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During a fight, each participant can choose one Speed Bonus by filling their speed gauge (beside the turn indicator). Your gauge will fill up on your 4th turn.

Players have a set 6 different bonuses to choose from while monster have a completely different set of unique bonuses to choose from.

Player Speed Bonuses[]

Icon Effect
Speed Bonus AP Sqaure AoE
BlankCellBlankCellBlankCell
BlankCellTargetArrowBlankCell
BlankCellBlankCellBlankCell
: +2 AP (1 turn)
Speed Bonus WP +1 WP
Speed Bonus Stabilize 1 Cell Ring AoE
BlankCellBlankCellBlankCell
BlankCellTargetArrowBlankCell
BlankCellBlankCellBlankCell
Icon Enemy: -2 MP (1 turn)
Icon Caster: Stabilized at the end of turn
Speed Bonus Push 1 Cell Ring AoE
BlankCellBlankCellBlankCell
BlankCellTargetArrowBlankCell
BlankCellBlankCellBlankCell
: Push back 2 cells
Speed Bonus Armor Gain 20% of max HP as Armor (1 turn)
Speed Bonus Damage 1-2 Cell Ring AoE
BlankCellBlankCellBlankCellBlankCellBlankCell
BlankCellBlankCellBlankCellBlankCellBlankCell
BlankCellBlankCellTargetArrowBlankCellBlankCell
BlankCellBlankCellBlankCellBlankCellBlankCell
BlankCellBlankCellBlankCellBlankCellBlankCell
Icon Enemy: Damage at the end of turn

Choosing a Speed Bonus[]

Since a majority of the speed bonuses affect the area around the caster, making sure you are in the right position before your bonus turn to take full advantage of the bonus is important to buffering fellow allies or hindering/damaging enemies.

When someone chooses a speed bonus, it can't be chosen again until all of the remaining speed bonuses are used up by the team, only then will all the speed bonuses refresh, making them available to be chosen by anyone again. This adds a tactical element in requiring players to be quick and decisive in choosing between choosing a bonus that they can use effectively, "wasting" bonus in order to refresh the list of bonuses for other players, or skipping the selection and letting another player take one of the currently remaining bonuses.

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