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Osamodas Handbook - Guide to Everything Osa Related (Up to date: March 4th, 2020)
By Eziekieal#2183 - MEMBER - January 19, 2015, 10:48:32This guide was updated on: August 7th, 2016. Still up to date as of: March 4th, 2020.
This is a WIP. I plan to add more sections and more information for each section in my spare time. I figured I'd post it now and start getting some feedback while I work on the rest.
[About Me]- Feel free to skip this part
I have long since worshiped Lord Osamodas since the days of old. Near the launch of Dofus I tested out several classes, but once I picked up that sexy hammer I knew Osamodas was for me. When Wakfu launched I instantly created my Osamodas; it was in my blood.
While I've played both games on and off over the years I've still built up a large amount of class experience. I've spent countless hours testing every spell/build an Osamodas can use and my first alt account was even an Osamodas. Yes, I 2-boxed Osamodas'. Since the time of Wakfu's launch I've had indirect help with my build by discussing Osamodas/getting advice from more players than I can remember. A few names I can recall being Vulcanus, Nalon and Chaf(All Nox).
My character as of writing this for anybody curious:
Click here
I'm on the Nox server and my character isZaiten. Trainer Red (I had a rename for my 3-man Osa team).I renamed again since I no longer 3-man an Osa team. My main is Grind Knight.
Anyways, I'm rambling.
Why am I writing this? Multiple reasons:
The answer is everything. I'm going to write down everything I've learned about the class (good and bad) to help any new Osamodas figure out what type of playstyle they'd prefer. I'll update it in my spare time.
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[Table Of Contents]- Press CTRL+F and enter a section's number to navigate to it easier
[OHB-A] - Why pick Osamodas? Pros and Cons.
[OHB-B] - Different Osamodas Builds
[OHB-D] - Equipment
[OHB-E] - FAQs
~~~~~~~~~~~~~~~~~~~~~~~~~
Icould list all sorts of reasons as to why OSA MASTER RACE. But that'd be silly. Every class has pros and cons, but in my opinion you shouldn't pick a class based on if you think it's the most OP at the time. Otherwise you may end up swapping classes every time there's a patch just because you want the more powerful one.
Osamodas is one of the most versitile classes in the game, but we do have plenty of flaws.
Pros:
As I said before Osamodas is extremely versatile and capable of a large amount of utility.
Single Summoner - Damage/Support - This build does a lot of damage while the Osamodas fights alongside his single summon. You can buff your summon and allies for plenty of utility.
This is a fairly versatile build.
You can pick up to 3 elements to use at once if you have the gear for it.
Elemental Dragon With Single Summon - This build does a lot of damage while the Osamodas is in Dragon form. A summon is out to help you fight. Summons damage is reduced while in Dragon form.
This is a fairly versatile build.
You can pick up to 3 elements to use at once if you have the gear for it.
~~~~~~~~~~~~~~~~~~~~~~~~~
Now we can get into details on this build. It uses anywhere from 1-3 elements and covers all the bases in terms of utility.
AP: 12
MP: 5
Control: 7(8 If you can, but don’t stress it)
(Please see: [OHB-C] - Osamodas Spells and Specialties (The good and the bad) for details on each spell)
Main Elemental Spells:
Fire: Kwak’s Cry
Fire: Boowolf Rage
Fire: Croak
Fire: Sramva’s Slash
Air: Crobak
Air: Scaraleaf Wing
Air: Whip
If you want to use Earth (I don't suggest it) you can use:
Earth: Crabtor's Pincer
Earth: Crackler Punch
Earth: Taur Strength
Main Active Spells:
Gobup
Animal Link
Spiritual Whip
Animal Synergy
Main Passives:
Phoenix Spirit
Osamodas’s Blessing
Spiritual Whip
Animal Link
Animal Synergy
I’ve listed the Main Active Spells in the order you’ll most likely want them.
Deck Code:
741-735-737-788-1429-731-744-1754-726-718-5449-787-5465-1756-5422-727-747-0
Abilities:
Intelligence - Resistances to 10/10. Barrier to 3/10 (Optional). Any points after are put into % HP.
Strength – Distance Mastery 20/20(Optional). All other points into Elemental Mastery
Agility – 20/20 Initiative. Everything else into Dodge.
Chance - % Critical Hit to 20/20. Put the rest of your points into Critical Mastery
Major - 1/1 AP. 1/1 Range and Damage(Optional). Movement Points and Damage. 1/1 Control and Damage. 1/1 Final Damage.
Equipment:
Please check the equipment section of this guide. I will tell you that your goal is to reach 12 ap / 5 mp / 7 control. I suggest using: Click Here
Control is needed to have high Dressage. Which is used for buffing summons(and Animal Link). You also gain Final Damage in Dragon form (With the proper passives) depending on your control.
General Information About This Build:
I designed this build to be versatile. You’re free to do plenty of damage by yourself with your summon helping you out. You can buff your summon and your Animal Link nicely. You have some map manipulation. You can heal with the proper summon as well.
This build is for staying in your normal form and buffing your summon/allies while dealing moderate damage.
I can only give information about the class/build. I can't give you all of my playtime experience; that's something you have to learn for yourself.
If you have any questions/thoughts/suggestions about this build feel free to comment. I'm happy to answer questions and to learn others opinions.
This section is far from finished and I will continue to update it in my spare time.
~~~~~~~~~~~~~~~~~~~~~~~~~
Now we can get into details on this build. It uses anywhere from 1-3 elements and covers all the bases in terms of utility.
AP: 12
MP: 5
Control: 7(8 If you can, but don’t stress it)
(Please see: [OHB-C] - Osamodas Spells and Specialties (The good and the bad) for details on each spell)
Main Elemental Spells:
Fire: Kwak’s Cry
Fire: Boowolf Rage
Fire: Croak
Fire: Sramva’s Slash
Air: Crobak
Air: Scaraleaf Wing
Air: Whip
Air: Feather Tornado
If you want to use Earth (I don't suggest it) you can use:
Earth: Crackler Punch
Earth: Taur Strength
Main Active Spells:
Gobup
Spiritual Whip
Symbiosa
Main Passives:
Phoenix Spirit
Osamodas’s Blessing
Spiritual Whip
Dragon Strength
Carnage
I’ve listed the Main Active Spells in the order you’ll most likely want them.
