Les MEILLEURS DUOS de CLASSES sur DOFUS (fin 2025)
Merry Christmas, I gave you my heart! I'm told that I look like Maria Carey, but that's not the point. That said, since we're at the end of the year, you sometimes have the right to an animal in the comments. So I answer you on the phone, I send you a voice message. You recently had the right to Dindon Dore.
There was one, I sent him the silver bullet. Maybe it will be the turn of the Crystal Horse soon. With this end of the year, you are a certain number to ask yourself during your holidays if it can be interesting to relaunch Nofus for a duo adventure. So maybe it will be the opportunity to test the new features of the game, the new comfort and the correction of a certain number of bugs. Anyway,
Here I will guide you through each class, the duos that I see working well and also the elements that I suggest you play. Once again, this is a video that can be a little long and boring. Put your blue thumb and your comment right away because after you will forget, you will fall asleep by the way on the video. At the end, we shoot 5 ads a minute. And here we will talk first of all about Yop. I'm going to talk a little bit about optimization paths in PVM and then for each interesting path,
The duo that suits him best. According to me, I can be wrong, it never happens. The Yop has three optimization routes in PVM, in general in solo, retreat by the R route, melee and tankiness by the O route and big damage by the R route. The fire route unfortunately does not do the trick next to the R route, the hybrid can be interesting with the tumult but it will come later.
not necessarily in the optimizations of whatever it is, we will put aside here the high way and the air way because there are classes that simply do better than these optimizations there on the other hand the earth more there and hyper effective and that's how we're going to make the yop shine in duo at this point we're going to have two types of audio that can be interesting at the same time the duos who will make placement of the blockage but also the duos which will entrap en masse with why not micro zone management
So we will start with the class placements, the panda can be very good with a yop, beware this, the panda does not allow the yop to recover hp or shield, it is still the default of the class. It can be done but it will be necessary to play the placements each time before the yop, so there is a mob that plays between the two characters and then there are three opponents who are necessarily packed if we do correctly his job, in a 4-4 goal anyway.
The yop with the panda can do it but be careful you will miss care. Behind if we want a class that makes placement we can also take a sram, an osa, a steamer. The advantage is that we can block the mobs with invocations each time with a punch, with a chowder, with a cracker, with a plotter and suddenly these classes take advantage of it to bring care, shield to the yop.
Other duos that can be really interesting with a Yop are the classes that hinder, namely Enu, Feka and Sadie. We can also put Eni in his R path and why not the Steam even if it hinders the Steam more surgically.
In conclusion, we will avoid the classes that kite and the classes that only hit in melee to hit in melee. So the kite will be a hypermatch that will play Earth while doing the overload on occasion. Well, that doesn't interest us because if we move the mob away with a back arrow, with a tension, the yop can't go running after, it's not interesting. Same for the gena, same for the sacred, it won't be necessarily interesting I find for a yop.
My favorite duo is : The Nutroph in his retreat route. The point is that we will of course entrap the opponents but also make placements to allow Yop to shine with his Pugila. We also have the sustain, we can very easily heal and secure his character. So on that, no problem with the Nuts.
The SRAM, rather on the side, which is interesting, it's part of these characters who are very versatile and autonomous. So even if at the time, the Yop takes a risk and dies by killing 3 opponents, the SRAM will be able to finish the match without any worries. In his way, he acts, like that the plotter will tackle the mobs and above all, it is the way that allows the most to benefit from a plotter who tackles, with the epidemic in particular. And then the plotter, it makes one more entity,
the yop if we want to push the t1 while waiting for us is not yet the conquest good bah we can push on a plotter and finally why not the steamer even if more surgical attention it is autonomous like the sram in a way the simi brings a lot of things to the yop at the moment now it goes through the real towers it is still necessary to master the character and in endgame I would have to advise you to play at the
on Usenay.fr once again there are the stuff and besides I take advantage of it at the end of the week Usenay.fr will be up to date for 3.4 there I'm just waiting for you to marinate a little bit in 3.3 and then we take care of the rest even if there is not a lot of change of standards there may be new stuff in pvp which are but the pvp is always done in a surgical way so if I offer you a big stuff for example in 3.4 apart from the modification of the mull for a mobile phone there will not necessarily be big changes. Well if there is a parenthesis
return to the other duo. So that's it for the Yop, we will now continue with the Kra, the Kra which is a class that kites, which pushes back. In leveling I already told you, I tend to favor the solo Earth voice, after all the voices are interesting to a certain extent, I mean that's not necessarily what will motivate your choice of duo but the multi voice becomes rapidly dominant from level 199 in fact with the Grave Path which makes its appearance. So
So how do we accompany a class that does kite? We accompany it with two types of global characters, characters that stifle and other characters that kite. So at this point, there are quite a few that can be convenient. The Niripsa are PM retreats at a distance, the Nutrophs at PM retreats. We will have the Feka O, the Steamer can also be interesting, especially his O voice that pushes back in mass. The Zobal possibly, even if I'm not a fan of the Shields, especially with a class that wants to be untouchable.
