D Dofus Touch Detonado

Sylargh's Carrier

Transporteur de Sylargh

Level 190 gigantic soul stone [-53,-84]

Prerequisite: Have access to Frigost 3 by defeating the Celestial Bearbarian.

Monsters

Tinkerbear

Tinkerbear

Brikoglours

Lvl 200 to 212

6000–6600 HP 12 AP 4 MP
5–9% 42–46% -39–-35% 13–17% 12–16%
Spells
NameDescriptionRange
Nervous Wrench Clef en glaise Steals life in a staff-shaped area. Deals around 300 Fire damage, then a second Water hit whose damage increases as the Tinkerbear's vitality decreases. — · Bâton
Spinner Clef battue Deals around 400 Earth damage at range, in a line only and without line of sight, then pulls the target 2 cells closer. 1 à 3 · Ligne
Mentalhead Clef nergumène Triggers Clef gionnaire for 2 turns: the Tinkerbear gains 50 Lock and becomes unmovable. When it takes damage, allies aligned with it up to 6 range gain 500 damage. — · Ligne de 6 PO
Kan-O-Mat

Kan-O-Mat

Kanimate

Lvl 200 to 212

6000–6600 HP 12 AP 4 MP
41–45% 14–18% 7–11% -40–-36% 12–16%
Spells
NameDescriptionRange
Machinception Machine Ception Deals around 400 Earth damage at range as lifesteal.
Kan-O-Blast Marionnettoyage Deals around 300 Air damage, then a second Water hit whose damage increases as the Kan-O-Mat's vitality decreases. Removes up to 6 range for 2 turns, or 8 range on a critical hit.
Electric Arc Arc éclectique Cast on a target every third turn. When it triggers, the target is sent back to the cell where it started its previous turn.
Pingwinch

Pingwinch

Mansordide

Lvl 200 to 212

6000–6600 HP 12 AP 6 MP
21–25% 14–18% 35–39% 15–19% -36–-32%
Spells
NameDescriptionRange
Quack in the Box Envol de mort At range, deals around 450 Fire damage to characters, heals allies for around 600 HP and scatters targets 2 cells away. — · Zone Furie
Springwin Engrenage de glace In a 2-cell circle around the Pingwinch, steals around 350 HP as Water damage and applies 30% erosion for 1 turn. — · Cercle de 2 cases
Whirlwinch Rotaplumes Grants 200 Heals for 2 turns and activates Rotativernal. When it is hit, all aligned entities take Earth damage based on its remaining vitality; aligned monsters are also healed. — · Lignes infinies
Mecanofoux

Mecanofoux

Mécanofoux

Lvl 200 to 212

6000–6600 HP 12 AP 5 MP
10–14% -38–-34% 15–19% 12–16% 41–45%
Spells
NameDescriptionRange
Ice 'n' Dice Dé grippant Deals around 500 Neutral damage in a hammer-shaped area and removes 4 dodgeable AP, or 6 AP on a critical hit. — · Marteau
Backfire Pétarade At long range, without line of sight and in a line only, deals Water damage based on the Mecanofoux's remaining vitality, pushes the target back 1 cell and removes 4 dodgeable MP, or 6 on a critical hit. — · Ligne
Rotapush Rotapousse Grants 200 pushback damage for 2 turns and activates Expulsar. When it is hit, entities located exactly 4 cells away in a line or diagonal are pushed back 4 cells. — · Lignes et diagonales à 4 cases
Serpulax

Serpulax

Mérulor

Lvl 200 to 212

6000–6600 HP 12 AP 6 MP
-37–-33% 8–12% 22–26% 40–44% 11–15%
Spells
NameDescriptionRange
Lemigo Dégage limite In melee, gains 500 pushback damage for 3 turns for each character targeted, then pushes each target back 1 cell. 1 · Corps à corps
Burnie and Hurt Brûlage bête Deals around 450 Fire damage in a line and removes 200 pushback resistance, or 250 on a critical hit. — · Ligne
Power Outlet Vidange gardien Applies a sacrifice similar to the Sacrier's and grants 200 pushback damage. Each time the Serpulax takes damage, even through the sacrifice, it gains 1 MP for 2 turns.

