Who doesn’t love mars the chocolate? I do! Especially when its spelled backwards and use it on Dofus! =D well… speaking serious now the Srams are one of the most powerful and irritating kinds in all Dofus (irritating for others that is :P ). Don´t misunderstand me, all races are good, it depends of the player who controls it and mainly on how the player evolved its characteristics and spells. Nevertheless a well trained Sram is a great pvp fighter.
Before I even start guiding you throughout the Sram kind let me tell you something. These are just guide lines! You’re not obligate to follow my training. This guide is just based in my recently 163 Sram with all the updates and based in MY STYLE OF FIGHTING! If you prefer other strategies feel free to make a guide of your one and share your tactics with your fellow mates! Who knows, maybe it will be better than this ^^
Okay… you’re ready to pwn? Ready to be level 120 and win fights against multiple players like osamodas, sadidas, iops etc whose combined lvl are 3-times bigger than you? Than lets start.
Characteristics:
This is where most players fail… Some think: “wow this is so useful and this and that also…” and end up leveling all characteristics at the same time. Well they are wrong!
Each level you go up on your Sram you get 5 characteristics points to lvl you Sram characteristics (duh) we will train a strength based Sram. Most of your Srams attacks are earth or neutral damage-based. So, great Strength will give each attack a great boost of damage to your enemies. Your following?
You can see now where this is going? No? Then let’s go over the Sram characteristics one-by-one.
CHARACTERISTICS:
Vitality: each CP (characteristic point) spent here means 1 more Health point to you. Having a great health is good. But it’s not urgent. Since you can get all the health you need trough your equipment. I would leave it or scroll it (level it with scrolls) at least until you finish leveling the other two more important characteristics.
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Strength: Repeat after me: “ Me, the newbie Sram will never EVER spend CP in other characteristics unless my strength is at least 200” Seriously now, Level strength at least till lvl200 and I even leveled it to 300 (if you want you can try to put more points but it costs too much) before you even think about touching another characteristic. This is your most important Characteristic and if you want to rule Dofus, never disobey this rule.
Strength: Repeat after me: “ Me, the newbie Sram will never EVER spend CP in other characteristics unless my strength is at least 200” Seriously now, Level strength at least till lvl200 and I even leveled it to 300 (if you want you can try to put more points but it costs too much) before you even think about touching another characteristic. This is your most important Characteristic and if you want to rule Dofus, never disobey this rule.
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Agility: Your second (tied with vitality) most important characteristic. Level this one AFTER Strength and before vitality until 100 (at least). You will need those dodge roles for you and your double (will get to that later)
Agility: Your second (tied with vitality) most important characteristic. Level this one AFTER Strength and before vitality until 100 (at least). You will need those dodge roles for you and your double (will get to that later)
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Wisdom: this one is very important but not for fighting. This one gives you 1% of xp on each battle for every lvl, so 2 wisdom points means 2%more xp out of batles. We all want it but don´t waste you CP in here unless you have plenty. Scroll it as much as you can for a faster training (I would advise lvl 25 at least).
Wisdom: this one is very important but not for fighting. This one gives you 1% of xp on each battle for every lvl, so 2 wisdom points means 2%more xp out of batles. We all want it but don´t waste you CP in here unless you have plenty. Scroll it as much as you can for a faster training (I would advise lvl 25 at least).
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Intelligence: Useless, I arrest my case
Intelligence: Useless, I arrest my case
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Chance: We all want more and rarer drops, nevertheless don’t waste your CP here. It will tempt you but you must be strong and resist it xD. Scroll it if you want but never before Wisdom and vitality.
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Uff, that’s that. Basically concentrate you CP on strength and you will own ^^
Chance: We all want more and rarer drops, nevertheless don’t waste your CP here. It will tempt you but you must be strong and resist it xD. Scroll it if you want but never before Wisdom and vitality.
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Uff, that’s that. Basically concentrate you CP on strength and you will own ^^
Now, the second most important part of this guide! The spells.
Warning: at the first levels, if you follow this guide, being a Sram will be very boring! It will be just trap and run, trap and run etc until the fight is over.
Warning 2: it’s much more useful to have a level 5 spell then 2 spells level 3. This is a golden rule
Last waning: Again, this is my way of fighting. If you like another one lvl your spells according to what you like.
