By players for players, the purpose of this topic is to help those of you who have chosen to have your bow blessed by the goddess Cra in your quest to reunify the Dofus. Before you start reading, be sure to visit the official Cra introduction page, which contains all the additional information you might need.
Playing a Cra
Starting Characteristics
- 55 Health Points (HP)
- 6 Action Points (AP)
- 3 Movement Points (MP)
- 0 Initiative Points
- 100 Prospecting Points
The Most Useful Class Items: the Prince of Thieves Set
- The Robbie Hoodie Cap may prove to be very useful if a Cra wearing it decides to adopt binding-based gameplay. The increase in the maximum number of casts per target for the Frozen Arrow and Paralyzing Arrow spells will provide much more control over one's opponents.
- The Targ Belt will increase Cra's devastating power thanks to the removal of straight-line casting for Slow-Down Arrow and the +30 CC increase for Destructive Arrow. It will also be possible to use boosters much more often with Powerful Shooting.
- The Honoh Ring will clearly be felt when equipped. Its reduced AP cost for two spells and the +30 CC increase on the Explosive Arrow spell allows Cras to be devastating. An added bonus is that the Bow Skill's recast interval is reduced to 1 turn.
Cra in All Her Elements
You alone can decide how you're going to play your class. This brief introduction to the elements is only here to point you in the right direction should you have doubts.
Earth Cras
✔ Pros
The Earth path provides binding and constant damage thanks to its array of available spells. Punitive Arrow allows you to inflict major damage throughout fights while Destructive Arrow considerably reduces the target's attacking potential. Lashing Arrow allows Cras to keep their opponents far away by removing their MP.
✘ Cons
The downside with this elemental path is that 2 out of 3 spells have restrictions on their minimum range. In fact, if Earth Cras don't keep their opponents at a distance, they lose attacking potential quickly.
Fire Cras
✔ Pros
Fire Cras are area-of-effect damage dealers. Explosive Arrow lets them hit all of their enemies in a single attack at very far range. Their other spells allow them to remove AP, steal RA and push an entire line of enemies back by one cell, while inflicting more than adequate damage.
✘ Cons
Because of their area-of-effect spells, Fire Cras are also a danger to their allies because they aren't immune to Cras' damage. Finding the right areas-of-effect, then, can sometimes prove to be difficult. The effects of these spells may also activate the passive abilities of certain monsters; they should, therefore, be used with caution.
Air Cras
✔ Pros
Thanks to their steal health spell, Air Cras last long in combat and fear little. Plaguing Arrow allows them to fight in retreat and/or hit hidden enemies, while Retreat Arrow keeps their enemies at a constant distance.
✘ Cons
Air Cras are not huge damage dealers, and their lack of damage can quickly be felt, since their spells are weaker overall than those of other elemental paths.
Water Cras
✔ Pros
Water is without a doubt the element that binds opponents the most, as all of its spells offer very useful effects. Bat's Eye allows you to heal all while hitting an area of effect and removing RA, and Slow Down Arrow removes AP and hits an area of effect. Atonement Arrow allows you to apply the gravity state to an opponent while also inflicting serious damage. Paralyzing Arrow can be very useful by stealing MP from the target.
✘ Cons
Although it has a good arsenal, Water Cras tire quickly in combat due to their numerous restrictions. Atonement Arrow has a significant minimum range and cannot be cast every turn, and Bat's Eye can only be cast every 4 turns. Paralyzing Arrow inflicts little damage and, finally, Slow Down Arrow can only be cast in a straight line.
Multi-Element Cras
The Multi-Element Cra is without a doubt the most suitable path for this class. Indeed, Cras are very versatile, but they reveals their potential much more when at least two elements are combined to face any situation. The downside with multiple elements is that you'll need to acquire a good number of spell-point scrolls to increase the levels of all the necessary spells.
Synergies - PvP
Are you interested in getting into PvP but aren't sure who works well with Cras and who their worst enemies are? You've come to the right place!
Cras do well when allied with...
Enutrofs
Enutrofs are the preferred allies of Cras because they both know how to make the best of their binding abilities and distance play. This duo is capable of easily removing AP, MP and RA, all the while inflicting damage and keeping their opponents at a distance.
Foggernauts
Foggernauts are also a class that is played at medium/long-range. Combining a Foggernaut with a Cra is an interesting strategic choice because the two classes are both capable of pushing back enemies while inflicting damage. Foggernauts' positioning abilities allow you to maintain a constant distance while guaranteeing ideal positioning. Lifesaver's heals will also be very valuable when needed.
Srams
The Cra/Sram tandem offers very good long-range damage and positioning play. The two classes can combine their specialties by creating a network of long-range traps while positioning enemies right in them. Thanks to their repulsion spells, they're able to stay out of danger's way during the entire combat.
Cras could have trouble fighting...