Deck Code:
741-735-737-788-1429-731-744-1754-726-733-746-787-5465-1756-5422-725-5144-0
Abilities:
Intelligence - Resistances to 10/10. Barrier to 3/10 (Optional). Any points after are put into % HP.
Strength – Distance Mastery 20/20(Optional). All other points into Elemental Mastery
Agility – 20/20 Initiative. Everything else into Dodge.
Chance - % Critical Hit to 20/20. Put the rest of your points into Critical Mastery
Major - 1/1 AP. 1/1 Range and Damage(Optional). Movement Points and Damage. 1/1 Control and Damage. 1/1 Final Damage.
Equipment:
Please check the equipment section of this guide. I will tell you that your goal is to reach 12 ap / 5 mp / 7 control. I suggest using: Click Here
Control is needed to have high Dressage. Which is used for buffing summons(and Animal Link). You also gain Final Damage in Dragon form (With the proper passives) depending on your control.
General Information About This Build:
I designed this build to be versatile. You’re free to do plenty of damage by yourself with your summon helping you out. You can buff your summon nicely. You have some map manipulation. You can heal with the proper summon as well.
This builds only difference is that you turn into a Dragon AFTER buffing your summon on your first turn. Then your summon maintains the buffs while you go Dragon.
I can only give information about the class/build. I can't give you all of my playtime experience; that's something you have to learn for yourself.
If you have any questions/thoughts/suggestions about this build feel free to comment. I'm happy to answer questions and to learn others opinions.
This section is far from finished and I will continue to update it in my spare time.
~~~~~~~~~~~~~~~~~~~~~~~~~
[OHB-C] - Osamodas Spells and Specialties (The good and the bad)
This section is goingto cover all of the elemental spells/specialties an Osamodas has access to. I will do my best to explain their uses. Each build will use different spells, so keep that in mind.
Elemental Spells:
Air: Crobak - 3 ap / 0 mp. 2-5 Range. No LoS. This spell's damage isn't very amazing for its AP cost. But the real value of this spell comes from the fact it requires no LoS. If used on your summon (or Animal Link) it gives +4(+2) range for -15 Dressage. In Dragon form it will minus an enemies range but you are unable to buff summons.
Air: Scaraleaf Wing - 2 ap / 0 mp. 1-3 Range. No LoS. This spell has fairly bland damage. However it pushes the target (Ally or enemy) back by 1 tile. If used on your summon (or Animal Link) it gives +Unable to be locked(X Dodge) for -10 Dressage. In Dragon form it's the same but you are unable to buff summons.
Air: Whip - 3 ap / 0 mp. 3-4 Range. This spell's damage is moderate. If used on an enemy summon the damage is nearly tripled. If used on your summon (or Animal Link) it gives +30% Critical Hit chance (+10% Critical Hit chance) for -15 Dressage. In Dragon form the base damage is boosted a bit but you are unable to buff summons.
Air: Bwork Sneakiness - 3 ap / 0 mp. 2-4 Range. No LoS. Hit's a little less hard than Whip does. If used on your summon (or Animal Link) it gives +3MP(+2MP) for -30 Dressage. In Dragon form the damage is the same but you are able to turn your target away from you. You are also unable to buff summons while in Dragon form.
Air: Feather Tornado - 4 ap / 0 mp / 1 wp. 3-4 Range. This spell has slightly higher base damage (but it uses WP) in an AoE. If used on your summon the AoE appears around you and you swap places with your summon. If cast on an empty cell the AoE appears around your Summon or Animal Link. And teleports your Summon or Animal Link. Animal Link is then removed. In Dragon form the base damage is the same and you are unable to buff summons.
Fire: Magpie - 3 ap / 0 mp. 2-3 Range. This spell hits in a small AoE to damage enemies and heal your summons. If used on your summon (or Animal Link) it gives +30% Final Healing (10% Final Healing) for -25 Dressage. In Dragon form the base damage is the same, you are unable to buff, and it reduces your targets resist to critical hits.
Fire: Kwak's Cry - 2 ap / 0 mp. 1-3 Range. This spell hits in a small AoE to damage enemies, and the damage is decent for the AP. If used on your summon (or Animal Link) it gives X Lock(X Lock) for -10 Dressage. In Dragon form the base damage is boosted a bit, but you are unable to buff summons.
Fire: Boowolf Rage - 4 ap / 0 mp. 2-4 Range. This spell hits in a small AoE to damage enemies, and the damage is the same as Kwak's Cry (But double the AP). If used on your summon (or Animal Link) it gives +30% Final Damage(+15% Final Damage) for -30 Dressage. In Dragon form the damage is the same, but you are unable to buff summons. In addition, any target you hit will take more damage from your summons(While in Dragon form only).
Fire: Croak - 5 ap / 0 mp. 1-3 Range No LoS. This spell hits in a small AoE to damage enemies (1 tile longer than normal fire spells), and the damage is fairly good. If used on your summon (or Animal Link) it gives +3ap(+2ap) for -40 Dressage. In Dragon form the base damage is boosted a bit, but you are unable to buff summons.
Fire: Sramva's Slash - 6 ap / 0 mp / 1 wp. 1-4 Range. No LoS. This is your heaviest hitting (fire) spell. If used on an empty tile it will teleport your summon (or Animal Link) to the location and use the AoE around it. It will also remove Animal Link. In Dragon form the base damage is the same and you are unable to buff summons. While in Dragon form if cast on your summon you will swap places with it and the spell's AoE will appear around you(Slightly boosted damage).
Earth: Crocodyl Spirit - 2 ap / 0 mp. 1-3 Range. This spell has decent damage for the AP use and heals your summons. If used on your summon (or Animal Link) it gives +30 Block(+15 Block) for -10 Dressage. In Dragon form the damage is barely boosted and you are unable to buff summons. In Dragon this also reduces the targets resist.