and why not the sadi so here it is these are the characters who can stall and accompany the kra in his kite yeah loza too loza r pateux loza r
It's not that far to play. And if there is a duo that I would suggest you to play with a Kra, it's naturally the Enu. The Enu is very popular, the Kra Enu duo. And why do we choose it? Because at some point, we could have a better efficiency ratio on a Panda, for example, for some people. It's because the Enutrof, in its Entrave and in its Kite,
at his level, he will prevent the mobs from playing. A mob that doesn't play, it's not a mob that will hit. He puts 0 seconds to play. So there, you take advantage of it and you bash the game very, very quickly. The Ecaflip can also be interesting. It's true that I haven't talked about it. It will be interesting, the Ecaflip with the Krah,
in endgame when the latter will remove the recreates from the opponents in front but in leveling it will not necessarily be the top of the top. I also see that they sacralize the fact of playing a kra with a tanking class like a tank pan or a sacri it can also be done with a sram. At this point yes why not we say to ourselves we make cover shots around a tanking character it works and I myself I could tell you that it was effective
good this is excellent it is longer than having another character who will enter with which kite because the mob he must play he must hit it is the iac you have to manage by romance and zia who will who will put pacifist who will assist the port with you so overall with a crack and kite
we will prefer an entraveur or a kiter and mainly the neutrophils. We go to the sacred, sacred class which is not easy to apprehend honestly because it is a class that wants to blend first of all even if here I suggest you still play it high because we have micro placement management which is done very efficiently with condensation and then especially we hit at distance with the high voice by recovering the advantages that we have
mixed elsewhere in the other ways so on that with a sacred at least chance it will be a trigger a zone trigger so not necessarily the nuff but rather a feca or a salad to really enjoy a maximum of mobs that are packed to do red in zone and make the sacred benefit from a maximum of damage we can also go into another approach with the sacred by saying to ourselves that we will have a threshold of hp which will go down and then we are down in hp with the sacred the more we are happy because we hit and we have more time at that time we
We can take the pivot to go on shield, which will be offered by Zobal, Forgence and Steamer, but especially Zobal. At this point, we are more in a melee duo and we will shield our Sakri when he is low in HP, so we secure his suffering 9, his suffering 10 and he really does sick damage.
against there we are in a duo which is really purely mixed so it can be really dangerous even if you hit hard it will not necessarily be what I would advise for a leveling especially for players who take back Dofus so I suggest you either play with a sacrio a feca fire retreat pm or a sadi fire retreat pm slight preference for the feca because in fact the feca can secure the sacrier so give more importance to its HP threshold that goes down and even immunize it so really it's a big kiff we go to the line ups
So this is a class that heals, that hits from a distance, but also that hits in melee and correctly in melee in real life. In fact, it is a class that will adapt to a lot of other characters in a duo because the latter is not the central element of the duo most of the time. It's normal, it's really the healer, it's the healer in a rough way. So there, we're going to have an interest in having him in his crew
today in duo, it will be for a character who will suffer damage and who would need to recover natural healing. And for this effect, I still have a preference for the high way which makes low, but I did my leveling up last with my team Eni-Sani and the high line is really very interesting because polyvalent, zone damage
When he hits, he also allows his allies to regen by the word "exsang". He can also put the debuff variant which offers him a double debuff in his matches. So on that, we have melee and even mid-distance challenges which is really interesting. We even have a modifiable spell on the top lane. And in this context, if we really put Lenny as the main character of the duo, I would like to have another character who will accompany him in the melee and have an interest in taking hits.