Rooms

Room 1

You arrive in a side room; use the ladder to continue the dungeon:

Room 2

Room 3

Boss

Sylargh

Sylargh

Lvl 220

13000–19000 HP 20 AP 6 MP
14% 27% 16% 22% 12%
Spells
NameDescriptionRange
Puncheon Poinçon On a 3-cell line, deals Air damage then Fire damage based on Sylargh's remaining vitality. Removes 100 Dodge for 2 turns, or 200 on a critical hit. — · Ligne de 3 cases
Mortar Mortier At range, deals around 800 Earth damage. Its range is modifiable. 1 à 10
Impulsh Dégage de qualité Grants allies in melee 500 damage and 200 Lock, or 600 damage and 300 Lock on a critical hit. 1 · Corps à corps

Dungeon mechanics

Nécromignon

Applied to every monster in the room before the fight begins. This effect lets each monster resurrect the last monster killed. These "zombie" monsters count as summons of the monster that resurrected them. They return to the fight with 20% of their original HP and do not play their first turn after coming back into play. They are also unmovable during their first turn.

Zombidule

Resurrected monsters also trigger a Zombidule spell when they die, which sets off a damage spell in a 5-range circle around them that hits enemies and allies alike. The damage decreases the farther you are from the killed monster.

On top of that, any character with more than 89% of their HP when a "resurrected" monster dies is killed instantly. It is therefore advisable to do this fight with your HP displayed as a percentage to avoid an early death.

Chain resurrection

The monster resurrection pattern is always the same. The resurrected monster appears exactly 6 range to the right of the summoning monster. If the cell 6 range to the right is occupied or unavailable, the game sweeps clockwise in a circle until it finds a free cell at 6 range to summon on. This pattern then applies to the resurrected monster, which becomes a summoner in turn, and so on...

Let's look at this with a few diagrams:

If the cell is occupied, it works as follows:

An example with more occupied cells:

Invulnerability

To make the boss vulnerable, you simply need to kill a "resurrected" summon located between 5 and 10 range from the boss. Ideally, kill the first summon in the timeline so you can kill the following ones, to guarantee the effect triggers and above all to make sure the boss takes the damage set off by the Zombidule effect. This effect also grants a 100 damage boost to monsters within 5 range or less. The removal of Sylargh's Invulnerable state always lasts until the start of the turn of the last player who triggered the removal.

A small diagram to illustrate how this works:

Tips

To avoid being overwhelmed, always try to kill the first summon before its second turn starts (since they don't play their first turn), especially the Pingwinch, which heals and wastes a lot of your time if it starts healing the summons.

MP removal characters are highly recommended (Cra, Enutrof, Sadida) to slow down this zombie army.

One strategy is to go around the central island so you end up at the top of the map (in the "corridor") with the monsters at the bottom (where you started). Since the resurrection pattern works clockwise, this keeps unmovable resurrections from popping up in your ranks.

Achievements

Barbaric

A fairly simple achievement in itself, as long as the team watches out for the Mecanofoux, which removes MP. You obviously need to know the strategy and how the room works, and be careful not to end up next to an ally. Completed with a team of one Sadida, two Cras and one Sram. The combined MP removal of three characters lets you complete the achievement by staying at the bottom, constantly pushing the boss back and removing its range and MP.

Anchorite

A fairly restrictive achievement, since it also fails if you kill the resurrected monsters without using a weapon. It is therefore strongly recommended to equip at least one member of your team (the more the better) with a ranged weapon (bow) so you can kill the summons without failing the Barbaric achievement, while staying more than 5 range away from them and thus avoiding the damage returned by the Zombidule passive.

Duo

A class that can remove large amounts of MP is practically mandatory for this achievement (Cra or Enutrof). The idea is to find a position where you can use the Mecanofoux's pushback damage to quickly eliminate the other monsters. Then go around the central island to finish the fight at the top of the map. A healer is not strictly necessary if your MP removal is strong enough. Completed with a Sadida and Cra team.

End of the dungeon

Talk to Sylargh to leave the dungeon.