Earth: Crabtor's Pincer - 4 ap / 0 mp. 1-4 Range. No LoS. This spell hits in a small AoE to hurt enemies and heal summons. If used on your summon (or Animal Link) it gives X Armor(X Armor) for -25 Dressage. In Dragon form the base damage is boosted slightly, it minuses 1mp from your target, and you are unable to buff summons.
Earth: Taur Strength - 5 ap / 0 mp. 1-3 Range. This spell hits fairly hard. If used on your summon (or Animal Link) it gives X Resist(X Resist) for -25 Dressage. In Dragon form the damage is boosted a bit but you are unable to buff summons.
Earth: Drheller's Trail - 4 ap / 0 mp. 2-4 Range. This spell hits fairly decently. If used on your summon (or Animal Link) it gives +40% Healing received(+20% Healing received) for -15 Dressage. In Dragon form the base damage is slightly boosted and if you align the spell with your pet, it will do additional damage.
Earth: Crackler Punch - 5 ap / 0 mp / 1 wp. 3-4 Range. The range can NOT be modified. This means even if you gain +1 range or if your enemy gives you -5 range you will still be able to cast this spell in the default range. This spell hits in a large AoE and it hits hard. It can be cast on yourself and you will not be hurt. In Dragon form the damage when cast on yourself is boosted slightly and it will also give a weaker AoE around your summon.
Osamodas Specialties:
Gobgob - 2 ap / 1 wp. 1-4 Range. This summons your Gobgob to the field. It reduces the Osamodas's HP and Resist. And takes some of your highest elemental damage spell as his main element. While out your Gobgob is fully controlled by you and can only heal people/give minor shields.
Gobup - 3 ap / 1 wp. 1-4 Range. You can use this spell to summon a creature from your Gobgob(Or you can simply click the summons icon from inside your Gobbag popup menu and click the field). Casting this spell on an enemy will allow you to capture it.
Symbiosa - 2 ap. 0 Range. Cast this skill on yourself to change into a Dragon. Cast it on yourself again to revert back to normal. You are given +10% Final Damage in Dragon form. (Passive to boost this.) While in Dragon form your summon suffers a 30% damage reduction.
Animal Link - 1 ap. 1-5 Range. Cast this spell on an ally player to turn them into your Animal Link for 1 turn. During this time you may cast buffs on them like you would a summon.
Spiritual Whip - 2 ap. 1-5 Range. No LoS. Casting this on a summon will desummon them. They will be fully healed and can be resummoned whenever you'd like. Casting this on yourself will remove all of the buffs you've cast already but will restore your Dressage back to the initial value.
Animal Synergy - 1 wp. 1-4 Range. No LoS. Casting this on an empty cell will teleport your summon to it. Casting this spell on your summon (or Animal Link) will swap places with it.
Osamodas Passives(Max Level):
Osamodas's Blessing - +2 control. While in Dragon form this gives you more Final Damage per control point.
Animal Link - Gives your Animal Link spell +2 range and costs 1 ap less.
Dragon Strength - Increases Dragon forms boost by: +20% Final Damage/+1 mp/+1 range/+1 ap.
Gobgob - Changes Gobgob to have: 70% of Osamodas' HP/-50 Osamodas' Resist. 80% of the Osamodas' Damage.
Animal Synergy - 2 ap less to use Animal Synergy. No longer need LoS. 1 Cast per turn.
Phoenix Spirit - Summon will revive once (100% chance) after dying. While in Dragon form you will be revived once with 20% HP.
Spiritual Whip - Spiritual Whip no longer needs LoS. It can be cast on allies(Cancels all bonuses held and adjusts Dressage). It costs 1 ap less.
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Equipment is something everybody always asks me. I can't just say 'wear this'.
Give a man a fish, feed him for a day. Teach a man to fish, feed him for life.
I'll break down equipment to the basics on what to look for. Which is pretty easy. You just need to know what stats to get and what the priority for each stat is.
Water Damage - Useless. Don't worry about it.
Air Damage - Only important if this is a main element for your build.
Earth Damage - Only important if this is a main element for your build.
Fire Damage - Only important if this is a main element for your build.
AP removal bonus - This stat is essentially useless to us. Don't worry about it.
Resistance to AP loss - This stat is essentially useless to us. Don't worry about it.
MP removal bonus - This stat is essentially useless to us. Don't worry about it.
Resistance to MP loss - This stat is essentially useless to us. Don't worry about it.
AP - My guides all typically work with 12 AP.
MP - My guides all typically work with 5 MP.
WP - This isn't important. We have enough WP to last a long time in a fight.
Initiative - This is important. As an Osamodas you'll want high initiative to be able to get your summon out or transform quickly or you could be at a big disadvantage.
Dodge - This is important. Most Osamodas's will be fighting at a range so you want to be able to get away from your opponents. The only exception is if you plan on being an Earth Dragon (Not recommended). Earth Dragons are essentially melee fighters so they wouldn't need as much dodge.
Critical Hits - This is always an important stat, regardless of your elements.
Critical Damage - This stat is fantastic for Osamodas's more than others. The reason is that our summons benefit from ALL of our secondary stats. The secondary stat is added on to their total damage. So your summons base %'s will be higher.
Close-Combat Damage - Not important to most builds. The only exception is Earth Dragons. They are going to be in melee range a lot. Otherwise if you're Air/Fire don't bother with this.
Single Target Damage - Not important to most builds. Air could benefit from this. But there are much better stats you could focus on instead.
Damage from Behind - Not very important. Only air can really benefit from this since one of the main air spells is to turn your opponent away from you.
Range - This stat is important to most builds. The exception is Earth Dragons. Range allows for Air/Fire Osamodas's to cast further, since they're ranged. +3 range is typically good enough.
Lock - Not very important to most builds. The only exception is Earth Dragons. They're mainly melee fighters so they would benefit from locking their opponents.
Block - Not important unless you're aiming for a specifically defensive PvP build. And even then it's not a stat worth investing into.
Beserk Damage - Not important to any build. There are better stats to invest in.
Long-Range Damage - This is important since Air/Fire are both ranged. Earth Dragons are the only exception since their spells become melee when they transform.