Spells:
For each level you evolve, you will get 1 SP (spell point) to spend on your spells. You will need a total of 10 SP to up a spell from lvl 1 to lvl 5 (and more 5 SP to evolve it to lvl 6 but don’t bother about lvl 6 spells, you will not be able to upgrade to 6 if your Sram is not lvl 100+)
Location: It’s a good spell. Only 2 AP (action points) cost and makes everything invisible visible. Good at fighting another Sram or monsters (such like the prespic) but the spell is the same whether it’s on lvl 1 or 6 so don’t waste any points here.
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Deviousness: Don´t bother spending SP points here either, for now. You will need it when fighting players but that should not be your main concern in early levels. If you finds yourself (at lvl 40 at least) with spare SP than go ahead and evolve it to lvl 6 (I personally only evolve it after my Sram was lvl 80 and after all other “must” spells are evolved at least to 5.)
Deviousness: Don´t bother spending SP points here either, for now. You will need it when fighting players but that should not be your main concern in early levels. If you finds yourself (at lvl 40 at least) with spare SP than go ahead and evolve it to lvl 6 (I personally only evolve it after my Sram was lvl 80 and after all other “must” spells are evolved at least to 5.)
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Tricky Trap: This is one of your first attacks and, it’s a trap that does not need LoS (line of Sight). A trap is something that will activate if some steps on it and, when activated, will deal damage to the one stepped on it. Tricky Trap is important for you to learn the basics of how traps work, their weakness and most important where to put them. This is one of the most useless and tempting to evolve spell of them all. Don´t waste SP here or you will regret it! I remember I saw other Srams that were lvl 13-15 that had tricky trap evolved and killed stronger monsters than I when I was lvl 20. This is why Srams maybe a bit boring in the beginning. But never, EVER spend SP on this spell. Consider yourself warned.
Tricky Trap: This is one of your first attacks and, it’s a trap that does not need LoS (line of Sight). A trap is something that will activate if some steps on it and, when activated, will deal damage to the one stepped on it. Tricky Trap is important for you to learn the basics of how traps work, their weakness and most important where to put them. This is one of the most useless and tempting to evolve spell of them all. Don´t waste SP here or you will regret it! I remember I saw other Srams that were lvl 13-15 that had tricky trap evolved and killed stronger monsters than I when I was lvl 20. This is why Srams maybe a bit boring in the beginning. But never, EVER spend SP on this spell. Consider yourself warned.
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Deceitful attack (level 3): put this one in a chest lock it up, dig a hole on the ground and burry the chest. Really, if there is a useless spell in all Sram is this one. Does fire damage which is intelligence powered. And its not even good. Never put SP in this one… ever.
Deceitful attack (level 3): put this one in a chest lock it up, dig a hole on the ground and burry the chest. Really, if there is a useless spell in all Sram is this one. Does fire damage which is intelligence powered. And its not even good. Never put SP in this one… ever.
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Mistake (level 6): Save your SP and don´t put any points in here. The range of 1 and its great cost of AP together with breaking your invisibility make its worthless on high levels. It’s something that on your first’s fights you may want to use to just slightly change your strength and agility but never hitting an enemy. Never let an enemy come closer knowing that you are there. You can use it until level 9. After that, simply use Tricky Blow.
Mistake (level 6): Save your SP and don´t put any points in here. The range of 1 and its great cost of AP together with breaking your invisibility make its worthless on high levels. It’s something that on your first’s fights you may want to use to just slightly change your strength and agility but never hitting an enemy. Never let an enemy come closer knowing that you are there. You can use it until level 9. After that, simply use Tricky Blow.
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Tricky Blow (level 9): This one will be very useful. Since you agility will be small and if you find yourself in a thigh situation where you need to get way from a close enemy without risking a wasted turn, just tricky blow your opponent and get ready to use your traps next turn. One of the most effective tactics of the Sram is to trap behind the opponent (no traps need LoS) and then push the opponent to them. Its very funny and effective. Nevertheless you will not use this tactic at earlier levels because you will not spend SP in this spell, and the high AP cost at lvl 1 does not give you the chance to use the tactic. You will later have another spell that will do much better for less AP (aKa Fear ^^). Don´t waste your SP
Tricky Blow (level 9): This one will be very useful. Since you agility will be small and if you find yourself in a thigh situation where you need to get way from a close enemy without risking a wasted turn, just tricky blow your opponent and get ready to use your traps next turn. One of the most effective tactics of the Sram is to trap behind the opponent (no traps need LoS) and then push the opponent to them. Its very funny and effective. Nevertheless you will not use this tactic at earlier levels because you will not spend SP in this spell, and the high AP cost at lvl 1 does not give you the chance to use the tactic. You will later have another spell that will do much better for less AP (aKa Fear ^^). Don´t waste your SP
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Double (level 13): Another good spell. And again, only level it after the main spells. So for now, leave it at lvl1. When you can, level it to lvl 6 and you will not regret it. Imagine a double of you (2AP cost and 6 turn cool-down), with 800 vitality or even more charging against you enemies, blocking all LoS and activating the traps where your enemies are. You must be very smart to use this double thought. You will not want it to activate the traps destined for your enemies and clearing the pass for them. Its also of a great use against monsters. Plus if it wins the dodge role your double will keep your opponents away from you xD. Again, don´t spend SP points in it right now, wait until the “must” spells are leveled.
