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Turn-based tactical combat

Combat in WAKFU

A player’s turn lasts 30 seconds, so each participant has the opportunity to move and cast spells, but not everyone, and not at the same time. Here is an explanation about combat in WAKFU so you can make the most of those precious seconds.

Group combat

In WAKFU, you’re free to fight on your own if that’s what you want, but the game’s tactical aspect really comes into its own if you choose to fight in a group. You can have up to six players on the same team, and it’s up to you to choose the best combination of classes from the 14 available!

Fighting monsters

The monsters you’ll face will get ever stronger, but you’ll gain more experience and better equipment as a result. But before you start a fight, make sure you pay close attention to the level of the group of monsters you’re about to attack. If its icon is green, the fight should go well. If it’s orange, things will be difficult (but not impossible). If it’s red, watch out – you probably shouldn’t risk attacking the group.

Player vs. Player (PvP)

The first kind of PvP fight is a training duel. If your opponent accepts, you’ll begin a one-on-one battle. There’s nothing to gain but nothing to lose in this kind of fight, other than pride or self-esteem, perhaps!
You can also fight other players to the death, to defend your Nation, your guild, for fun, or simply to prove that you are the strongest. Two teams of six players can challenge each other to fight. A team wins when all members of the opposing team are defeated, and glory will be theirs!

Attacking Other Players

If the character you attack is an enemy (an outlaw, or a member of a nation at war with your own), you will gain Citizenship Points by defeating them, and can even send them to prison or return them to the border. However, if they are innocent, pay close attention to the laws in force because you risk losing Citizenship Points and may even find yourself an Outlaw, as well. Finally, there are areas, such as mines where no laws apply, and only the strongest survive. Nothing’s stopping you from ignoring the law, of course, and so maybe you’ll end up creating a band of miscreants to terrorize the World of Twelve...

Starting a Fight

To start a fight, right-click on the target (monster or player) and select the “attack” option. A combat sphere will form around the participants. Let the battle commence!

The combat sphere

When a player triggers a fight, a sphere dynamically forms around them and the other participants. Its overall shape depends on the terrain, as it adapts to any obstacles present. Once the fight has begun, players outside the sphere will be able to watch the action unfold as a spectator, but will no longer be able to take part.

Penalty tiles

At the edges of the combat sphere, and also on certain terrains, there are tiles that confer debilitating effects. When a character, monster or player passes over one of these tiles, they will suffer a negative effect, such as losing Action or Movement Points. Always plan your movement carefully so you won’t have any nasty surprises!

Time management

Turn order

During a fight, each participant’s turn order is displayed by their portrait on the right of the screen, which means you’ll be able to see which of your allies (or opponents) take their turns first, and adapt your strategy accordingly.

The speed gauge

The speed gauge is situated next to the characters’ portraits. As the turns progress it fills according to your initiative, and also according to the speed at which you are playing. If you plan your actions well in advance, you’ll be much faster and your speed gauge will fill faster as a result. Once the gauge is full, you’ll receive bonuses for the next turn. The bonuses are the same for all participants so it’s a case of first come, first served. Grab the best bonuses before anyone else can!

Positioning and Movement

Positioning bonus

The positioning of players and opponents is very important. If you cast a spell on an opponent you will cause:

  • Normal damage if attacking from the front
  • 15% extra damage if attacking from the side
  • 30% extra damage if attacking from the rear

It could be disastrous if you turn your back on your opponent, but weapons and spells can help you to position yourself in the most suitable way.

Locking and Dodging

Another tactical element to master is the handling of Lock and Dodge. When an opponent is in close combat with you and attempts to move, your character will automatically attempt to lock them; interrupting their turn and keeping them where they are. If your opponent’s Dodge is suitably high, they will be able to avoid you and continue their turn. It goes without saying that monsters and other players can lock you as well, so it is important not to neglect your Dodge characteristic.

Spells and States

Spell Area of Effect

A spell’s Area of Effect can take several different shapes, from the simple linear, to square and circular. The Area of Effect is shown by the red tiles when you select a spell. Make sure that neither you nor any of your allies are present in an offensive spell’s area of effect!

States

As well as causing damage, certain spells apply negative or positive states to you or your target. From Blindness to Burning, these states only last one turn but could prove decisive if used effectively as part of your strategy – like Power, for example, which increases the damage caused by the player affected by it.

K.O. and Death

The K.O.

If, during a group fight, your character loses all of their Health Points but there are still players on your team who are alive, you are considered as being K.O. This means that your character will remain unconscious for three turns in the combat zone. If your teammates win the fight before the third turn, you’ll be saved and will gain the normal amount of XP. If the battle isn’t won at the end of the third turn, you’ll die for good.

The Phoenix

The Phoenix is like a Totem to which you can link your character. There are several in the world, dotted around various territories. When you die, you can choose to be resurrected at the last Phoenix to which you were linked.

Consequences of Death

There are two ways death can occur during a fight: when a player (or their team) loses, or when the player loses all of their Health Points and has spent three turns unconscious on the ground.

As the player rises to the heavens, they leave behind a tombstone. While their Gemlin sheds tears at their passing, two choices are available to the dearly departed player: wait for a generous soul to pass by and resurrect them with a KenKO, or return directly to the Phoenix.

If the player chooses the section option, De Darm strikes, and the adventurer will see their Health Points and damage reduced by 5%. This state can be stacked up to ten times and only affects players of level 15 or higher. It can only be removed under certain conditions:


  • By being resuscitated with a KenKO
  • By eating something that removes the state (Rad Bool – a Chef’s recipe)
  • By waiting patiently for it to pass! The state’s duration is currently set at seven minutes.
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