Area-of-effect damage - Somewhat important. Osamodas have some AoE spells, mainly in the fire tree(All fire spells).
Resistance from Behind - Not very important.
Heal - Not important.
Wisdom - Important if you want more exp.
Control - One of THE most important stats. This gives the Osamodas more Dressage to buff allies and more Final Damage in Dragon form(4% per point). An Osamodas will typically want anywhere from 6(Very minimum) and 10 (Final Damage benefit caps at 40%)
CMC Damage - Ignore this stat. It doesn't exist anymore.
Prospecting - Important if you want more drops.
Kit Skill - Important only if you're a lower level with NIIIICE gear to wear that is above your level.
That covers all the stats. Now I'll give you a quick priority list on the main stats you'll want:
Obviously first you'll want to aim for 12 AP and 5 MP and +3 Range. Then...
1. Elemental Damage
2. Long-Range Damage (If you're Air/Fire.) - Or Single Target Damage or Close-Combat Damage if you use Earth. Depends on your spells.
3. Critical Damage
4. Critical Hits (%) - This is important to have, but it's on most gear you want anyways. So don't stress it.
5. Initiative
6. Dodge - Or Lock if you're an Earth Dragon.
Of course this is all based on my builds and my personal preference. It's perfectly acceptable to make some minor changes based on what you prefer and what your build is.
All of this information should allow you to make an informed decision on which pieces of equipment to get.
Hopefully this section helps you guys out that are always lost on what gear to use!
Use this site to help you pick out the proper equipment:
Click Here
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So here I'll attempt to cover questions I get more than once or questions I think every Osamodas should know the answer to. This section will be updated over time, of course. If you have a question you want me to answer feel free to post/PM me in-game/Ankabox me. I'll either reply to your message directly to add the answer here (Or both!).
Q. How does Control work?
A. Well, every point of control gives you more Dressage at the start of the fight. Which is used for buffing.
Control is ALSO useful for when you are in Dragon form. When you have the passive 'Osamodas's Blessing' at level 2 active you will gain +4% final damage for every point of control you have. With a max of 40%.
So if you had 10 control you would get +40% final damage.
Q. What are some summons I should use for X level?
A. This is something that I could write pages and pages about. But it all comes down to what summons compliment your playstyle. Now, here is a link to plenty of potential summons for every Osamodas. I would remake the list myself but the creator here has done a fantastic job of it already. I can answer any questions you may have on the summons, of course. Click here
Q. What is Dressage?
A. This is a stat that is based on your total control. The higher your control the higher your Dressage is at the start of a fight. Using buffs on your summon (or Linked Animal) will reduce your Dressage (Check the spell list for amounts). When the buff wears off you gain the Dressage back. If you don’t have enough you can’t use buffs. Using Spiritual Whip on yourself removes all current buffs but resets your Dressage back to the initial value.
Q. How is Dressage calculated?
A. You have a base of 50 Dressage. After that you gain +10 Dressage per 1 Control point.
So 7 control gives you 120 total Dressage.
Q. How long do summon buffs last?
A. Typically 2-3 turns.
Q. How is my summons damage calculated?
A. Your summons damage is actually a fairly simple calculation. It takes 80% of your highest elemental % and 80% of all of your secondary damage stats... and adds them together. That % is what your summons damage will be.
This example shows all of your stats:
1000% Earth
950% Fire
900% Air
200% Water
200% Critical Damage
100% Close Combat Damage
50% Single Target Damage
50% Damage from Behind
50% Berserk Damage
100% Long Range Damage
50% Area-of-effect Damage
Since Earth is the highest out of your 4 elements it would take that number, 1000.
+1000
+200
+100
+50
+50
+50
+100
+50
__________
= 1600 is the total value of your highest elemental % and all your secondaries.
But since your summon only gets 80% of those stats...
80% of 1600 is 1280.
So your summon would have 1280% damage (in all of their elements) when you summoned it.

[About Me]- Feel free to skip this part
I have long since worshiped Lord Osamodas since the days of old. Near the launch of Dofus I tested out several classes, but once I picked up that sexy hammer I knew Osamodas was for me. When Wakfu launched I instantly created my Osamodas; it was in my blood.
While I've played both games on and off over the years I've still built up a large amount of class experience. I've spent countless hours testing every spell/build an Osamodas can use and my first alt account was even an Osamodas. Yes, I 2-boxed Osamodas'. Since the time of Wakfu's launch I've had indirect help with my build by discussing Osamodas/getting advice from more players than I can remember. A few names I can recall being Vulcanus, Nalon and Chaf(All Nox).
My character as of writing this for anybody curious:
Click here
I'm on the Nox server and my character is
Anyways, I'm rambling.
Why am I writing this? Multiple reasons:
- I want people to stop thinking Osa's have the IQ of an Iop.
- I want to prove Osa's haven't been 'nerfed to hell'.
- As a full blooded Osamodas I feel obligated to help the newer players wishing to try the class.
- Etc, etc
The answer is everything. I'm going to write down everything I've learned about the class (good and bad) to help any new Osamodas figure out what type of playstyle they'd prefer. I'll update it in my spare time.
~~~~~~~~~~~~~~~~~~~~~~~~~
[Table Of Contents]- Press CTRL+F and enter a section's number to navigate to it easier
[OHB-A] - Why pick Osamodas? Pros and Cons.
[OHB-B] - Different Osamodas Builds
- [OHB-B-1] - Single Summoner - Damage/Support
- [OHB-B-2] - Elemental Dragon With Single Summon
[OHB-D] - Equipment
[OHB-E] - FAQs
~~~~~~~~~~~~~~~~~~~~~~~~~
[OHB-A] - Why pick Osamodas? Pros and Cons.
Icould list all sorts of reasons as to why OSA MASTER RACE. But that'd be silly. Every class has pros and cons, but in my opinion you shouldn't pick a class based on if you think it's the most OP at the time. Otherwise you may end up swapping classes every time there's a patch just because you want the more powerful one.
Osamodas is one of the most versitile classes in the game, but we do have plenty of flaws.
Pros:
- Capture a large variety of monsters you encounter throughout the game. It adds an extra level of fun to the long grind when you have a goal of capturing a new summon.
