D Dofus Touch Detonado

Tanukouï San's Workshop

Atelier du Tanukouï San

Level 180 gigantic soul stone [26,-24]

Monster family:

The Tanukis cast Pottery Cycle at the start of the fight and get a different bonus for each stage of the cycle:

The Tanukis move to the next stage of their cycle at the start of their turn, or if they are hit with the following element:

Once the cycle is complete, the Tanukis start it over with a 400 Power bonus

for 1 turn.

The jars cast Potliberation and become "Drunk", which allows them to move.

Monsters

Ishibig Pak

Ishibig Pak

Ishigro Pake

Lvl 173 to 181

4300–4700 HP 11 AP 5 MP
2–10% 36–44% -18–-10% 14–22% 6–14%
Spells
NameDescriptionRange
Tsunamishi Charges at a target, deals Earth damage and pushes it back in a line or diagonally. 1 à 5 · Ligne et diagonale
Rock Garden Elevation Élévation du Jardin de Pierres Summons four stone tombs around the caster. — · Autour du lanceur
Ishi Nuken In melee, deals damage, removes AP, and can attract the target or apply a Neutral poison. — · Corps à corps
Tatatojiki

Tatatojiki

Lolojiki

Lvl 169 to 177

3500–3800 HP 10 AP 6 MP
36–44% -18–-10% 14–22% 6–14% 2–10%
Spells
NameDescriptionRange
Tanuki Pottery Poterie Tanuki Summons four jars if the Tatatojiki has line of sight. — · Invocation
Kaolin Deals Earth damage and steals range or Strength.
Monclay Wrench Clef en Glaise Deals Water and Earth damage in an area and rounds out the Tatatojiki's hindering effects. — · Zone
Parashutackle

Parashutackle

Parashukouï

Lvl 171 to 179

4300–4600 HP 12 AP 4 MP
-18–-10% 14–22% 6–14% 2–10% 36–44%
Spells
NameDescriptionRange
Cobblers Valseuses Teleports the Parashutackle to a nearby cell, deals Earth damage around the arrival point, and steals Dodge. 1 à 4 · Carré de 1 case
Transpompoko Deals Air damage, then swaps the Parashutackle's position with that of a distant player. 1 à 7 · Échange de position
Testirossa Deals Air damage and teleports the Parashutackle symmetrically into melee with the target. 1 à 3 · Symétrie
Shinobuubusu

Shinobuubusu

Shinibaru

Lvl 172 to 180

4700–5100 HP 12 AP 4 MP
14–22% 6–14% 2–10% 36–44% -18–-10%
Spells
NameDescriptionRange
Henshin No Numa In the Moryo Nuki state, deals Earth damage in an area and removes MP. — · Zone
Henshinobi Creates illusions, makes the Shinobuubusu hard to identify, and improves its mobility. — · Autour du lanceur
Nukiyo-e Applies a poison whose damage triggers based on the target's actions.
Yama No Tuki In the Chimi Nuki state, deals area damage with a lifesteal effect. — · Zone
Yama-Uba Every two turns, cycles the Shinobuubusu between the Moryo Nuki, neutral, and Chimi Nuki states.
Titinuki

Titinuki

Tétonuki

Lvl 170 to 178

4200–4500 HP 11 AP 5 MP
6–14% 2–10% 36–44% -18–-10% 14–22%
Spells
NameDescriptionRange
Clodrum Tambourrin Deals Fire damage and moves aligned targets in an area. 0 à 4 · Zone en ligne
Stonewar Drums Tambours de Grès Heals, increases an ally's damage and Dodge, and gives the Titinuki ranged resistance. — · Zone
Alarm Baps Tocseins Deals Neutral damage in melee and applies the Gravity state. — · Corps à corps

Rooms

Room 1

Ishibig Pak

Ishibig Pak

Shinobuubusu

Titinuki

Room 2

Parashutackle

Parashutackle

Tatatojiki

Titinuki

Room 3

Tanukouï San

Tatatojiki

Shinobuubusu

Titinuki

Boss

Tanukouï San

Tanukouï San

Lvl 180

8900–13000 HP 16 AP 6 MP
14% 28% 7% -8% 5%
Spells
NameDescriptionRange
Finishing Touch Touche Finale Deals Earth damage as lifesteal and pushes the target back. — · Ligne
Dye Teinture Deals Fire damage, removes MP, and applies the Dye state, which makes the jars' damage lethal.
Privithwack Coup de boules Turns a jar into a Terracotta General, which intercepts damage dealt to Tanukouï San and can kill a target in melee. — · Invocation
Sublimation Grants an ally 400 Power for 2 turns.

Dungeon mechanics

On this battlefield, restricting movement is the name of the game.

Fecas and Enutrofs, already used to rough terrain, will keep you from biting the dust.

Check each warrior's cycle stage before landing your blows, especially the shaping stage (70% ranged resistance) and the drying stage (invulnerable) .

To avoid being buried under an army of mobile jars, kill the Tatatojiki(s) quickly. The Terracotta General can quickly be reduced back to dust, as it doesn't take hits well.

Warning! It has the Total Annihilation spell, which kills targets in the Dye state. This spell cannot be cast on the first turn and then has a one-turn cooldown.

You can also easily make it as immobile as a statue.

If you decide to kill the Shinobuubusu and the Terracotta General, you remove every source of one-shots and victory will be within reach.

On its own, Tanukouï San can only hit in a straight line and isn't dangerous if you keep your distance.

You can also choose to turn their own weapons against them by letting the jars shape themselves, then placing them next to your opponents just before they break to reduce their max HP for one turn.

Tip: you can stop the jars from becoming drunk by hitting them with Earth during their drying stage.

Achievements

Nomad

Kill the Tatatojiki as fast as possible to cut off the endless production of jars, which heavily hinder movement (100 Lock), then move on to the Shinobuubusu. You can then sweep away your opponents while staying alert.

Blitzkrieg

Positioning is your best tool for this achievement. Wait until the drunk jars reach their last turn, then place them near your opponents to reduce their HP and finish them off easily.
You can use several jars at once to kill Tanukouï San.

Duo

If you're seasoned warriors, this achievement shouldn't be a problem!

End of the dungeon