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Earth, everything but tripple whammy (whammy is nice for some situations, but i just can't seem to make room for it)
water: milk wave, milk fountain and milky breath. I have splash of milk leveled but almost never actually use it/have it in my deck, it's leveled mostly for the water dmg% from spell exp, the heal can be useful though Bubble Trouble not applying dizzy makes it not overly attractive for me, dmg isn't all too high either.
Actives I usually use all but ether. So that leaves 1 spell slot that genreally gets assigned differently from fight to fight - though I also vary some of my other spell slots depending on need.
Now, even as an earth+water panda, you'll often need to have dairy springer and flaming burp in your deck. Ether can sometimes also be really nice. I swap those in and out as needed.
E.g. chalice build where I want dmg but mobility as well to help with positioning (e.g. boss), I take out milk wave to fit burp in it's place. Chalice build for dmg but general leveling content where having a hard hitting water spell is nice against low resists: swap springer for burp (basically my normal setup). Tanky(main tank) Pandemic build where the boss hits so hard that I need to use dizzy for six roses shields+I might need to heal, I'll simply have springer in my "free" slot, no burp. Tanky build where I might not need to heal (shushu bosses/strong group etc)., take out milk wave for burp to have the option for resist reduce,...not much mobility/positioning needed? you could also go without springer on a tank deck...or swap in ether which also gives mobility and stabilizes.
Just a few examples, either way, imo you shouldn't think of your spells as fixed, swap a lot.
For passives I mostly run the same things:
Good passives to use:
Bottomless barrel - makes you automatically pick up your barrel at the end of your turn if you are facing towards it, also makes you reg HP when you have barrel in hand. Quite useful for managing barrel, since as Earth+Water/Fire panda you'll have to swap between holding barrel in Hand for earth spells, and not in hand for water/fire spells, the hp reg is nice too especially for tanking.
Aggressive barrel - lets you pick up your barrel for only 1 AP instead of 2, you also do 10% more dmg with barrel in hand (= with earth spells).
Milky instinct - if you consume dizzy (with six roses or burp) you'll get a final damage buff for your next attack depending on the amoutn of dizzy consumed. It also gives dizzy to things around your barrel and lets you reg more WP when you go a full cycle from merry to sober.
Masters of Merriment - gives you 1(2) more AP/MP when you go merry/worn out for your first turn. It also lets you regenerate WP and heal a bit when consuming 15 dizzy.
For my last slot I usually alternate between
Poisoned Chalice - very good when all you are concerned about is your damage output. Makes your dizzy work like a poison on the enemies and gives you final damage..but you also lose resists so it can be risky.
Pandemic - amazing passive for tanking. 20% of the damage you take gets redirected to your barrel when you have it in hand..that's some huge damage reduction, you even get some free resist on top of it. It comes at the cost of some damage though.
If I a) want to be able to heal (so no chalice), b) don't need to be too tanky c) have strong teammates worth buffing, refreshment can also fit a slot nicely.
Since you're not 150 yet you'll miss a slot, you can still swap in chalice/pandemic etc for one of the others (if you want/need), e.g. depending on your ap amount you could either rely on the 1ap barrel pickup or on pure bottomless auto pick up and leave one of those 2 out..just experiment
Stat wise, I went with 5 points in Barrier (Panda gets so much dmg reduction, the flat reduction from barrier becomes really strong at that point, generally not a bad stat for close combat chars, don't put 10 points though...almost nobody gets hit 10 times per turn, I'd say anything from 4-6 is fine.) rest into MaxHP% (Max HP helps your barrel HP, your bamboozle shield and lets you stack heal resist less quickly, so imo it's better than "hp to armor" for a frontline char).
Full AoE, then full general dmg (pure general dmg is fine too though if you want better heals/shields cause those are single target). I personally wouldn't fixate at any range type, Pandas hit from all ranges.
I'm full dodge and lock. That's a matter of taste. You could also go full lock or stat ini +lock if you want to go early. Depends on your play style. The dodge isn't necessary with Panda's kit, i just like to have it for convenience (especially since I don't always have springer in my deck like a fire panda would).
Block+Critchance, rest crit dmg (or crit resist if you want to go really tanky for pvp.)
For Majors AP, MP, reduction are a must. Last major at 175 could be final dmg, wp or range.
I hope that helped you out a bit.
PS: I don't know if that actually was your initial goal for your Panda, or whether you only made an earth+water panda as a damage dealer back when you created him but: don't be afraid to fill the Tank slot for any content. The new earth tree is amazing, so is the Pandemic passive. My Panda could tank Dragon Pig at 125, with cheap items from Ambassador Wings, without even dropping in HP...only in the very last turn did the boss manage to get me close to half, no healer. You also get a TON of free lock from bash barrel+kamrachak (just pick up anything to get the buff for a turn, can be your barrel for 1ap)...To give you an idea, my Panda only has ~400 lock, after bash barrel and kamrachak + Flaming I sit at 800+
What I use on my Earth+Water Panda:
Bubble Trouble not applying dizzy makes it not overly attractive for me, dmg isn't all too high either.