- Summon creatures (one at a time) in combat with a variety of mechanics including healing and tanking.
- Powerful AoE spells.
- Summon your Gobgob instead of a wild monster you've captured. The Gobgob can use healing spells.
- High level of solo-ability with summons watching your back.
- Transform into a dragon for a boost to your stats.
- The base damage on our spells aren't always the greatest.
[OHB-A] - Different Osamodas Builds
As I said before Osamodas is extremely versatile and capable of a large amount of utility.
Single Summoner - Damage/Support - This build does a lot of damage while the Osamodas fights alongside his single summon. You can buff your summon and allies for plenty of utility.
This is a fairly versatile build.
You can pick up to 3 elements to use at once if you have the gear for it.
Elemental Dragon With Single Summon - This build does a lot of damage while the Osamodas is in Dragon form. A summon is out to help you fight. Summons damage is reduced while in Dragon form.
This is a fairly versatile build.
You can pick up to 3 elements to use at once if you have the gear for it.
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[OHB-B-1]- Single Summoner - Damage/Support
Now we can get into details on this build. It uses anywhere from 1-3 elements and covers all the bases in terms of utility.
AP: 12
MP: 5
Control: 7(8 If you can, but don’t stress it)
(Please see: [OHB-C] - Osamodas Spells and Specialties (The good and the bad) for details on each spell)
Main Elemental Spells:
Fire: Kwak’s Cry
Fire: Boowolf Rage
Fire: Croak
Fire: Sramva’s Slash
Air: Crobak
Air: Scaraleaf Wing
Air: Whip
If you want to use Earth (I don't suggest it) you can use:
Earth: Crabtor's Pincer
Earth: Crackler Punch
Earth: Taur Strength
Main Active Spells:
Gobup
Animal Link
Spiritual Whip
Animal Synergy
Main Passives:
Phoenix Spirit
Osamodas’s Blessing
Spiritual Whip
Animal Link
Animal Synergy
I’ve listed the Main Active Spells in the order you’ll most likely want them.
Deck Code:
741-735-737-788-1429-731-744-1754-726-718-5449-787-5465-1756-5422-727-747-0
Abilities:
Intelligence - Resistances to 10/10. Barrier to 3/10 (Optional). Any points after are put into % HP.
Strength – Distance Mastery 20/20(Optional). All other points into Elemental Mastery
Agility – 20/20 Initiative. Everything else into Dodge.
Chance - % Critical Hit to 20/20. Put the rest of your points into Critical Mastery
Major - 1/1 AP. 1/1 Range and Damage(Optional). Movement Points and Damage. 1/1 Control and Damage. 1/1 Final Damage.
Equipment:
Please check the equipment section of this guide. I will tell you that your goal is to reach 12 ap / 5 mp / 7 control. I suggest using: Click Here
Control is needed to have high Dressage. Which is used for buffing summons(and Animal Link). You also gain Final Damage in Dragon form (With the proper passives) depending on your control.
General Information About This Build:
I designed this build to be versatile. You’re free to do plenty of damage by yourself with your summon helping you out. You can buff your summon and your Animal Link nicely. You have some map manipulation. You can heal with the proper summon as well.
This build is for staying in your normal form and buffing your summon/allies while dealing moderate damage.
I can only give information about the class/build. I can't give you all of my playtime experience; that's something you have to learn for yourself.
If you have any questions/thoughts/suggestions about this build feel free to comment. I'm happy to answer questions and to learn others opinions.
This section is far from finished and I will continue to update it in my spare time.
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[OHB-B-2]- Elemental Dragon With Single Summon
Now we can get into details on this build. It uses anywhere from 1-3 elements and covers all the bases in terms of utility.
AP: 12
MP: 5
Control: 7(8 If you can, but don’t stress it)
(Please see: [OHB-C] - Osamodas Spells and Specialties (The good and the bad) for details on each spell)
Main Elemental Spells:
Fire: Kwak’s Cry
Fire: Boowolf Rage
Fire: Croak
Fire: Sramva’s Slash
Air: Crobak
Air: Scaraleaf Wing
Air: Whip
Air: Feather Tornado
If you want to use Earth (I don't suggest it) you can use:
Earth: Crackler Punch
Earth: Taur Strength
Main Active Spells:
Gobup
Spiritual Whip
Symbiosa
Main Passives:
Phoenix Spirit
Osamodas’s Blessing
Spiritual Whip
Dragon Strength
Carnage
I’ve listed the Main Active Spells in the order you’ll most likely want them.
Deck Code:
741-735-737-788-1429-731-744-1754-726-733-746-787-5465-1756-5422-725-5144-0
Abilities:
Intelligence - Resistances to 10/10. Barrier to 3/10 (Optional). Any points after are put into % HP.
Strength – Distance Mastery 20/20(Optional). All other points into Elemental Mastery
Agility – 20/20 Initiative. Everything else into Dodge.
Chance - % Critical Hit to 20/20. Put the rest of your points into Critical Mastery
Major - 1/1 AP. 1/1 Range and Damage(Optional). Movement Points and Damage. 1/1 Control and Damage. 1/1 Final Damage.
Equipment:
Please check the equipment section of this guide. I will tell you that your goal is to reach 12 ap / 5 mp / 7 control. I suggest using: Click Here
Control is needed to have high Dressage. Which is used for buffing summons(and Animal Link). You also gain Final Damage in Dragon form (With the proper passives) depending on your control.
General Information About This Build:
I designed this build to be versatile. You’re free to do plenty of damage by yourself with your summon helping you out. You can buff your summon nicely. You have some map manipulation. You can heal with the proper summon as well.
This builds only difference is that you turn into a Dragon AFTER buffing your summon on your first turn. Then your summon maintains the buffs while you go Dragon.
I can only give information about the class/build. I can't give you all of my playtime experience; that's something you have to learn for yourself.
If you have any questions/thoughts/suggestions about this build feel free to comment. I'm happy to answer questions and to learn others opinions.
This section is far from finished and I will continue to update it in my spare time.