like "it's good, I'm hitting hard, but at worst I'm going to get killed to be safe" and his classes can be Luginak, curiously, but also Sadi, naturally, Xelor who can roll into mobs and catch as many telephrags as possible. Lupermage in his way up, however, in karma we will still have to talk about something, it is why the classes that are systematically effective in melee to have care are most of the time high. The Sram who wants to tank and regen in melee, he will play high, same for the Sadi and his flea, same
Same for the mage hyper and the voa that allows him to have the glacier and all sorts of origin spells. So it's annoying because you want to put characters that combine together but of course they will have to play both the same element and it's still annoying in a duo to have the same element twice. So come on, if we put the Nyrissa off and who will tank in melee with another character that accompanies him, my little chouchou in leveling would be the sadie, the sadie that I would play aether and with which I would take a lot of
to roll into the mobs with tremors. After the Nyrissa can also of course work remotely, that's why we choose it in the teams most of the time. And in this configuration we will take it as a Traveller in his Agile way. And in this configuration what will work is other characters in Trave or Kite, namely why not Scra, Luntrof, Feka, Sadie, my little chouchou with Lenny, anyway it remains
the sadi and it is iconic also as duo and ni sadi the elf and the inhabitant of the forest we go to the sram which is already very autonomous on the game in terms of soloing we prefer to play it in solo r besides most of the time it is true that in duo we could use the high way to have a tankiness in melee but honestly I would not necessarily find it of interest in the measure today the game is not necessarily based on melee so I suggest you play it r and the classes that will be good for the sram gameplay it will be 2 neutrophs of feca because in trav
so we block the mobs in their epidemic in addition the SRAM can add music with a computer that tackles and suddenly take advantage of a feca of its deviance. The Yop also works extremely well we talked about it with the Pugila but there maybe we could consider putting a SRAM more with its retreats, it works SRAM R retreat and if we start on an R retreat optimization we can also make a more surgical gameplay based on rubble and wall of bombs that will grow, the SRAM
has the means to make his walls grow in the meantime so that he can one shot the mobs. It's not necessarily faster matches but it's cool to be able to push the mobs who are going to be one shot in a wall once he's in a 10 combo at least. And also the Xel, the Xel who is very happy to have a SRAM that can block the mobs because around the compoter he takes the tele-frags in a loop. He can also boost his gla very easily and on it
While the SRAM is invisible, if the mobs rush towards the WZEL, he still has a lot of possibilities to be untouchable. So it's more surgical, it's maybe longer than other duos, but it's also very funny. The Heliotrope can also work in 7 DA, it's true that we don't often talk about duos with Helios, but at the same time, since the characters no longer gain damage through the portals, it's less engaging than Amkas.
My favorite duo with a SRAM is a Feka, the Feka who plays PM retreat, even multi-PM retreat behind and which allows the SRAM to both make his poison game shine, but also at certain moments to gain time and place a small network of traps to, on occasion, make him fart with a concentration of chakra. We now move on to Luginak, fat!
That's when I become in a beastly form. Luji by elimination is not the current meta-PvM class, but we must not forget that there are players who appreciate being dogs. What is not bad with Luji is that in the V-Leg we are used to playing high to also have the range on his spells. If we play a duo in full in his DA, we can take advantage of the fact that the decoy hits very hard if there are several allied entities around the target and at that moment,
The Oza modus can match an Oza who puts the invokes in the ground route around an opponent who allows Oginak to tank and the latter to put big spits in the air route. It matches, it's not the fastest gameplay but it matches. We can also have other characters who make the entities around a target, it can be a steamer, it can be a panda but you see the steam, the panda, even the sadi, it has this definitive advantage. We have less flexibility on the invokes while the Oza have PM, they move
and the Uginak can work around it. Otherwise, to accompany this Uji, we can take a character who is roughly in the same DA and who will do a maximum of melee damage, taking advantage of a little bit of sustain, it can be the case of the Sakri and the Feka. On that, my two prefs in duo with an Uji, it's the Feka and the Oza. The Oza for what I told you, and the Feka at that time, we can play in different elements. We could take a Feka who would play Earth, who could also alternate between the Glyph R which boosts the damage of the crew
and the Gifter which allows the characters to be more secure. Well, we can also play an Ojinak full distance with Osamuel, with also the Poisons, but at that time, for this type of gameplay, in general, you prefer other classes. I imagine that the players in the J are funny boys who don't necessarily want to take what is meta, so take characters that work with good synergy, even if in general it will go less well than other duos because it's the meta that wants that, we are not in a meta melee, but I assure you that it will still work very well.