Earth, everything but tripple whammy (whammy is nice for some situations, but i just can't seem to make room for it)
water: milk wave, milk fountain and milky breath. I have splash of milk leveled but almost never actually use it/have it in my deck, it's leveled mostly for the water dmg% from spell exp, the heal can be useful though
Actives I usually use all but ether. So that leaves 1 spell slot that genreally gets assigned differently from fight to fight - though I also vary some of my other spell slots depending on need.
Now, even as an earth+water panda, you'll often need to have dairy springer and flaming burp in your deck. Ether can sometimes also be really nice. I swap those in and out as needed.
E.g. chalice build where I want dmg but mobility as well to help with positioning (e.g. boss), I take out milk wave to fit burp in it's place. Chalice build for dmg but general leveling content where having a hard hitting water spell is nice against low resists: swap springer for burp (basically my normal setup). Tanky(main tank) Pandemic build where the boss hits so hard that I need to use dizzy for six roses shields+I might need to heal, I'll simply have springer in my "free" slot, no burp. Tanky build where I might not need to heal (shushu bosses/strong group etc)., take out milk wave for burp to have the option for resist reduce,...not much mobility/positioning needed? you could also go without springer on a tank deck...or swap in ether which also gives mobility and stabilizes.
Just a few examples, either way, imo you shouldn't think of your spells as fixed, swap a lot.
For passives I mostly run the same things:
Good passives to use:
Bottomless barrel - makes you automatically pick up your barrel at the end of your turn if you are facing towards it, also makes you reg HP when you have barrel in hand. Quite useful for managing barrel, since as Earth+Water/Fire panda you'll have to swap between holding barrel in Hand for earth spells, and not in hand for water/fire spells, the hp reg is nice too especially for tanking.
Aggressive barrel - lets you pick up your barrel for only 1 AP instead of 2, you also do 10% more dmg with barrel in hand (= with earth spells).
Milky instinct - if you consume dizzy (with six roses or burp) you'll get a final damage buff for your next attack depending on the amoutn of dizzy consumed. It also gives dizzy to things around your barrel and lets you reg more WP when you go a full cycle from merry to sober.
Masters of Merriment - gives you 1(2) more AP/MP when you go merry/worn out for your first turn. It also lets you regenerate WP and heal a bit when consuming 15 dizzy.
For my last slot I usually alternate between
Poisoned Chalice - very good when all you are concerned about is your damage output. Makes your dizzy work like a poison on the enemies and gives you final damage..but you also lose resists so it can be risky.
Pandemic - amazing passive for tanking. 20% of the damage you take gets redirected to your barrel when you have it in hand..that's some huge damage reduction, you even get some free resist on top of it. It comes at the cost of some damage though.
If I a) want to be able to heal (so no chalice), b) don't need to be too tanky c) have strong teammates worth buffing, refreshment can also fit a slot nicely.
Since you're not 150 yet you'll miss a slot, you can still swap in chalice/pandemic etc for one of the others (if you want/need), e.g. depending on your ap amount you could either rely on the 1ap barrel pickup or on pure bottomless auto pick up and leave one of those 2 out..just experiment
Stat wise, I went with 5 points in Barrier (Panda gets so much dmg reduction, the flat reduction from barrier becomes really strong at that point, generally not a bad stat for close combat chars, don't put 10 points though...almost nobody gets hit 10 times per turn, I'd say anything from 4-6 is fine.) rest into MaxHP% (Max HP helps your barrel HP, your bamboozle shield and lets you stack heal resist less quickly, so imo it's better than "hp to armor" for a frontline char).
Full AoE, then full general dmg (pure general dmg is fine too though if you want better heals/shields cause those are single target). I personally wouldn't fixate at any range type, Pandas hit from all ranges.
I'm full dodge and lock. That's a matter of taste. You could also go full lock or stat ini +lock if you want to go early. Depends on your play style. The dodge isn't necessary with Panda's kit, i just like to have it for convenience (especially since I don't always have springer in my deck like a fire panda would).
Block+Critchance, rest crit dmg (or crit resist if you want to go really tanky for pvp.)
For Majors AP, MP, reduction are a must. Last major at 175 could be final dmg, wp or range.
I hope that helped you out a bit.
PS: I don't know if that actually was your initial goal for your Panda, or whether you only made an earth+water panda as a damage dealer back when you created him but: don't be afraid to fill the Tank slot for any content. The new earth tree is amazing, so is the Pandemic passive. My Panda could tank Dragon Pig at 125, with cheap items from Ambassador Wings, without even dropping in HP...only in the very last turn did the boss manage to get me close to half, no healer. You also get a TON of free lock from bash barrel+kamrachak (just pick up anything to get the buff for a turn, can be your barrel for 1ap)...To give you an idea, my Panda only has ~400 lock, after bash barrel and kamrachak + Flaming I sit at 800+