Double (level 13): Another good spell. And again, only level it after the main spells. So for now, leave it at lvl1. When you can, level it to lvl 6 and you will not regret it. Imagine a double of you (2AP cost and 6 turn cool-down), with 800 vitality or even more charging against you enemies, blocking all LoS and activating the traps where your enemies are. You must be very smart to use this double thought. You will not want it to activate the traps destined for your enemies and clearing the pass for them. Its also of a great use against monsters. Plus if it wins the dodge role your double will keep your opponents away from you xD. Again, don´t spend SP points in it right now, wait until the “must” spells are leveled.
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Invisibility (level 17): Yes, after all your hard work you will finally make all of those whom mock you pay! Well, not exactly now but invisibility is 1 of the 2 parts for a great Sram. You see those SP that you storage? Use them now =D put this spell at level 5 pronto and enjoy 4 turns of confusion on all the enemies while you use your traps. Invisibility will also give you plus 1 of movement point. Invisibility must be one of your closest friends. This one is a “must” have Spell and level it to 6 ASAP
Invisibility (level 17): Yes, after all your hard work you will finally make all of those whom mock you pay! Well, not exactly now but invisibility is 1 of the 2 parts for a great Sram. You see those SP that you storage? Use them now =D put this spell at level 5 pronto and enjoy 4 turns of confusion on all the enemies while you use your traps. Invisibility will also give you plus 1 of movement point. Invisibility must be one of your closest friends. This one is a “must” have Spell and level it to 6 ASAP
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Mass Trap (level 21): Now, to enjoy the fruits of your hard work. The mass Trap is your best meanest and most useful trap of them all. If you followed everything I said until here you will have just enough SP to level this one to level 5. And when you can, level it to 6(remember that you will only be able to have level 6 spells after your Sram is level 100. You don´t need to save all your SP until than). You will have 5 of range and a 3 sized trap that will be able to get several opponents at the same time! If you use it correctly that is. This one is a “must” have Spell and level it to 6 ASAP
Mass Trap (level 21): Now, to enjoy the fruits of your hard work. The mass Trap is your best meanest and most useful trap of them all. If you followed everything I said until here you will have just enough SP to level this one to level 5. And when you can, level it to 6(remember that you will only be able to have level 6 spells after your Sram is level 100. You don´t need to save all your SP until than). You will have 5 of range and a 3 sized trap that will be able to get several opponents at the same time! If you use it correctly that is. This one is a “must” have Spell and level it to 6 ASAP
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Invisible to others (level 26): Another useless spell. It may be fun to use when fighting alongside a player that you’re helping to evolve but you will not use it in any serious match. Trust me; don’t waste your SP here.
Invisible to others (level 26): Another useless spell. It may be fun to use when fighting alongside a player that you’re helping to evolve but you will not use it in any serious match. Trust me; don’t waste your SP here.
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Poison Trap (level 31): After leveling Mass Trap to lvl 5 and if again you saved your points like I said, you will have again, just enough SP to lvl Poison Trap to level 5. This one, together with Mass trap is Pwnge! Level it to 6 Pronto. It’s a Trap that whoever steps on it gets a 7 neutral damage for 3 turns. It does not sound like much but wait until it hits a 120+ damage each turn! It was way better before the updates because it was recastable every turn. Its worse now but combined with Mass Trap and Fear its still your Nº1 Friend because it’s a 1 size trap that if putted at good use can hit a max of 5 opponents. This times 3 turns times 100 damage, gives 1500 of damage (with just one spell) every 3 turns plus the damage with mass trap and other attacks as the fight goes on. Of course it’s difficult to achieve with players but against multiple monsters can be very common. This one is a “must” have Spell and level it to 6 ASAP.