Forge Lance, a class that hits in zone, a class that hits from very far at a time. There are several characters that can be suitable. Warning, warning, little guys, I hear Heliotrope. Obviously, the Helioforge duo is very famous, but when he is integrated into a team with a particular functioning, where we already block the mobs, or it's to do T1 with the PAB Anon, the mobs of Bougepart,
So that's some particular playstyle, I'm fond of it, I love the kebab team, we put the portals behind, we put our spear through, we gain amplitude on spells in the absence of a line of sight, that's where the Heliotrope-Forge duo shines. But for pure duo, without being integrated into a team, behind if you put your portals that you hit with the forge, well the mobs then they will just borrow the portal.
and suddenly your duo placement is completely ruined. So it's not necessarily easy to integrate a Neotrop into a duo and with the forge, over time, it can be utopian. On the other hand, it's still a class that hits at a distance, which is rather versatile. I would tend to accompany it with another character from a distance, even in trap in this same logic and it can be Kra, it can be Dolinutroph, Sadie too, always in this DA, but also quite simply a character who tanks
And there I find that there is still a good consistency, better than with the Kra, since if we take for example a Sakri, a Sram or a Panda Tank that will block the opponents, we can also very easily place our Eclipse. We don't need to pre-shot the direction of the mobs, we don't always know the IA of the mobs, we block them and on top of that our Eclipse does sick damage and shields our tank. So I like that a lot.
And my favorite duo with a forge is a panda. I play the forge on land and the panda on fire. It's very special but the panda creates the zones by hitting the opponents and in leveling we don't always have the means to be tanky. It allows the forges to take advantage of it with his eclipses.
And above all, we are not in the same element as the panda, so it's cool. And then behind, when we can start to have stuff that are a little more tanky for the panda, especially him, he can pass earth, bistouille and forge it either water, either fire, or multi. Anyway, it will go according to your level and according to what you prefer on your character.
What is also nice about the Forgeance is that the latter puts a spear and the spear, the panda can take advantage of it to block mobs even more easily in a corner with a spear behind that they will have to hit to free themselves. So that's a little advantage that the panda has with the Steam but I'll talk about it maybe later.
We move on to Loza Vodass, a class that summons and it's good to make sure that it summons and at that moment we can take a character that will be suitable in accompanying the summons. What I like a lot with Loza is a Zobal because the Zobal shields in zones but there are other classes that can do it, including the Forge Lance but also the Steamer. The Zobal is the easiest one and then behind the summons they will benefit from it.
They will survive, they will hit permanently and that's a luxury. If you adopt this gameplay, I would suggest you to go for an Ozao and a Zobal/Terre melee. The Ozao will put his poisons with his spells and the Zobal has an interest in shielding them, to make the fight last longer. He also supports himself in the natural and at that moment, we still have towers that end up doing very badly.
Now, if you want a more versatile OSA, the R way will be the most suitable at this time. A character in trap or kite to suit. So a Krah, a Nenu, a Feka, a Sadie, even a Panda, mind you. He pushes back in the R way, he's in trap for this effect. I must tell you, however, that since you are on a class that invokes in all cases, do not start on a combo that is hyper fast. So to balance that, I would rather take a Krah, so a multi Krah or a Krah-Ter to accompany the OSA R and otherwise the other duo with the OSA O.
