Dofus Forge

Foggernaut

Neutral

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.

Foggernaut builds by element

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.

Foggernaut sets

Sets whose items modify Foggernaut spells.

Foggernaut community builds

No public Foggernaut build yet. Build a Foggernaut

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Foggernaut spells

Base numbers at max spell level — actual damage in-game depends on your stats and gear.

Spyglass

Lvl 3 (max)

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.

AP 3Range 0–6Damage (Water) 25–29

Mooring

Lvl 3 (max)

Inflicts Earth damage on enemies and attracts the target. Gives 1 AP back to the caster if the spell is cast on a Turret.

AP 2Range 1–7Damage (Earth) 16–18

Torpedo

Lvl 3 (max)

Inflicts Air damage on enemies and repels the target.

AP 3Range 1–6Damage (Air) 25–29

Hoofbeat

Lvl 3 (max)

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.

AP 3Range 0–6Damage (Fire) 22–25

Harpooner

Lvl 3 (max)

Places an offensive Turret that steals health in the caster's best element.

AP 2Range 1–7

Evolution

Lvl 3 (max)

Evolves and heals one Turret. Healing is greater on an evolving Turret. On an ally: increases their Power.

AP 1Range 1–7Damage (Neutral) 50–0Damage (Neutral) 25–0Damage (Neutral) 25–0

Lifesaver

Lvl 3 (max)

Places a defensive turret that heals.

AP 2Range 1–7

Grapnel

Lvl 3 (max)

Moves the caster closer to the targeted ally. The movement is greater on Turrets.

AP 2Range 2–8

Tide

Lvl 3 (max)

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.

AP 3Range 0–3Damage (Water) 34–38

Turbine

Lvl 3 (max)

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.

AP 3Range 0–7Damage (Fire) 27–31

Tacturret

Lvl 3 (max)

Places a tactical Turret that repels targets in an area of effect.

AP 2Range 1–7

Scaphander

Lvl 3 (max)

Applies a shield around the caster and Turrets and makes them Unlockable. The shield is greater on the caster.

AP 3Range 0

Trident

Lvl 3 (max)

Inflicts Air damage on enemies and repels targets outwards in an area of effect.

AP 3Range 1–6Damage (Air) 28–32

Backwash

Lvl 3 (max)

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.

AP 3Range 1–7Damage (Earth) 23–27

Sonar

Lvl 3 (max)

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.

AP 3Range 1–4Damage (Neutral) 11–13

Torrent

Lvl 3 (max)

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.

AP 3Range 1–4Damage (Water) 30–34

First Aid

Lvl 3 (max)

Activates the caster's defensive Turrets' special spells on the targeted ally. Heals the target in the caster's best element.

AP 3Range 1–6

Anchor

Lvl 2 (max)

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.

AP 4Range 0–7Damage (Earth) 35–38

Dive

Lvl 2 (max)

Activates the caster's tactical Turrets' special spells on the target. Removes MP from enemies.

AP 3Range 0–6

Compass

Lvl 2 (max)

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.

AP 2Range 0–8

Assistance

Lvl 2 (max)

Teleports the allied target to the first cell available between the caster and it. Also heals the target if it is a Turret.

AP 2Range 1–8Damage (Neutral) 25–0

Breakwater

Lvl 2 (max)

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.

AP 3Range 1–7Damage (Neutral) 25–0
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