Clases

En Dofus existen 15 diferentes **clases** para elegir cuando creamos nuestro personaje. Estas poseen diferentes hechizos de clase propios de casa raza con diferentes tasas de crecimiento dependiendo de sus características.

## Comparativa de clases

### Vista General

**Atacantes:**

Clases cuyo rol principal es la de provocar gran daño en los enemigos como e Ocra, Zurcarak, Yopuka, Sadida, Sram y Xelor. Todas estas clases estan enfocadas en meter daño al enemigo sin embargo la forma en que cada una lo hace es bastante diversa, versed in dealing damage. The [[1]], [[2]] and [[3]] are close combat attackers, while the [[4]], [[5]] and [[6]] are designed for ranged combat.

* [[7]]s can deal the most damage of any class, but suffers from a lack of ranged attacks. They can also buff ally damages and give temporary hitpoints.
* [[8]]s are also very powerful at close combat, but their spells deal considerably less damage than the [[9]]'s. Their advantage is versatility, being able to fight at medium range, summon a fast-moving creature, and provide the team with various support spells, including AP and MP buffs. They can also heal well. Their spells are, however, often unreliable.
* [[10]]s are comparable to the [[11]] in terms of dealing damage and versatility, but their supportive abilities are better at saving themselves than their allies. The class also uses traps that shine when teamed up with a character that can move enemies effectively.
* [[12]]s are popular for their capability to inflict major damage at all ranges. The hallmark of this class is their wide Area-of-Effect attacks, which allows them to single-handedly wipe out huge groups of enemies. On the other hand, these attacks often also hurt themselves and their teammates, which restricts some of them from using their strongest combos. They can also provide limited support with summoned dolls.
* [[13]]s have the greatest range of all classes and can easily pick off enemies at long distances. Some builds can focus on knocking back enemies a great distance with emphasis on single target damage. Other builds focus on AoE attacks and AP denial.
* [[14]]s More evasive than other ranged attackers, trading firepower for movement and disabling capabilities. Their ability to boost AP is valuable in all situations

**Supporters:**

Classes that can be labeled as **supporters** are the [[15]], [[16]], [[17]] and [[18]]. Despite this classification, all of these classes can be very powerful when fighting independently in battles, especially the [[19]]. Being a supporter simply means that they are much more effective when fighting in a team.

* [[20]]s are highly valued for their AP boosting and healing abilities. They have very few attacks and severely lack range, relying on wands and hammers to deal damage.
* [[21]]s are less supportive than the [[22]]s, but have greater offense and defense. Their defensive spells are damage reducing sheilds and temporary immunity to damage. They deal damage by way of AoE glyphs which last for several rounds
* The [[23]] are balanced supporters that are fit for all situations. Both their spells and summoned creatures can provide additional offense and defense to the team. What separates them from other supporters is their unique ability to revive fallen allies. Overall, they are less supportive than the [[24]] and [[25]], although they are more powerful.
* [[26]]s have little in the form of ally buffs, but can take damage on behalf of an ally switching places with them in a battle. They have great positioning abilities. The hallmark of this class is a set of spells that allow them to increase stats when they take damage which can propel them into damage ranges higher than [[27]]s.

**Multi-Purpose:**

Classes that can serve a **variety of purposes**, depending on how they are developed, are the [[28]]s and [[29]]s. These classes are the most difficult to play.

* [[30]]s can be developed into flexible supporters or long range attackers, with MP removal capabilities in both cases. As supporters, they can provide limited defense and healing, as well as boosting the entire team's offense. As attackers, they have very long range and can deal high damage at medium range. To lesser extents, they can fill the shoes of the [[31]] and the [[32]], but they neither can provide as much support nor deal as much damage at long range. What makes them special is their ability to also disable enemies with MP removal spells. As a bonus, they have superior [[33]] to other classes.
* [[34]]s have the option of becoming defensive supporters or short range attackers. As supporters, they function similarly to the [[35]], with limited healing, good tanking capability, and excellent repositioning abilities. Their advantages are being able to reduce enemy resistances and heavily weaken their offense. As attackers, they are able to deal high damage at short range. Their resistance to MP loss and their ability to dispell effects on themselves makes them hard to pin down.

### Specific Factors

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