and the ball that will play full-time. That too, it's pretty funny. We continue with the NU, the NUTROPH. Very naturally, for the time being, we will play it at the Pm retreat in PVM. It is by far the best element path. Later, we can consider the multi path, but in duo, the multi path is not even necessarily justified. It is good in teams when we have colleagues who will deproc the
by the state of the intro, by the booms, by the monosyllabic and everything that goes with it. But hearing a high-pitched voice will be the most useful in 99% of the situations. And since it's a hinder, you now know the music. The most effective characters with it are the characters who push back, who catch, who play at a distance and who hinder maybe
After the Nenutroph, he is so good that it is not necessarily necessary to put another one in his favor. You see, a kiter will be effective with a traver and a kiter, a traver will be especially effective with a kiter. So on that, I would naturally have to advise you to play a kra to accompany it, but it can also be a eka flip, as long as the Nenu is enough to make him approach at my distance, it can be
sram it can be a feca then the point of the feca is that here it will be especially good in the high way and the utrophs already play a mage upor, ter or multiple tar and also of the gameplay at rojica I find with the heliotrope the rublar and the xelor naturally the heliotrope the rublar the xel have gameplays where we have an interest maybe to put his game to have particular placements so they are very happy that we have traver at this time the heliotrope can place its portals enjoy typing take
good areas, repushed. The Roublard, he could put bombs, have time to see them evolve and the Xelor, he's bothered to have a Kiter. A pure Kiter is boring for a Xel because he must catch up the mob to hit almost in melee while with a class that traps him, he does his crazy damage, after he goes back to his corner, he could make sure to come back with a rollback to do the same thing. Now concerning my favorite duo, the one that I would have the most tendency in any case to advise you, it would be naturally the Kra and my favorite to play, hmm
maybe the gzel but chirurgic in the gzel besides fire but as soon as we can rather multi elements we go to the case flip the case flip a character who plays multi in endgame and in leveling maybe we can consider the high way so I appreciate the high way because it's a little easy way to place the double proc with the misfortune and then also it is the elemental way which allows to make micro placement to repel and to have very easily explanatory crits now with the cases we can not yet play it full distance it will be when we will catch
At least level 199, it seems to me that I put multi-stuff 199 on the Ks. Here we are already getting bonus 2 crits that really make up for this yams. But in the meantime, to see the range, the classes that hinder are welcome, but also the polyvalent classes that shield, that sustain at a distance. So for that, already in hinder, we will be able to take the Feka or the Enu, for example, with SRAM R. And also what I really appreciate is the steamer.
the spear of the spear also allows them to easily create an environment suitable for the gameplay of the kflip but of course the one who will love to play with a case especially later it is the crack the crack because he will be able to make written permanently and take advantage of the malus rewritten that inflicts the kflip to the opponents besides it is made at -66 written but hey it does it again and the crack here will not make a trap but push back in a consistent way so we will say that it somehow replaces the trap
We move on to the steamer, steamer, polyvalent gameplay, we talked about it earlier. The steamer is generally played at medium distance, but it's true that for some time now, it has become one of the best kites of the game, especially because the scum repels in the zone. And that's why, according to your gameplay goal, we can also go on a high mode
we will here push back very easily with the QUM which can completely carry you but recovers at level 160. In the meantime, I suggest you still play Tair and to accompany this Steamer in the way Tair, we will be able to take a class that can easily accompany him in what he knows how to do but honestly there are very few characters who will pose a problem to the Steamer, it's crazy. So naturally I would not have tendency to put with him two Lilotropes
same for the Uginak, the Oza, the gameplay is probably a bit too patchy for the steam but all the other characters will be able to accompany the steamer and suddenly when you take the decision at level 160 maybe to go on the high path which will push back en masse and be able to manage the situation at that moment we will start from the principle that it is a kiter and to accompany a kiter we will take a class that traves or kites itself
It can be the Kra, it can be the Feka, it can be the Nutrophs. I would still have a tendency to put a malice on the Feka and the Nus because the Steamer pushes back in the top lane and they will shine more also in the top lane in kite. And the Feka, from a fire element, knowing that the Steamer will push back to infinity,
It will be a waste of range. So rather the Kra with the Steam. The Upermage will also be very effective in its ground route and the Sadie in its fire route continues to have a lot of range and to be able to freeze mobs from very far away. Besides, in all this, my favorite duo would be Steamer Sadie because the two work at a distance too, while waiting for the Steam to get its level 160. The Upermage needs its 175 to shine with the Surge and the same, it's done at a distance. And the Kra will not necessarily fight with the Steam before the last one gets the level 160. While the Steam Sadie, it always works.
