Foggernaut Strength build (Earth)
Level 151–199
Level 101–150

Everything to build a Foggernaut in Dofus 3: the strongest sets for each element at every level range, the sets made for the Foggernaut, builds published by the community and every spell at its maximum level.
The strongest sets of each element per level range, ranked by their full-set stats for that element (AP, MP, Range, Power, damage and the element’s characteristic), favoring sets focused on it over all-element ones.
Level 151–199
Level 101–150
Level 151–199
Level 101–150
Level 151–199
Level 101–150
Level 151–199
Level 101–150
Level 51–100
Level 1–50
Sets whose items modify Foggernaut spells.
No public Foggernaut build yet. Build a Foggernaut
See all community builds →Base numbers at max spell level — actual damage in-game depends on your stats and gear.
Inflicts Water damage on enemies and applies effects based on the Tide: • Low Tide: increases the caster's and the targeted ally's Range. • High Tide: removes MP from enemies.
Inflicts Earth damage on enemies and attracts the target. Gives 1 AP back to the caster if the spell is cast on a Turret.
Inflicts Air damage on enemies and repels the target.
Inflicts Fire damage and removes Damage from enemies in an area of effect. The spell's damage increases for each evolved Turret in the area of effect before applying effects. Downgrades Turrets that are hit to reduce their cooldown period.
Places an offensive Turret that steals health in the caster's best element.
Evolves and heals one Turret. Healing is greater on an evolving Turret. On an ally: increases their Power.
Places a defensive turret that heals.
Moves the caster closer to the targeted ally. The movement is greater on Turrets.
Switches places with the target and inflicts Water damage on enemies. On the caster: modifies the Tide state and reimburses the AP cost and use of the spell. This effect can be triggered up to 2 times per turn.
Inflicts Fire damage on enemies and attracts the targets up to the centre in an area of effect. Also evolves Turrets in the area of effect.
Places a tactical Turret that repels targets in an area of effect.
Applies a shield around the caster and Turrets and makes them Unlockable. The shield is greater on the caster.
Inflicts Air damage on enemies and repels targets outwards in an area of effect.
Inflicts Earth damage on enemies and repels the target. Gives 2 AP back to the caster and the pushback inflicts no damage if the spell is cast on a Turret.
Activates the caster's offensive Turrets' special spells on the targeted enemy. Inflicts damage on enemies in the caster's best element. On an ally: pushes targets away from the centre and reveals invisible entities in an area of effect. Does not affect the caster.
Inflicts Water damage on enemies and moves the target based on the Tide: • Low Tide: attracts the target. • High Tide: repels the target. A given target can only be affected once by the movement of a Tide during the current turn.
Activates the caster's defensive Turrets' special spells on the targeted ally. Heals the target in the caster's best element.
Inflicts Earth damage and removes MP from enemies in an area of effect. The area-of-effect damage does not decrease with distance. Gives 1 AP back to the caster if a Turret is in the area of effect.
Activates the caster's tactical Turrets' special spells on the target. Removes MP from enemies.
Switches the positions of the first and last target in the area of effect. On the caster: teleports adjacent entities symmetrically in relation to them.
Teleports the allied target to the first cell available between the caster and it. Also heals the target if it is a Turret.
Applies the Automatic state on a Turret and heals it: • The Turret intercepts close-combat damage suffered by allies adjacent to it when the spell is cast. • If one of those allies suffers ranged damage, the Turret activates, using its automatic spell on the ally or their attacker. This activation can only be triggered once per target per turn, and only if the ally or attacker is within the Turret's range.