ecaflip community builds

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Ecaflip spells

Base numbers at max spell level — actual damage in-game depends on your stats and gear.

Reflex

Lvl 3 (max)

Inflicts Air damage and increases the caster's MP. The damage does not affect the caster. Draws a Jack of Spades.

AP 2Range 0–6Damage (Air) 14–17

Yahtzee

Lvl 3 (max)

Inflicts Water damage and increases the caster's Critical odds. The damage does not affect the caster. Draws a Jack of Clubs.

AP 2Range 0–6Damage (Water) 3–18

Topkaj

Lvl 3 (max)

Inflicts Fire damage on enemies or heals allies. Draws a Jack of Hearts.

AP 2Range 0–6Damage (Fire) 16–0Damage (Fire) 16–0Damage (Fire) 19–0Damage (Fire) 19–0Damage (Fire) 22–0Damage (Fire) 22–0

Heads or Tails

Lvl 3 (max)

Inflicts Earth damage. On the caster: randomly applies the Heads state or the Tails state and returns 1 AP to them. • Tails: gives 1 AP. • Heads: gives 1 MP. • Casting the spell again in one state applies the other to oneself. Draws a Jack of Diamonds.

AP 2Range 0–6Damage (Earth) 18–0

Lucky Draw

Lvl 3 (max)

Draws a random Card from Ecaflip's Poker. Plays the Hand before Drawing if the Hand is full. The spell's AP cost is reimbursed.

AP 1Range 0

Catnip

Lvl 3 (max)

Increases the targeted ally's MP or teleports the caster to the targeted cell.

AP 1Range 0–1

Jass

Lvl 3 (max)

Inflicts Air damage and Draws a Queen of Spades. Does not affect the caster. Also reduces Pushback Resistance based on the Spades in Hand (stackable once per Card). The spell's damage increases based on the Spades in Hand. Plays Cards from the Spades suit if the caster initially has at least one of them in their Hand.

AP 3Range 0–6Damage (Air) 26–29

Perception

Lvl 3 (max)

Heals the targeted ally for each enemy in the area of effect and reveals invisible entities in an area of effect.

AP 2Range 0–6Damage (Neutral) 5–0

Luck

Lvl 3 (max)

Inflicts Water damage and Draws a Queen of Clubs. Does not affect the caster. Also reduces Critical based on the Clubs in Hand (stackable once per Card). The spell's damage increases with each Club in Hand. Plays Cards from the Clubs suit if the caster initially has at least one of them in their Hand.

AP 3Range 0–6Damage (Water) 27–30

House of Cards

Lvl 3 (max)

Applies a shield to the target for each Card in the Hand, based on the Card's value. Plays the Hand.

AP 3Range 0–6

Blakjak

Lvl 3 (max)

Inflicts Fire damage and Draws a Queen of Hearts. Does not affect the caster. Also reduces healing received by the target based on the Hearts in Hand (stackable once per Card). The spell's damage increases based on the Hearts in Hand. Plays Cards from the Hearts suit if the caster initially has at least one of them in their Hand.

AP 3Range 0–6Damage (Fire) 27–31

Roulette

Lvl 3 (max)

Applies a random effect to everyone. The spell's AP cost is reimbursed.

AP 1Range 0

Belote

Lvl 3 (max)

Inflicts Earth damage on enemies and Draws a Queen of Diamonds. Does not affect the caster. Also reduces Critical Damage based on the Diamonds in Hand (stackable once per Card). The spell's damage increases based on the Diamonds in Hand. Plays Cards from the Diamonds suit if the caster initially has at least one of them in their Hand.

AP 3Range 0–6Damage (Earth) 27–30

Trickery

Lvl 3 (max)

Steals HP from enemies or heals allies in the Air, Water, Fire or Earth element. The AP cost, damage, heals and the attack element are modified randomly on each casting and when the caster lands a critical hit. Draws a Card based on the casting conditions and the spell's element. Plays the Hand before Drawing if the Hand is full.

AP 2Range 0–5Damage (Air) 19–20Damage (Water) 19–20Damage (Fire) 19–20Damage (Earth) 19–20Damage (Air) 28–30Damage (Water) 28–30Damage (Fire) 28–30Damage (Earth) 28–30Damage (Air) 37–40Damage (Water) 37–40Damage (Fire) 37–40Damage (Earth) 37–40Damage (Air) 46–50Damage (Water) 46–50Damage (Fire) 46–50Damage (Earth) 46–50

Balling Up

Lvl 3 (max)

Inflicts Fire damage on enemies and attracts targets towards the centre in an area of effect. Draws a Queen of Hearts.

AP 3Range 0–6Damage (Fire) 29–32

Summoning Claw

Lvl 3 (max)

Summons a biddable Kitten that can steal HP in the Water element, give MP and teleport. As long as it is alive, increases the caster's Power.

AP 3Range 1–4

Feline Spirit

Lvl 3 (max)

Teleports the target randomly and symmetrically in relation to the caster, or the caster in relation to the target, inflicts Earth damage on enemies and increases the caster's Critical Resistance. • Tails: randomness is removed to teleport the target. • Heads: randomness is removed to teleport the caster. Draws a Queen of Diamonds.

AP 3Range 0–1Damage (Earth) 31–34

Smell

Lvl 2 (max)

Immediately removes unparryable AP to increase MP in an area of effect. Removes unparryable MP to increase AP on the following turn. The AP removal does not affect the caster. Plays the Hand.

AP 3Range 0–2

Pawpads

Lvl 2 (max)

Moves the caster away from the target, repels the target and inflicts Air damage on enemies. Draws a King of Spades.

AP 4Range 1–6Damage (Air) 35–38

Second Chance

Lvl 2 (max)

Immediately reduces the damage suffered by the targeted ally but increases it on the following turn. Immediately plays the Hand and discards it in order to recover the Table on the following turn. The Hand is not discarded if no Cards are on the Table.

AP 2Range 0–6

Felintion

Lvl 2 (max)

Moves the caster closer to the target, attracts the target and inflicts Water damage on enemies. Draws a King of Clubs.

AP 4Range 1–6Damage (Water) 33–36

Bluff

Lvl 2 (max)

Inflicts damage in one or more elements based on the Cards in the Hand and Plays the Hand. Spell damage in an element increases based on the Cards. If the Hand is empty: Draws 4 random Cards from Ecaflip's Poker before applying the spell's effects.

AP 3Range 1–7Damage (Air) 4–56Damage (Water) 4–56Damage (Fire) 4–56Damage (Earth) 4–56
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