Poison Trap (level 31): After leveling Mass Trap to lvl 5 and if again you saved your points like I said, you will have again, just enough SP to lvl Poison Trap to level 5. This one, together with Mass trap is Pwnge! Level it to 6 Pronto. It’s a Trap that whoever steps on it gets a 7 neutral damage for 3 turns. It does not sound like much but wait until it hits a 120+ damage each turn! It was way better before the updates because it was recastable every turn. Its worse now but combined with Mass Trap and Fear its still your Nº1 Friend because it’s a 1 size trap that if putted at good use can hit a max of 5 opponents. This times 3 turns times 100 damage, gives 1500 of damage (with just one spell) every 3 turns plus the damage with mass trap and other attacks as the fight goes on. Of course it’s difficult to achieve with players but against multiple monsters can be very common. This one is a “must” have Spell and level it to 6 ASAP.
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Chakra Concentration (level 36): I avoided evolving this spell first because of the uncertainties. Plus I prefer the trap strategies instead of the direct hit attack. Nevertheless It’s a very useful and powerful spell; level it to 5. It will give your dagger a boost of strength which is very good whether for attacks or traps
Chakra Concentration (level 36): I avoided evolving this spell first because of the uncertainties. Plus I prefer the trap strategies instead of the direct hit attack. Nevertheless It’s a very useful and powerful spell; level it to 5. It will give your dagger a boost of strength which is very good whether for attacks or traps
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Paralyzing Trap (level 42): This one is good fun and god is annoying (for the opponents :P) level it to 5 (no need of 6) for a remove of 10mp for 3 turns. So, while you opponent its stuck in there, use your traps to “prepare” the ending of the 3 turns (you know what I mean) ^^
Trap of Silence (level 48): Save your SP and level this spell to lvl 4 (but level it to 4 asap). It will cost whoever activates it a 7ap cost. No more flying around now =D
Paralyzing Trap (level 42): This one is good fun and god is annoying (for the opponents :P) level it to 5 (no need of 6) for a remove of 10mp for 3 turns. So, while you opponent its stuck in there, use your traps to “prepare” the ending of the 3 turns (you know what I mean) ^^
Trap of Silence (level 48): Save your SP and level this spell to lvl 4 (but level it to 4 asap). It will cost whoever activates it a 7ap cost. No more flying around now =D
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Unsummoning Trap (level 54): It’s a fine trap against summons but nothing more. Don’t waste your SP here, leave it on lvl 1 (unless you have spare SP which I doubt). Any other “must” will take care of your “summoning problems”
Unsummoning Trap (level 54): It’s a fine trap against summons but nothing more. Don’t waste your SP here, leave it on lvl 1 (unless you have spare SP which I doubt). Any other “must” will take care of your “summoning problems”
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Fear (level 60): An appropriate name. This is one of the parts that makes the trap\push combo possible. This is the “push” part ^^. Level it to lvl 5, don´t bother with lvl 6 you won’t need it that big. With just a 2 AP cost and a 5 square push you can simply allocate your traps behind the opponent and push him\her\it to them. Simple and useful. Level it to 5 pronto. Similar to Tricky Blow but with a great advantage: lower AP cost. And believe me when I say that on great battles, you will need every bit of AP you can get.
Fear (level 60): An appropriate name. This is one of the parts that makes the trap\push combo possible. This is the “push” part ^^. Level it to lvl 5, don´t bother with lvl 6 you won’t need it that big. With just a 2 AP cost and a 5 square push you can simply allocate your traps behind the opponent and push him\her\it to them. Simple and useful. Level it to 5 pronto. Similar to Tricky Blow but with a great advantage: lower AP cost. And believe me when I say that on great battles, you will need every bit of AP you can get.
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CON (level 70): At the first sight this maybe a tempting spell. It steals kamas and the thought of rich and fortune if tempting, but you must resist it! Don´t Level it because you will never become rich using such spell. Leave it at 1 and use it if the battle is “already resolved” for your side (of course).
CON (level 70): At the first sight this maybe a tempting spell. It steals kamas and the thought of rich and fortune if tempting, but you must resist it! Don´t Level it because you will never become rich using such spell. Leave it at 1 and use it if the battle is “already resolved” for your side (of course).