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[OHB-C] - Osamodas Spells and Specialties (The good and the bad)
This section is goingto cover all of the elemental spells/specialties an Osamodas has access to. I will do my best to explain their uses. Each build will use different spells, so keep that in mind.
Elemental Spells:
Air: Crobak - 3 ap / 0 mp. 2-5 Range. No LoS. This spell's damage isn't very amazing for its AP cost. But the real value of this spell comes from the fact it requires no LoS. If used on your summon (or Animal Link) it gives +4(+2) range for -15 Dressage. In Dragon form it will minus an enemies range but you are unable to buff summons.
Air: Scaraleaf Wing - 2 ap / 0 mp. 1-3 Range. No LoS. This spell has fairly bland damage. However it pushes the target (Ally or enemy) back by 1 tile. If used on your summon (or Animal Link) it gives +Unable to be locked(X Dodge) for -10 Dressage. In Dragon form it's the same but you are unable to buff summons.
Air: Whip - 3 ap / 0 mp. 3-4 Range. This spell's damage is moderate. If used on an enemy summon the damage is nearly tripled. If used on your summon (or Animal Link) it gives +30% Critical Hit chance (+10% Critical Hit chance) for -15 Dressage. In Dragon form the base damage is boosted a bit but you are unable to buff summons.
Air: Bwork Sneakiness - 3 ap / 0 mp. 2-4 Range. No LoS. Hit's a little less hard than Whip does. If used on your summon (or Animal Link) it gives +3MP(+2MP) for -30 Dressage. In Dragon form the damage is the same but you are able to turn your target away from you. You are also unable to buff summons while in Dragon form.
Air: Feather Tornado - 4 ap / 0 mp / 1 wp. 3-4 Range. This spell has slightly higher base damage (but it uses WP) in an AoE. If used on your summon the AoE appears around you and you swap places with your summon. If cast on an empty cell the AoE appears around your Summon or Animal Link. And teleports your Summon or Animal Link. Animal Link is then removed. In Dragon form the base damage is the same and you are unable to buff summons.
Fire: Magpie - 3 ap / 0 mp. 2-3 Range. This spell hits in a small AoE to damage enemies and heal your summons. If used on your summon (or Animal Link) it gives +30% Final Healing (10% Final Healing) for -25 Dressage. In Dragon form the base damage is the same, you are unable to buff, and it reduces your targets resist to critical hits.
Fire: Kwak's Cry - 2 ap / 0 mp. 1-3 Range. This spell hits in a small AoE to damage enemies, and the damage is decent for the AP. If used on your summon (or Animal Link) it gives X Lock(X Lock) for -10 Dressage. In Dragon form the base damage is boosted a bit, but you are unable to buff summons.
Fire: Boowolf Rage - 4 ap / 0 mp. 2-4 Range. This spell hits in a small AoE to damage enemies, and the damage is the same as Kwak's Cry (But double the AP). If used on your summon (or Animal Link) it gives +30% Final Damage(+15% Final Damage) for -30 Dressage. In Dragon form the damage is the same, but you are unable to buff summons. In addition, any target you hit will take more damage from your summons(While in Dragon form only).
Fire: Croak - 5 ap / 0 mp. 1-3 Range No LoS. This spell hits in a small AoE to damage enemies (1 tile longer than normal fire spells), and the damage is fairly good. If used on your summon (or Animal Link) it gives +3ap(+2ap) for -40 Dressage. In Dragon form the base damage is boosted a bit, but you are unable to buff summons.
Fire: Sramva's Slash - 6 ap / 0 mp / 1 wp. 1-4 Range. No LoS. This is your heaviest hitting (fire) spell. If used on an empty tile it will teleport your summon (or Animal Link) to the location and use the AoE around it. It will also remove Animal Link. In Dragon form the base damage is the same and you are unable to buff summons. While in Dragon form if cast on your summon you will swap places with it and the spell's AoE will appear around you(Slightly boosted damage).
Earth: Crocodyl Spirit - 2 ap / 0 mp. 1-3 Range. This spell has decent damage for the AP use and heals your summons. If used on your summon (or Animal Link) it gives +30 Block(+15 Block) for -10 Dressage. In Dragon form the damage is barely boosted and you are unable to buff summons. In Dragon this also reduces the targets resist.
Earth: Crabtor's Pincer - 4 ap / 0 mp. 1-4 Range. No LoS. This spell hits in a small AoE to hurt enemies and heal summons. If used on your summon (or Animal Link) it gives X Armor(X Armor) for -25 Dressage. In Dragon form the base damage is boosted slightly, it minuses 1mp from your target, and you are unable to buff summons.
Earth: Taur Strength - 5 ap / 0 mp. 1-3 Range. This spell hits fairly hard. If used on your summon (or Animal Link) it gives X Resist(X Resist) for -25 Dressage. In Dragon form the damage is boosted a bit but you are unable to buff summons.
Earth: Drheller's Trail - 4 ap / 0 mp. 2-4 Range. This spell hits fairly decently. If used on your summon (or Animal Link) it gives +40% Healing received(+20% Healing received) for -15 Dressage. In Dragon form the base damage is slightly boosted and if you align the spell with your pet, it will do additional damage.
Earth: Crackler Punch - 5 ap / 0 mp / 1 wp. 3-4 Range. The range can NOT be modified. This means even if you gain +1 range or if your enemy gives you -5 range you will still be able to cast this spell in the default range. This spell hits in a large AoE and it hits hard. It can be cast on yourself and you will not be hurt. In Dragon form the damage when cast on yourself is boosted slightly and it will also give a weaker AoE around your summon.
Osamodas Specialties:
Gobgob - 2 ap / 1 wp. 1-4 Range. This summons your Gobgob to the field. It reduces the Osamodas's HP and Resist. And takes some of your highest elemental damage spell as his main element. While out your Gobgob is fully controlled by you and can only heal people/give minor shields.
Gobup - 3 ap / 1 wp. 1-4 Range. You can use this spell to summon a creature from your Gobgob(Or you can simply click the summons icon from inside your Gobbag popup menu and click the field). Casting this spell on an enemy will allow you to capture it.
