If you’re completely new to Wakfu, be sure to check out the PVS Wakfu: Introductory Guide!
Welcome to the latest in PVS’ series of Wakfu guides: The Dual Fire & Water Xelor Guide. In reality, this guide is actually two guides squished into one giant guide; A guide for Fire Xelor and a guide for Water Xelor. The intention of this guide is for those players looking to play two characters at the same time (multi-box) and with builds that will complement each other. This guide can be used for one element or the other, but is designed to work best with both. Our two Xelor types & roles will be Fire for DPS, and Water for Support (and some DPS). Hit the break, then we’ll get started on the specifics.
Please Note: This guide is not updated for patch 1.5. An updated Water Guide can be found at PVS Wakfu: Water Xelor Guide for 1.5. For those that want to do damage, we’ve also made PVS Wakfu: Air Xelor Guide for 1.5. Most info on Fire Xelors remains the same, but a revision is not scheduled at this time.
For the purpose of our guide, we’re going to put down all neutral advice in black font, Water Xelor advice in blue font, and Fire Xelor advice in red font.
As a Fire Xelor, your main goal is going to be to do as much damage as possible as quick as possible. You’re not worried about AP, just damage and hitting stuff. Most of your turns will be focused on doing one or two big hits, instead of a lot of smaller hits. That said, you’re going to want to start pumping into Intelligence right off the get-go. This will make your hits harder, and will give you the most stable output of damage.
As a Water Xelor, your main role will be playing a support character for the big hitters and controlling your opponents. You’ll be focusing on taking the opposing team’s AP, and when possible giving it to your team. Water builds don’t often do single large attacks, but instead a lot of smaller hits. There are two routes you can take to make sure you do this well: Put points into Critical Hit, or put points into Willpower. Both builds can work, but a Crit build works better. The cost of willpower is 10 points for 1%, where as Crit is 15 points for 1%. The factor that makes stacking Crit an option is that all water spells give +70% chance to take AP on a critical hit. If you run the numbers, this ends up putting a crit build far ahead of willpower stacking by end game when spell priority is taken into account. The choice is up to you which way to go, but crit is highly suggested.
One of the most important things to level for a Xelor is going to be Dial. Regardless of what build you go with, you want to get this up to max level early on. I suggest getting it to level 4, following the next few suggestions, then coming back to it.
Once Dial is at a good enough level, put a point into Temporal Waves. This will activate your Tick and Tock mechanic. These work as passive buffs to your character, and rotate between each other every turn. At the beginning of a match, it will always start on Tick.
On a Tick turn, you’ll take more initiative from an enemy (when casting a spell that does so), and gain more from your dial. In conjunction with spells such as Aging, they can be a powerful combo.
On a Tock turn, you gain more chance of taking AP from an enemy. At level 1 this is 5%, which can account for a lot.
Next put one point into Master of Time. This will give you 1% more chance of taking AP, but more importantly give you an easy +10 Initiative to help you go first in a match. At this point, go back and finishing leveling Dial.
Rollback will be our next specialty spell to level, and will turn out to be one of your best friends. With each level of rollback you gain 1% chance of getting back the AP you used on a spell. For example: If you started a fight with 7 AP and cast Temporal Dust (6 AP) you would normally have only 1 AP left. When rollback takes effect, you will cast temporal effect then be refunded that 6 AP, putting you back at 7 AP and allowing you to cast something again. Think of this like a free attack. We’re going to want to max this to take full advantage of the 20% (1 of 5) chance of this happening.
When we get here, we have to start thinking about what we want to do. We have options, but they’re not quite as straight forward as the previous choices.
Temporal Waves at this time can be a good choice to level if you want to use Aging as well (see next section). Leveling Temporal Waves will increase Initiative loss from 5% @ level 1, to 29% @ level 20 on a Tick turn. If we use Temporal Burn as an example, this spell does -10 Initiate per AP remaining @ level 100. That said if we use the spell with 6 AP, it would normally take off 60 initiative. On a tick turn this takes instead 77.4 initiative. In combination with Aging (level 70) it does -4 HP per 10 Initiative, making it -28 HP (+DMG bonus from gear). Though this may not seem like a lot, it will play out in higher levels.
Next I’d just go with Master of Time for the Initiative boost, which will help if you ever do PVP or to set the map in PVE
Like in the fire build, Temporal Waves could be good to level as well for the Tock. We get +5% chance of AP removal @ level 1, or +29% chance of AP removal at level 20. In addition, at level 20 we get a 20% of removing a second AP from the target for free if we succeed the on the spell.
