D Dofus Touch Detonado

Kimbo's Canopy

CanopΓ©e du Kimbo

Level 160 gigantic soul stone [-54,16]

To reach this dungeon, you will need to complete a short journey: the Path to Kimbo's Canopy.

Only one person needs to complete this path β€” they can then teleport the rest of their group to the dungeon entrance.

Monsters

Light Treeckler

Light Treeckler

Abrakleur Clair

Lvl 150 to 162

3400–3900 HP 10 AP 4 MP
5–13% 35–43% -5–-1% 1–5% -43–-35%
Moopet

Moopet

Meupette

Lvl 143 to 155

3200–3600 HP 10 AP 3 MP
5–25% -11–-7% 30–34% -25–-21% 5–13%
Cheeken

Cheeken

Poolay

Lvl 142 to 158

3100–3700 HP 10 AP 8 MP
5–17% 40–48% 5–9% -9–-5% -40–-32%
Air Pikoko

Air Pikoko

Bitouf AΓ©rien

Lvl 144 to 160

3200–3800 HP 11 AP 10 MP
-17–-5% -35–-27% -15–-3% -6–-2% 27–35%
Snailmet

Snailmet

Kaskargo

Lvl 146 to 162

3300–3900 HP 10 AP 5 MP
1–5% 15–19% -33–-21% 25–33% 5–9%

Rooms

Room 1

Light Treeckler
Light Treeckler
Moopet
Cheeken

Room 2

Light Treeckler

Air Pikoko

Moopet

Snailmet

Room 3

Light Treeckler

Snailmet

Air Pikoko

Kimbo

Boss

Kimbo

Kimbo β˜…

Lvl 160

6900–10000 HP 10 AP 7 MP
400% 400% 400% 400% 400%

Dungeon mechanics

The Kimbo is quite a technical beast. You need to stay focused throughout the fight. Be careful who you go in with!

To defeat him, start by clearing the room; the Kimbo will hit you, but nothing too hard to handle. One important thing: during this phase, do not hit the Kimbo or his Disciple under any circumstances. Hitting the Kimbo triggers the debuff mechanic, which can prove deadly for you. The Disciple one-shots in melee.

The second step is to strip the Kimbo of his resistances. To do this, you must choose your attack element. There are two combinations: Earth / Water and Fire / Air. For it to work, the Kimbo must start his turn on a glyph placed by his Disciple. If you start your turn on one of the glyphs, you die.

To reduce the Earth / Water resistances, hit the Kimbo with an Earth or Water spell. The checkerboard will then be "Odd": on the Disciple's turn, he covers the whole map with a glyph checkerboard, with a glyph on every cell that is an odd distance from him (so he stands on a glyph-free cell). You must therefore stand on a cell that is an even distance from the Disciple.

To reduce the Fire / Air resistances, hit the Kimbo with a Fire or Air spell. The checkerboard will then be "Even": on the Disciple's turn, he covers the whole map with a glyph checkerboard, with a glyph on every cell that is an even distance from him (so he stands on a glyphed cell). You must therefore stand on a cell that is an odd distance from the Disciple.

Then place the Kimbo on a glyph so you can hit him next turn with the chosen element pair.

The third step is to repeat the second one without dying, as many times as needed.

There are variations for more experienced players. They involve not repositioning the Disciple. Either your allies shift one cell to match the Disciple's movement, or you use both element pairs during the fight, alternating between them. This second method is one way to complete the Duo achievement.

End of the dungeon

At the end of the dungeon, talk to Chachka again to leave.