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Chakra Impulse (level 80) Its a basic spell... It increases for a few turns your critical hit ration. The crits will still be based on luck but in may increase your chance of getting one. I dind't level this one though, why? for the same reason I never played with an Ecaflip: I don´t like the ideia of decided someting based on pure luck =D
Chakra Impulse (level 80) Its a basic spell... It increases for a few turns your critical hit ration. The crits will still be based on luck but in may increase your chance of getting one. I dind't level this one though, why? for the same reason I never played with an Ecaflip: I don´t like the ideia of decided someting based on pure luck =D
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Lethal Attack: It’s not a trap. It’s a direct attack that if you crit (don’t count on it cause it’s really rare) at level 5 you hit 131 to 151 earth attack. Nevertheless it’s still good if you don’t crit. I would advise you to use it only if you’re not invisible, otherwise it will break your number 1 defense. Leave it on level 5.
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Lethal Trap: Srams final spell and there are two opinions about its usefulness:
1- Don’t level it, it cost too much AP and the SP can be used for better spells
2- Level it and use it on the fear\trap combo as a way to deal lots of damage (same as lethal attack but in trap form)
No matter how much opinions there are it’s a good trap. I’m still not certain of its complete usefulness but your free to find out and by all means inform me of it.
Lethal Trap: Srams final spell and there are two opinions about its usefulness:
1- Don’t level it, it cost too much AP and the SP can be used for better spells
2- Level it and use it on the fear\trap combo as a way to deal lots of damage (same as lethal attack but in trap form)
No matter how much opinions there are it’s a good trap. I’m still not certain of its complete usefulness but your free to find out and by all means inform me of it.
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To sum up
Level 6 -> invisibility; mass trap; poison trap; Deviousness (optional) and double (optional)
Level 5 -> Double (optional); Deviousness (optional); Chakra Concentration; Paralyzing trap; Fear; Lethal attack; Lethal Trap
Level 4 -> Trap of silence (if you can spare the points having it on level 5 is good as well)
Level 1 ->Location; Deceitful attack; Mistake; Tricky Blow, Invisible to others
Note: any direct hit attack(such as lethal attack, traps are indirect hit) will cause your invisibility to vanish. Your invisibility is your 1st and primary defense against players (monsters will sometimes “see you” although you’re invisible which is annoying and producers never fixed that bug) be careful when breaking your invisibility and revealing yourself to your enemies. (hand-to-hand combat attack will not break your invisibility.)
To sum up
Level 6 -> invisibility; mass trap; poison trap; Deviousness (optional) and double (optional)
Level 5 -> Double (optional); Deviousness (optional); Chakra Concentration; Paralyzing trap; Fear; Lethal attack; Lethal Trap
Level 4 -> Trap of silence (if you can spare the points having it on level 5 is good as well)
Level 1 ->Location; Deceitful attack; Mistake; Tricky Blow, Invisible to others
Note: any direct hit attack(such as lethal attack, traps are indirect hit) will cause your invisibility to vanish. Your invisibility is your 1st and primary defense against players (monsters will sometimes “see you” although you’re invisible which is annoying and producers never fixed that bug) be careful when breaking your invisibility and revealing yourself to your enemies. (hand-to-hand combat attack will not break your invisibility.)
Tactics:
I will not tell you which is the better tactic to fight this or that race in Dofus. I’ll speak in a general way for monsters only! Against players you must find out by yourself using some of the tips I already gave and will give
Solo-> when fighting solo, try to use invisible only if you need it to escape a dead end situation along side with fear and tricky blow. Never waste a turn, spam the whole map with traps if you can but try to predict the movements of you opponent. As a Sram, you MUST be one step farther, always. Use the combo fear\traps and hit and run tactics your opponent until victory! Some Srams also use invisibility together with their Dagger as lethal weapons to inflict mass damage on the opponent; for this to result you need a good agility to win those dodge roles.
Team-> Srams are very independent fighters. And because traps are its essence; once one of your friends (such as an iop) gets to close to a opponent you only have two choices: 1->deal great damage to both by using traps or 2-> deal less damage but only to your opponent. However when in a good team Srams can be very helpful blocking an enemy from moving with paralyzing or double, blocking LoS taking PA etc. On teams you will need to put your traps aside and use direct attacks most of the times because you never know what your team mate is thinking.
PS: There is also a great Spell that you must buy. It’s called Dagger Skill and will give you 65% more damage when hitting with a dagger and only a 3AP cost. Level it to lvl 6 ASAP
Finally its over! I hope it was usefull and that you enjoy your Sram =D I recently gave my trained Sram to my little bro and started a new Sram to play with him... just for the fun =). You can find me by the name of Abidall-Sombra but this Sram is still noob.
Thank you for your attention and keep those Dofus eggs coming :)
Abidall-Sombra