Cras
Since Cra is a long-distance class that requires range, it can get into trouble quickly against a different class with a longer range. It's ability to hit opponents from afar can be rendered useless fast if it isn't far enough away, and since almost all of its spells have a modifiable range, a Fire Cra could easily take advantage of the situation.
Xelors
Xelors are capable of teleporting almost anywhere on the map. They won't have any trouble getting into close combat with a Cra and then removing all of its AP while inflicting damage. If the Cra can't manage to put distance between them, its potential will be greatly diminished.
Osamodas
An Osamodas against a Cra can be daunting because of its abundant summons. Literally capable of invading a whole map, its summons block the Cra's line of sight as it inflicts damage all the while. The longer a combat drags on, the more difficulty Cras will find themselves in against Osamodas.
Synergies - PvM
Are you more PvM-oriented and would also like a few tips on good Cra allies against monsters?You've come to the right place!
Team of Four - Small Stuff First
In four-player PvM combat, the go-to companions for Cras are Eniripsas, Enutrofs and Foggernauts. This quartet has significant striking power from afar and a powerful enough binding ability to keep monsters at bay. It is possible to play with Foggernaut pushback damage in combination with Cra spells, heal with Eniripsa, and count on Enutrof removals and striking power.
Team of Six - Great Power
Sacrier and Iop are two interesting classes to add to the ones we have already discussed. When there isn't enough distance, it is useful to add a duo capable of getting close to enemies and striking hard, while counting on the rest of the team's support for healing, protection, and long-range damage. These two classes, therefore, contribute better diversity and bettering positioning ability.
Team of Eight - Great Responsibilities
In a team of eight, Ecaflip and Feca will contribute their share of damage, binding and protection to the team. Capable of playing from distance or in close combat, Ecaflip adapts to the situation and allows you to adopt a style that is both aggressive and defensive. Feca provides support binding monsters alongside an Enutrof, doing damage alongside damage dealers and, above all, protecting characters most exposed to damage. With these eight classes, it is possible to adopt a style of play based on distance or close combat without taking too many risks.
The Path to Wisdom
Due to having little knowledge about the game or the different in-game areas, players often want to advance quickly, but soon discover that leveling a character is no easy feat. The following short guide will show any self-respecting Cra that there's more than one way to string a bow to take the fullest advantage of any situation. Here are a few good areas to explore in order to make quick and effective progress. The guide has plenty of explanatory links, so feel free to Touch your screen.
Starting Out - Levels 1 to 50
Incarnam is the ideal area to gain XP in the beginning. Small groups are the main source of progression, so their use is recommended as long as you're alone. Take advantage of the various areas and lairs up to a decent level, as the area is perfectly tailored and you'll collect all the equipment you need. The dungeon on the floating continent also provides a hefty amount of experience. It's recommended that you complete this in a group. After progressing enough, Astrub Forest on the the Amaknian continent will be profitable enough for you to stay there a good while. Once you're done there, Otomai Island presents another phase of progression, where Coral Beach is bursting with small groups offering a nice amount of experience. Enough to keep you hanging around, even past level 50…
The Road to Progress - Levels 50 to 100
Once you've reached level 50, the Kolossium is where you should head next. If you like PvP, this is the ideal place to progress. Otherwise, Coral Beach is still the most profitable place, but you'll have to find a group if you want to go up faster. Wabbit Island is full of unexplored places where you can easily find groups with a few stars. Once there, completing the Cawwot Dofus quest and the achievements will give you a ton of experience. After leveling up enough in this spot, your best bet is to travel to Mount Neselite to fight some Stubbyobs, followed by the Dark Treechnid Forest or on Koalak Mountain.
At the Base of the Mountain - Levels 100 to 150
After completing a series of epic battles, it's time to visit the Trools hiding in their Eltneg Wood lairs. These will offer precious resources for you to easily create very useful equipment. You can also go visit Lord Crow and Royal Mastogob, whose resources and experience will be just as useful to you. Also take advantage of event islands. For quest lovers, there are the following daily quests: "Protect and Scourge" from Captain Amakna at [0,0]; "Kerub's Crib" from Kerub at [6,-16]; and "An Excessive Baker's Dozen" from any member of the Pull family in the class temples.
Climbing to the Top - Levels 150 to 200
Levels are rising and it's time for a change of air, so make your way to the frozen Frigost Island. The Lonesome Pine Trails are the first destination for moving forward. It is now recommended that you take on enemies while in a group, as the monsters are more aggressive and versatile in their moves. The island is divided up into areas, and you must tackle the dungeons in each area before moving on to the next one. This is another opportunity to gain XP: Head to Royal Mastogob's Greenhouse and Royal Pingwin's Excavation. Alma's Cradle becomes accessible, so you might as well stop there and kill monsters for a while, and then continue climbing up by defeating Buck Anear and the Obsidemon in their respective dungeons. From there, it's possible to take advantage of a large portion of Frigost. No point quitting while you're ahead – keep on doing dungeons and killing monsters in each area. Level 200 is waiting for you, so draw your bow!