Eniripsa/Battle/4

==Introduction==
The Solo Eniripsa is an unorthodox build that focuses on self healing and protection spells instead of directly supporting the team. Variants of this build can combine attacks with AP removal spells or go for a more offensive +damage approach, where the range of Wounding Word and the HP stealing ability of Vampyric Word will come into play (preferably, with the help of Hat Wisholdoo). Unlike the Support Eniripsa, this build will be able to fight independently, and it will actually be surprisingly powerful at early levels. The behavior of this character will be similar to that of the Feca, with tanking capability through defensive spells and limited range attacks. It will actually be more powerful until higher levels, when the Feca gains Burning Glyph. At that point, this build must rely on weapons to remain competitive (most likely, with the aid of a Weapon Skill). Rich players may add Leek Pie and Lightning Strike spells.
As of update 1.27, Vampyric Word has become powerful enough to develop a solo variant around it further. It is reasonable to go for a Chance + Intelligence hybrid. Used with Stimulating Word, this variant can deal significant damage while stealing HP.
==Soft Caps==
As with other builds, Intelligence is the most important characteristic. It is recommended to also raise Vitality for better tanking and survivability.
==Spells==
===Primary Spells===
The following spells are useful for all build variants. A Weapon Skill will become crucial in higher levels.
Icon	Name 	Level	Element 	Short description
 	Curative Word 	1 	Fire/Healing	Essential for this build. Good self healing.
 	Forbidden Word 	6 	Fire 	Main short ranged attack.
 	Stimulating Word 	9 	 	Essential for this build. Boosts AP. Will allow Forbidden Word to be casted twice a turn.
 	Preventing Word 	13 	Fire 	Essential for this build. Damage reduction allows for effective tanking.
 	Regenerating Word 	26 	Fire/Healing	Healing-over-time is great when casted before getting into combat range, so as to not conflict with AP consumption.
 	Word of Thorn 	31 	 	Reflects damage received on self. Very useful when in close combat.
 	Word of Youth 	36 	 	Dispelling effects is very important, especially in PvP.
 	Friendship Word 	54 	 	Since this character will be attacking half the time, having a supportive summoned creature that is capable of additional healing is very important.
 	Word of Recovery 	100 	Fire/Healing	Great for self healing and saving allies.
 	Summoning of Eniripsa Dopple	200 	 	Summons an Eniripsa Dopple. Always helpful regardless of builds.
===Secondary Spells===
The following spells may or may not be helpful, depending on the variant. Some non-class spells, such as Lightning Strike, Leek Pie or Cawwot, can also be effective.
Icon	Name 	Level	Element 	Short description
 	Wounding Word 	1 	Air 	Long ranged attack. Needs +damage equipment to be effective.
 	Draining Word 	1 	 	Long ranged AP removal. Its 3AP cost allows it to pair well with the 4AP cost of Forbidden Word when Stimulating Word fails to provide +2AP.
 	Frightening Word 	17 	 	Pushback. Vital for variants relying on the Wand as its weapon of choice.
 	Revitalizing Word	21 	Fire/Healing 	Can be useful as it simultaneously heals self as well as nearby allies.
 	Vampyric Word 	42 	Water/Healing	Short ranged attack that steals HP. Attacking while simultaneously stealing HP can be a very powerful tactic. Needs +damage equipment to be effective.
 	Paralyzing Word 	60 	 	MP drain. Also useful for variants relying on the Wand. Helpful in a variety of situations.
 	Lifting Word 	70 	 	Increases range. Debatable effectiveness as the range of Forbidden Word and Vampyric Word cannot be boosted. Still affects Wounding Word, however.
 	Word of Silence 	80 	 	Melee Area-of-Effect AP removal. Causes massive AP lost, but also affects the caster. Extremely effective when tanking for a team with ranged attackers.