The next choice should come down to either Time Theft or Temporal Armor.
With Time Theft at level 20, this spell gives you a 20% to keep the AP that you took from the enemy. This means on a turn that you may get lucky and take 4 AP from them, you could just as well gain 4 AP as well.
With Temporal Armor at level 20, you get +10% damage for each AP removal for the remainder of your turn. In addition, if you take damage you have a 20% chance of gaining an AP for free. The prime focus of this spell is the damage, not the AP gain. If you plan on playing in hopes of this being a second damage dealer this could prove viable. If you want to focus more on taking the most AP out of the enemy, Time Theft may be a better option.
Master of Time could be an option here as well, though versus the other spells I would not put this as a priority. If you are going with a Crit build it’s not deathly important to make sure you’re stacking willpower since you get the bonus on crit. However, if you went with a willpower build the +20% chance of removing AP @ level 20 may be a good option. This might be good if you’re planning on doing a lot of PVP as well for the initiative, to make sure you get the first move on crippling your opponent.
Timekeeper is an option for any build, but at this point isn’t suggested versus the ones listed above. At level 9, you get to store AP on the dial for the next turn at a cost of 1 AP, to store 1 AP. This spell really only plays a role if you have absolutely nothing else you can do that turn, which isn’t as often as you might think. If you’re going to level it at all, max it. Otherwise, leave it alone.
Devotion at level 9 will give 2 AP, versus 1 AP un-leveled. Though with a Xelor an extra AP is usually better, remember that devotions do not stack. Once you have the +AP buff, you can’t get another from a different Xelor. This would play more of a support role and than anything. Again if you’re going to level it, max it and make sure to only do it on one character.
Xelor spell choices are pretty straight forward most of the time; A Fire Xelor will only use Fire spells, and a Water Xelor will only use Water spells. The one exception to this is going to be Aging.
- Temporal Burn (Fire): This spell has no set AP Cost, but instead does damage and takes initiative from the enemy based on how many AP the Xelor has when it’s cast. It will use all remaining AP (up to 10) the Xelor has left. Best used once any essential spells are cast. 2-3+ Range
- Temporal Dust (Fire): Large AoE spells that takes both initiative and damage from an enemy. 6 AP cost. 1-4+ Range.
- Xelor’s Sandglass (Water): Minor water damage. Chance to take AP from target. If AP is taken, will be given to ally (can not give to self). 2 AP cost. 2-5+ Range, linear.
- Slow Down (Water): Very little Water damage. Chance to take AP from target. 1 AP cost. 2-4+ Range. Once use per target.
- Aging (Air): Minor air damage, plus places a debuff on the target for additional damage based on Tick/Tock mechanic. On Tick turns, targets effected by Aging will lose HP based on initiative lost from following spells. On Tock turns, targets effected by Aging will lose HP based on AP lost from following spells. 1 AP, 1 MP cost. 1-4+ Range. Once use per target.
- Xelor’s Dial: Places a Dial in front of the Xelor, and creates a surrounding clock interface. The Xelor can teleport to any time/spot on the clock face using MP while the Dial is in place. While the Xelor is on the Dial, they will get +DMG%, +Initiative loss (target), and +Chance to remove AP. If the Xelor is not on the Dial at the beginning of their turn, the Dial will break. When the dial breaks, the Xelor has a chance to get some of the WP cost back (depending on Dial level). 2 WP cost. 1 Range.
- Devotion: Gives the Xelor and nearby allies AP and Initiative for one turn. 1 WP cost. 0 Range.
A Fire Xelor needs to hit them big and fast. When you start the fight, get the Dial out there for your bonuses then start smacking opponents around. If you chose to level Aging, cast Aging only on Tick turns and cast it first. If you’re attacking a single target, hit them with Temporal Burn. If you’re attacking a group, hit them with Temporal Dust. Use Devotion when needed, but remember that you only have 6 WP; Dial cost 2 and Devotion costs 1 WP.
…That’s the most of it. Once you hit them, jump away on your Dial. If you get caught, hit them with Line of Fire or Frostbite.
A Water Xelor’s primary concern is going to be positioning yourself as often as possible. Start by getting your Dial out there, then put Aging on your target only on Tock turns. Your primary attack is going to be Xelor’s Sandglass. This is a linear spell, but you have a chance to give an ally the taken AP. This works great if it gives it to your Fire Xelor using Temporal burn.