We continue with the Feca, a class that can be played in many different ways, in kite, in the high way, in retreat PM, in the fire way, in tank, mixed by the earth way but also later the multi way. In short, the panel is wide according to what you prefer to do. The multi tank recently had a very big up with the panda since now the feca has no more damage nerf, finally it loses 25% of its damage frankly it's not much so we can consider that it will be effective in its earth way and also allow
the panda on which he is perched to tank the mobs more so at that time we could put the feca in the way agi or earth and the panda earth well that's the problem is that suddenly we have two earth characters that's why we can switch quickly for a multi-element feca also in a way fire it will favor the gameplay of zone of the characters who do
a lot of damage to this effect like the yop or the sacred and then in his high voice kite we will have characters who can kite for the distance company but also in traves like the kra the nus the sadi etc now in all that honestly it's difficult to tell you
a duo that I like because we are in front of a class that is three hidden classes, the FECA. If you are a solo FECA, already build your duo around the high way for your character because it is the element that serves the most for your quests and for your content in general. Now, if you want to play exclusively through your duo, today I would still advise you to go either multi with a panda or land in time to catch interesting ratios at the level of stuff. I will update you all this on the Dném.fr, it would be nice to have also multi stuff quickly on the game.
leveling but also my little chouchou the faka's feral voice with a yop pugila and you see me playing in dreams it's just too strong with a faka well in short so that's my little favorites of the moment but I just want to leave his chance to the faka panda duo after that's my feeling it's my feeling
The vote may be different, tell me in the comments and get the Crystal Horse. We continue with the Hyper Mage, the Hyper Mage who can play on two different axes, namely the high way, sustain in melee and the earth way that pushes back. We put aside the ways reserved for the time of jumping like the air way and the fire way. So the earth way that pushes back the kite, the kite will work with
with Krah, with Sadie, with Feka, with SRAM. These characters can play at a distance and accompany Hooper in his work. And the melee voice, it's not necessarily the one that is recommended, in fact, the melee Hooper Mage because it's melee, and melee works well on the office, but in melee, you could have an Irypsa who accompanies the sustain, a SRAM which allows the Hooper Mage to regen, also a Scrier in his ground voice and a Sadie in his
or even his voice is high because it's still annoying to have several high characters and that's why I already talked about it but look there with the fear we want to play a a neri of its or in the melle we want to play a sram or but we want to play a sadie or but so that's why the voice also in the melle is a bit annoying there is only the sacred where we have the advantage of interest to play earth in Ankama stop putting everything in
in melee regen on the top lane. And now my favorite duo with a mage uper, it doesn't change, it's uper and sadie because both hit all the mobs permanently with the runif imprint runif. After that, the uper puts all his runes on the opponents and the sadie infects all the mobs. So I prefer to play the sadie on fire because in these cases, if the uper makes runif imprint runif, he doesn't necessarily have time to repel them. So the mobs, it's good to freeze them on the field. And in these cases, it's a pleasure because every time there is a character who plays, all the life points of the mobs
go down unilaterally. It's satisfying, it's visual ASMR. We continue with the Zobal. The Zobal is back on the surface lately, since Gargantias, since the 3.3 dreams, because there are mobs, you have to tank their damage. And at that moment, having a Placetron, it's still pretty safe for us. Anyway,
We are on a character who is rarely the main character of a team or a duo and it is true that we take a lot of time to have a debuff, shields in melee, why not a little damage boost. It should be noted that it is the character who does the most damage with a weapon. Well, it competes quite well with the sacred.
Anyway, here, if there is an element to suggest, it would be the high voice, the voice of the kite, the most versatile. But it bothers me to tell you that because the kite, do you need it when you're on a character who, at the base, gives himself shield? You see, there is a contradiction there, a paradox. So, if we can play the gameplay of the Zobal to the fullest,
it would be why not in his earth way an element where we can also recover a kak who takes advantage of the fury that gives 40 damage so later it will be the yuliette the daigli isael and we will accompany this ball two classes that are all interested in having this shield in the area it can be
I'm a fan of the rublar on bombs, it can be sadist on invokes and on trees, it can be delosa on his invokes. Me, it's my favorite duo with the ball to really make these shield of mass that we have. The steamer too, even if the steamer has maybe less interest in placing entities daily. And my favorite duo with the ball, taking into account once again that you are
meta as soon as you play melee and a character who shields to this effect would be to go for a nosa to pay tribute to the new mechanics of the character and take advantage of the fact that we are in a melee with a crack that will boost us in resistance and also we will give enough location of the shield is in any case the thing that I found the most fun to do and if we now go to the
The Panda, we want to put it with all classes honestly, but you see when we go for the specialization, it's not necessarily the duo that we suggest each time. So the Panda, there is still a very bad thing with this class, it is that in leveling, we play it like a bad crab. That is to say that we do not necessarily use the placement that it does, it takes too much time. In addition, it is not the character that does the most damage, so we play it R to push back or O because it is the element that does the most damage when we catch the wave at the soul.