Symbiosa - 2 ap. 0 Range. Cast this skill on yourself to change into a Dragon. Cast it on yourself again to revert back to normal. You are given +10% Final Damage in Dragon form. (Passive to boost this.) While in Dragon form your summon suffers a 30% damage reduction.
Animal Link - 1 ap. 1-5 Range. Cast this spell on an ally player to turn them into your Animal Link for 1 turn. During this time you may cast buffs on them like you would a summon.
Spiritual Whip - 2 ap. 1-5 Range. No LoS. Casting this on a summon will desummon them. They will be fully healed and can be resummoned whenever you'd like. Casting this on yourself will remove all of the buffs you've cast already but will restore your Dressage back to the initial value.
Animal Synergy - 1 wp. 1-4 Range. No LoS. Casting this on an empty cell will teleport your summon to it. Casting this spell on your summon (or Animal Link) will swap places with it.
Osamodas Passives(Max Level):
Osamodas's Blessing - +2 control. While in Dragon form this gives you more Final Damage per control point.
Animal Link - Gives your Animal Link spell +2 range and costs 1 ap less.
Dragon Strength - Increases Dragon forms boost by: +20% Final Damage/+1 mp/+1 range/+1 ap.
Gobgob - Changes Gobgob to have: 70% of Osamodas' HP/-50 Osamodas' Resist. 80% of the Osamodas' Damage.
Animal Synergy - 2 ap less to use Animal Synergy. No longer need LoS. 1 Cast per turn.
Phoenix Spirit - Summon will revive once (100% chance) after dying. While in Dragon form you will be revived once with 20% HP.
Spiritual Whip - Spiritual Whip no longer needs LoS. It can be cast on allies(Cancels all bonuses held and adjusts Dressage). It costs 1 ap less.
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[OHB-D] - Equipment
Equipment is something everybody always asks me. I can't just say 'wear this'.
Give a man a fish, feed him for a day. Teach a man to fish, feed him for life.
I'll break down equipment to the basics on what to look for. Which is pretty easy. You just need to know what stats to get and what the priority for each stat is.
Water Damage - Useless. Don't worry about it.
Air Damage - Only important if this is a main element for your build.
Earth Damage - Only important if this is a main element for your build.
Fire Damage - Only important if this is a main element for your build.
AP removal bonus - This stat is essentially useless to us. Don't worry about it.
Resistance to AP loss - This stat is essentially useless to us. Don't worry about it.
MP removal bonus - This stat is essentially useless to us. Don't worry about it.
Resistance to MP loss - This stat is essentially useless to us. Don't worry about it.
AP - My guides all typically work with 12 AP.
MP - My guides all typically work with 5 MP.
WP - This isn't important. We have enough WP to last a long time in a fight.
Initiative - This is important. As an Osamodas you'll want high initiative to be able to get your summon out or transform quickly or you could be at a big disadvantage.
Dodge - This is important. Most Osamodas's will be fighting at a range so you want to be able to get away from your opponents. The only exception is if you plan on being an Earth Dragon (Not recommended). Earth Dragons are essentially melee fighters so they wouldn't need as much dodge.
Critical Hits - This is always an important stat, regardless of your elements.
Critical Damage - This stat is fantastic for Osamodas's more than others. The reason is that our summons benefit from ALL of our secondary stats. The secondary stat is added on to their total damage. So your summons base %'s will be higher.
Close-Combat Damage - Not important to most builds. The only exception is Earth Dragons. They are going to be in melee range a lot. Otherwise if you're Air/Fire don't bother with this.
Single Target Damage - Not important to most builds. Air could benefit from this. But there are much better stats you could focus on instead.
Damage from Behind - Not very important. Only air can really benefit from this since one of the main air spells is to turn your opponent away from you.
Range - This stat is important to most builds. The exception is Earth Dragons. Range allows for Air/Fire Osamodas's to cast further, since they're ranged. +3 range is typically good enough.
Lock - Not very important to most builds. The only exception is Earth Dragons. They're mainly melee fighters so they would benefit from locking their opponents.
Block - Not important unless you're aiming for a specifically defensive PvP build. And even then it's not a stat worth investing into.
Beserk Damage - Not important to any build. There are better stats to invest in.
Long-Range Damage - This is important since Air/Fire are both ranged. Earth Dragons are the only exception since their spells become melee when they transform.
Area-of-effect damage - Somewhat important. Osamodas have some AoE spells, mainly in the fire tree(All fire spells).
Resistance from Behind - Not very important.
Heal - Not important.
Wisdom - Important if you want more exp.
Control - One of THE most important stats. This gives the Osamodas more Dressage to buff allies and more Final Damage in Dragon form(4% per point). An Osamodas will typically want anywhere from 6(Very minimum) and 10 (Final Damage benefit caps at 40%)
CMC Damage - Ignore this stat. It doesn't exist anymore.
Prospecting - Important if you want more drops.
Kit Skill - Important only if you're a lower level with NIIIICE gear to wear that is above your level.
That covers all the stats. Now I'll give you a quick priority list on the main stats you'll want:
Obviously first you'll want to aim for 12 AP and 5 MP and +3 Range. Then...
1. Elemental Damage
2. Long-Range Damage (If you're Air/Fire.) - Or Single Target Damage or Close-Combat Damage if you use Earth. Depends on your spells.
3. Critical Damage
4. Critical Hits (%) - This is important to have, but it's on most gear you want anyways. So don't stress it.
5. Initiative
6. Dodge - Or Lock if you're an Earth Dragon.
Of course this is all based on my builds and my personal preference. It's perfectly acceptable to make some minor changes based on what you prefer and what your build is.
All of this information should allow you to make an informed decision on which pieces of equipment to get.
Hopefully this section helps you guys out that are always lost on what gear to use!
Use this site to help you pick out the proper equipment:
Click Here
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[OHB-E] - FAQs
So here I'll attempt to cover questions I get more than once or questions I think every Osamodas should know the answer to. This section will be updated over time, of course. If you have a question you want me to answer feel free to post/PM me in-game/Ankabox me. I'll either reply to your message directly to add the answer here (Or both!).