If you have a spare AP, throw a Slow Down at the enemy. If somebody gets stuck in your range, hit them with Frostbite. Clock can also be a good spell, but will be more situational for this build; It does good damage but we’re focusing on neutralizing the opponent over straight damage.
The biggest hurdle you’re going to need to get over is your Dial positioning. Since you’re going to be dual-boxing with the two Xelors, setting up the Dials so that crossover without being on each other’s jump spots will take you from being all right to looking pro. Once you master it, you’ll be set to pound through mobs to end-game.
Though our goal is going to be leveling the two Xelor side-by-side, I recommend getting the Fire Xelor a few levels before starting the Water Xelor. This is simply so that when we start leveling the Water Xelor, we have a good damage dealer to speed up the process. Fight enemies based on the Water Xelor’s level. This doesn’t have to be the case, but you’ll find out pretty quickly that the Fire Xelor will start out damaging the Water Xelor really quickly.
Level 1-5: Kill Wodents like everybody.
Level 5-10 (~15): Kill Piwi and Bow Meow.
Level 15-20: Kill Gobballs.
Level 20-32: Farm Gobball Dungeon. Groups of Scareleaf and Bellaphones (Br) are quick XP.
Level 33-40: Mushd and Tsu Tsu in Cania Swamps (Bo). Toads in Holey Woods (A) are good as well. Bellaphones are still good at this point if you can kill them quick enough.
Level 40-60: Still Cania Swamps or Toads. Can also Try Riktus or Treechnid.
Level 60-70: Sadida Kingdom & Kelba.
Level 75-80: Monk Island or Wereboowolf (Sadida Kingdom).
Level 81+ : Forfut Island.
Wild Gobballs are also pretty good XP if you can kill them quick enough, or get leeched. They may be worth trying once you hit level 35 and up.
Fighting is a group often a better option for experience. Group up, level quickly. Dungeons are also pretty good for experience, and keys are pretty easy to come by at lower levels. Farm them until your eyes bleed. Consider as well how quickly you can kill mobs. If you can clear 3 lower level mobs in the time it would take you to clear 1 higher one, the lower ones might give you more EPH (experience per hour). Always try to do challenges for the scrolls when they drop as well, easy XP.
Fire Xelor have it easy as far as gearing goes: Get +Fire Damage %. If you do that, you’re gearing correctly.
Level 1-5: Wodent Set
Level 6-14: Red Piwi set.
Level 15: Gobball Set
Level 27: Full Prespic Set, Zinit Stalagmote Set off-set and Scararing
Level 35: Royal Tofu Set
Level 47: Brakmarian Riktus Set, Royal Bonulet, Stalagcape
Level 58: Riktus Elite Mask
Level 72: Lunar Set
Level 75: Titanic Crown
Level 76: Featherypaulettes
Level 78: Monk Set pieces can be switched from Lunar, but will lose your AP bonus in exchange for a possible MP (if you go full Monk).
Level 93: Moowolf Set
Level 95: Vampiric Epaulettes
With a Water Xelor you want to focus on getting +Water Damage %, followed by +Critical Hit or +Willpower (depending on your build). If you chose the Crit build, it’s okay to have slightly lower water damage if it means you get a larger Crit %. With the Willpower build, it’s often better to go for higher damage to make up for the lower effectiveness of willpower.
Level 1-5: Wodent Set
Level 6-14: Blue Piwi set
Level 15: Gobball Set for the AP. Tofu set is also an option; It has more damage but no AP.
Level 26: Puddly Set, more damage but no AP.
Level 33: Royal Goball Set
Level 42: Black Zordfish Set
Level 47: Sufokian Riktus Set
Level 62: Wild Gobball Set
Level 79: Monastary Rat Set
Level 79: Gobbsage Set
Level 86: If you went Crit, use pieces from the Starry Set to fill in gaps, keeping Monastery Rat Set complete for the bonus. If you went Willpower, complete Starry Set with Rat off-pieces.
Level 93: Millimoowolf Set
Keeping items with Wisdom on them (such as the Prespic Set) for an extended period of time past it’s recommended level can also be an option due to its high amount of wisdom, however your damage will suffer. It may also be worth it to pick up a Maka weapon at your earliest convenience, as they are currently the best weapon at level 100.
That’s it for our guide! If anything big changes, I’ll do my best to update the guide as needed. Feedback and suggestions are also highly appreciated.
Thanks for reading, and have fun!