dofus, ankama, sram, tutorial, networks, network, class, guide, tutorial
Page 1 - Spells
Have you often wondered how these tricksters from Srams always get away with it? Or how they manage to create a network capable of killing almost anything and everything in one turn? No worries, today we explain everything about this class, from the Sram that rushes into the heap to the Sram that spends its life invisible!
There are two ways to play your Sram: by ramming or by setting traps. Both ways are viable, and even if the Earth/Air Sram is very popular in the current meta, let's discover all the subtleties of the Sram here!
Summary
The Sram - Page 1
Traps and poisons & their specificities - Page 1
Usefulness in PvM and PvP - Page 2
Knowing and making networks - Page 2
The Sram
The Sram, like the murderer and thief that he is, has many ways to defeat his enemy. One of the easiest ways to play it is to abuse spells direct of Sram. Here are the most important spells of this class, not counting the traps that fall under spells indirect :
bad luck : This spell allows, when placed on an enemy for 3 AP, to impose on him the damage he will do by reducing it to the minimum possible (example: place this spell on a Iop, and its Iop's Wrath supposed to hit 81 to 100 Earth damage will eventually hit 81 Earth damage). This spell is therefore to be used preferably on damage dealers (Iop, Ecaflip, Huppermage, etc...). Be careful though, fate Brokle Iop having the opposite effect against the effects of Bad luck.
Invisibility : Spell at 2 AP making you completely invisible in the eyes of enemies, while giving you 2 MP. Often used for procrastinate in order to place his game or defensively, in case of a big loss of life points, this spell can also be used offensively thanks to the PM given. NB: You will come out of the invisible state if you cast a direct damage spell. Ecaflips and Cras can also get you out of this state with Perception, Mole Eye or Word of Silence.
Misguiding : In most PvPM compsitions, an eroder is essential, which is why this spell is a must. A spell ofzone erosion stealing stats from opponents, hence the current popularity of Sram Land/Air.
scam : We mentioned the nag Srams at the beginning of the article, here is one of the assets in its Air way. Very big damage online up to 6 PO.
Deadly Attack : Another version of the Sram nag, this time in the Earth way. What's more big damage than the Air path, this spell is however practically cast in melee, the range is therefore compensated by the damage.
Traps and poisons & their specificities
La mechanical the most interesting of the Srams is undoubtedly the traps et poisons he uses, both offensively and defensively. A short summary of when and how to use them:
Immobilization Trap : Area trap removing up to 4 MP, ideally launched at the start of combat, it is difficult to dodge due to its size.
insidious poison : One of the only real Sram poisons, this one is ideal for spamming, because it has no line of sight. Small damage at first glance, but it is damage that will be continuously applied each turn, making the total damage of this spell significant.
Poison Trap : Half-trap half-poison, this trap will allow you to poison your opponent (who would have believed it?). A little damage most important than those of insidious poison, it will however be less easily applicable because of its higher recovery time.
Chakra Focus : Second and last real poison of the Sram, the Chakra Focus will add, when placed on an opponent, a dsecond line of damage to your traps Theft of life in the way Feu.
Mass Trap : A simple area trap that deals decent damage to everyone in its area when it is sets off.
Death Trap : The biggest trap of the Earth path in terms of damage. Push your opponent on it to trigger it.
Trap of Silence : Another poison trap, but this time at release. It is one of the few trigger poisons available in the World of Twelve. Similar to Dizziness of the Pandawa, this poison, once applied, will trigger at the end of each round of the player being infected (if he used his AP, of course). Warning: trigger poisons are only affected by fixed resistors of your opponent. If you are invisible, it is advisable to use this trap just before leaving it, otherwise your opponent will only have to pass his turns without using AP to avoid being impacted.
Sneaky Trap : One of the two pillars of the Sram network, the Devious Trap will allow you toguide your opponents the way you want. NB: If several targets are on the trap when triggered, the time priority is applied (details on page 2).
Repellent trap : The second pillar of Sram network, this trap is often used by their owner for the purpose of rush (or from fuite) since it only inflicts damage on opponents.
Continued on Page 2 →