Q. How does Control work?
A. Well, every point of control gives you more Dressage at the start of the fight. Which is used for buffing.
Control is ALSO useful for when you are in Dragon form. When you have the passive 'Osamodas's Blessing' at level 2 active you will gain +4% final damage for every point of control you have. With a max of 40%.
So if you had 10 control you would get +40% final damage.
Q. What are some summons I should use for X level?
A. This is something that I could write pages and pages about. But it all comes down to what summons compliment your playstyle. Now, here is a link to plenty of potential summons for every Osamodas. I would remake the list myself but the creator here has done a fantastic job of it already. I can answer any questions you may have on the summons, of course. Click here
Q. What is Dressage?
A. This is a stat that is based on your total control. The higher your control the higher your Dressage is at the start of a fight. Using buffs on your summon (or Linked Animal) will reduce your Dressage (Check the spell list for amounts). When the buff wears off you gain the Dressage back. If you don’t have enough you can’t use buffs. Using Spiritual Whip on yourself removes all current buffs but resets your Dressage back to the initial value.
Q. How is Dressage calculated?
A. You have a base of 50 Dressage. After that you gain +10 Dressage per 1 Control point.
So 7 control gives you 120 total Dressage.
Q. How long do summon buffs last?
A. Typically 2-3 turns.
Q. How is my summons damage calculated?
A. Your summons damage is actually a fairly simple calculation. It takes 80% of your highest elemental % and 80% of all of your secondary damage stats... and adds them together. That % is what your summons damage will be.
This example shows all of your stats:
1000% Earth
900% Air
200% Water
200% Critical Damage
100% Close Combat Damage
50% Single Target Damage
50% Damage from Behind
50% Berserk Damage
100% Long Range Damage
50% Area-of-effect Damage
Since Earth is the highest out of your 4 elements it would take that number, 1000.
+1000
+200
+100
+50
+50
+50
+100
+50
__________
= 1600 is the total value of your highest elemental % and all your secondaries.
But since your summon only gets 80% of those stats...
80% of 1600 is 1280.
So your summon would have 1280% damage (in all of their elements) when you summoned it.
Respond to this thread
But nice guide thanks for it
Yeah Gobgob support right now is pretty lacking compared to other Osa playstyles. Sometimes I like to summon my Gobgob and Boohowl him + the enemy. Then cast 1-2 spells on my Gobgob to use. Boohowl boosts his damage a bit (it boosts shields effectiveness as well.)
Or I just summon him so I can use Weakening Command x2 that first turn. Then fuse on the second. All depends on what is needed. As Osa's we have so many options =p
Just updated the guide for Dual Elemental Dragon Osa information~
11ap while not in Dragon allows for higher base attack on yourself along with more useful mechanics. For example when I had a 12ap build I rarely had my summons lined up for 2x boohowl while dual summoning. So with 11ap I usually can Boohowl + Weakening Command. Boohowl + Mooing + Possess. Boohowl + Whip + Possess. Mooing + Weakening Command + Possess. With Scaraleaf wing slapped on to all of those.
There's other combinations as well, but those are just off the top of my head.
Basically from my experience I know you will rarely have the field lined up perfectly for you. 11ap allows for the most flexibility rather than just using Boohowl twice as that leaves you with literally nothing else to do on your turn. I found myself doing other things 99% of the time rather than using Boohowl twice. (And if you're using Boohowl twice you have no AP to even posses to help position them for another 2x Boohowl!)
Keep in mind the specialty leveling order I put for the Tri-build focuses on Dual Summoning first. Dragon second. And Gobgob support third. Around 130 is when you'll be proficient in all 3 of the playstyles.
But really this is a good guide and is helpful to all Osa's old and new
Quick question: Will you be adding items (mainly epics and relics) that you'd recommend for Osa's to build with? because different item combinations can match the way someone likes to play Osa's. (aoe dmg for mainly fire Osa's, single dange for mainly air Osa's .etc.)
- Mat Calls (fellow Osa
Yeah, I plan on adding in some equipment suggestions in the future but it's closer to the bottom of my list of things to add. For now I suggest everybody uses
Click here
I linked it in my first post as well.
Now to get 3 ele eqs.(which would be a little problem) What pet do u suggest by the way? A natural element one or something with other buffs?
Thanks in advance.
At spells lvl 170, attacking from the front.
(2AP) Bwork Trump: 34 damage (turns enemy around for backstab)
(2MP) Scara leaf: 47 damage +(12 backstab)
(4AP2MP) Mooing: 115 damage +(29 backstab)
(2AP1MP) Speedy Command: 67 damage +(17 backstab)
(2AP1MP) Speedy Command: 67 damage +(17 backstab)
(2AP) Armored Command: 42 damage +(10 backstab)
Using 6mp and 12ap for a total of 457 base damage in 1 turn. Not counting crit hits and the Bwork Trump that allows your teammates to do backstab as well for that extra 25% final damage. Though it's kinda limited in aoe and air spells. It might be worth it to keep bwork trump low level and use whip instead.
I use a Tofu personally (+25% damage). But if you NEED an extra control you could use a Tamed Abomination/Wodent. I like having the raw damage over other pet buffs usually; hence the Tofu.
I'm not a fan of leveling Bwork Trump for damage myself. Whip is flexible, has a high range, and the damage is sexy(boosted in Dragon form).
But yeah, as Osas we have so many combos we can use, haha. A lot of it is situational.
Need help on EQ selection. A little higher lvl than your screenshot but a lot lower in dmg.
Cant recall what item i have on atm.( Might be a solo - going to sub it for crown. Or i do have a crown :blink:.)
For the relic thinking of going for nettle or do u recommend flax?
For dmg, aoe & distance or single target? Please advice.
Thanks in advance.
You'll want distance damage.
Just a small correction for Motivating Command in your spell list: The Starry Motivation charge should give +2 AP and not +1 AP.
But if you guys really find this handbook useful I'll update it tonight~ Expect an update in the next few hours.
Guide updated for [OHB-B-3] - Dual Summoning Osa~. I'll be adding the final build section in later tonight. Then I need to decide what part of the guide to work on next... Suggestions all welcome!Glad I was able to help!
And nice catch! I fixed it. Thank you.