We're happy like that, we still hit with it, but we say to ourselves at some point: "Damn, if I had any other class, I would still do more damage." It is effective when it becomes interesting to make placement to block the mobs with and that its presence allows us to unload mentally. For example, when we swing a torso, we could
with a Kra, with a SRAM, push back the little turtles, place them around the Sphynter and make sure he goes around in a loop. But it takes several turns, it's a bit complex, you have to think about it. While the panda, carry and throw, carry and throw, carry and throw, it's good, there's no more worries with it. And that's why the classes that will have an interest in having placement in the zone are plebiscite. So on pure placement, the Sakri, the Yop and his Pugila and the Forgelance on his Muspel
and of course his Eclipse, that can do the job. Once again, what will be interesting in 3.4 is that the character will be able to carry another character and this enemy will be able to continue to do damage. So having a character who is above and who allows to be safe, well, like a Feka, it works very well, especially the Feka in fact. And then behind,
can also say to ourselves that we play a character who will manipulate the mobs without too much worry why not take a roublard and there we are on my favorite duo with the panda because the roub he he charges his bombs he can also make a little placement while waiting for the stacks the panda once they are placed carries
carry, throw, carry, throw, he can very easily send the mobs into the bomb walls. So for this effect, the Roub will be played on fire and the Panda will be played at the beginning R in leveling and later as soon as we can tank a minimum, we will take the element "bistouille" from levels 150-160 there with a little bit of durability of the tackle in melee. So my list is not exhaustive, once again the Panda will be able to work with a lot of characters, I tell you my preferences and the duos' logics that develop through synergies.
Let's move on to Helio, Helio who has taken a little bit of nerf in his way of working with other characters but on the other hand who has been up solo. Heliotrope really appreciates the trap because the trap prevents mobs from passing through these portals or blocking them, that is to say that he can at some point leave them open or not have the fear of always saying to himself "I have to interrupt" like that it's safe.
And since he leaves his portals open, a character who enters on his side can also tap on his portal. It will not necessarily increase his damage but it allows him to gain in amplitude. So why not go on Sadie, 2 line trough, that's what I could suggest to you. Behind the fega could work well but hey it's true that behind if there is no more portals to tap on the fega can be blocked because he taps in his way ferret with
And if not, SRAM, Steamer or Loza because they are also polyvalent classes and they can be sufficiently autonomous to not wait for a Helio, their phase of movement, their phase of boosts, etc. So in reality, my favorite duo will remain Helio and Sadie with the character, but we will have to wait here for two characters who work each on their side in all cases.
you can make me lie in the comments. We move on to Sadie, Sadie who has several interesting voices, first in her fire element to do RET, then if we play in melee we are not in REST, we have the O voice which makes the sustain in melee and besides why not the R O voice which constantly re-infects by doing a little poison damage and
and also the earth path, the earth path is not bad at all because we can take zones very easily around trees via the tremor, there are also different abuses. The air path is not an interesting one but for small butchers I would not necessarily have to advise you on butchers 6, 7, 8 yes there it's cool because you infect permanently
take advantage of your infection with the Inok who does more and more damage as long as there is an infected entity but on the on the butin in duocount or in duotoucourt with your friend for example I think the r way is not necessarily interesting. In short, depending on what is played on your character, me basically if I can avoid the melee I put it aside except if it is part of my character as is the case of the ball or
But here we are on a Sadie who can very easily play at a distance and stall the mobs. I would prefer for a duo in leveling the Fire path but I would not necessarily put it with another stall. Already I told you that stall + stall is not necessarily fair and then especially the Sadie he still has interest in what the mobs play. It happens later. It's a shame but the Sadie has duos that develop around the mandragore and the shardon which come much later in leveling.
but it's true that there is the Shardong that allows the mobs to take damage when they use DPM and it's paradoxical because you want to remove DPM from the mobs but a priori you don't have to take them too far if you want them to do damage. So for this effect, putting a good kiter with the Sadie is the right plan because the mobs will be pushed back and they will take damage with the Shardong in advance and then anyway we have the margin if we push back and we get a little bit in all cases we will not be hit. So on that the best duos with the Sadie will be
the Kra, the Feka, the Steamer and the Huppermage. So the Kra, Ter, then Multihack, the Feka, O, the Huppermage, Ter and the Steamer, O with the Q. And there, the Sadie, he will be in paradise. Me, my favorite duo, it remains Sadida, Huppermage on this class, but it's personal. I know it will go faster in Sadie, Kra and I know that Sadie, Feka or Sadie, Steamer, it will be safer. But Sadie, Huppermage, it's still a little fun, once again, to see the mobs descend in HP little by little. We now move on
to the Roublard, Roublard who has every interest in the fight to last as long as possible. It's a character who will really appreciate two things at the same time the placement but also the stasis and to this effect in the stasis we will have the FK, Rett, Fire which can be effective and obviously the Nutrophs
who can play on a high rate and in addition play the deambulation and make a cop of a target in the wall of bombs. Well, it's only done once, but it can be a boss. The SRAM, if we play a SRAM with a Rouglard, I would advise you to play R, but with a little bit of retreat on the side. And now in pure placement, the Panda can do the job. The problem with the Panda, on the other hand, is that he will have to go on his side Tankiness of the Terbistouille route so that he can also keep a utility. It's a bit stupid to go on a full tank character.
in duo, beyond a very particular mechanic where the panda will carry a feca but otherwise here he will still have to wait to catch his gun and suddenly it's a duo that will be a little bit of time with their. So me in there, my duo preferred with a Rube, I think it would be a Sram but at THL it would be a panda which allows me to easily place mobs in the walls.
After the SRAM also places very easily, that is to say that the fear that pushes 8 boxes for 2 PA, excellent ratio. So suddenly the Roublard, yes I did not say but we prefer to play it fire after all the ways are good for the Roublard but the fire has better ratios on its walls of bombs. We now move on to the Xelor, Xelor which is not necessarily obvious, I did it in leveling in the high way but it is very monosible the high way. Today I would have more time to advise you the fire way to do leveling even in duo and later obviously the multi way is where the Xel is
really explodes in his gameplay. But in the meantime, it's a character who appreciates the delay, as I said, because he doesn't have any interest in having mobs that are pushed back because he must then go get them. And then anyway, the mob, there is no need for it to be far away so that the Xel prevents the latter from doing damage to his team. He even takes care of the placement. So it can be cool to have either classes that tank
either characters that do the entrapment so in the skill class tank we will be able to take for example the sacred who will attract mobs on him from the sram from the panda it can also be a feca who joins a melee and who gathers the opponents around him on the other hand that will be rather in endgame since it is necessary to still that he taps a little bit by doing that
At the beginning he will be massacred, same for the panda. Otherwise, a good person in Trav, like a Fecca and a Ennus can do the job. Between the two, I would tend to prefer the Neutron because the Neutron will allow the Xelor to have something that does not have a base, namely healing. The Xel, to have this healing, must now wait for the Ludorak panoply at level 200.
replace the guards with the hammer glue which will be more effective but suddenly here the utrophs with a zel I find that it works very well it does the raid in an effective way and then the characters who tank in melee it's not always extremely reliable it allows you to do big damage but it's especially in teams of four I find that it is interesting and especially in leveling me I favor the retreat pm to accompany the gzel here is a
For this video about duos, you'll have to close your eyes sometimes and imagine everything I'm telling you because I can't show you all the gameplays. I hope that despite everything, I've helped you and brought some debate, some discussions. At some point, we can be contradicted. Unfortunately, if you contradict me, you're wasting your time in the wrong way. But it's okay, we can try.
It's good I stop, I stop. I have to be clean with you so that I can get your blue thumb. You subscribe to my YouTube channel if you have not already done so and if you take back Dofus to make a duo for the end of the year, you also enter my code "CREATEURUSE" in the shop, quite simply. It costs you nothing and it supports.
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