Masqueraider Strength build (Earth)
MainLevel 151–199
Level 101–150

Everything to build a Masqueraider in Dofus 3: the strongest sets for each element at every level range, the sets made for the Masqueraider, 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 Masqueraider spells.
Base numbers at max spell level — actual damage in-game depends on your stats and gear.
Inflicts Fire damage and removes Dodge.
Steals HP in the Earth element and removes Dodge in an area of effect.
Steals HP in the Water element from enemies and attracts targets towards the centre in an area of effect.
Moves the caster closer to the target and inflicts Air damage on enemies.
Applies the Intrepid Mask on the caster: • Applies the Intrepid state on the caster. • Increases the AP of the caster and their allies (excluding Masqueraiders) in a 1-cell cross. • Attracts entities towards the centre in an area of effect.
Applies a shield around allies in an area of effect. The shield is halved on summons.
Moves the caster away from the target, inflicts Fire, Earth, Water and Air damage on enemies, and repels the target.
Applies the Coward Mask on the caster: • Applies the Cowardly state on the caster. • Increases the MP and Dodge of the caster and their allies (excluding Masqueraiders) in an area of effect.
Inflicts Water damage and removes damage.
Applies the Psychopath Mask on the caster: • Applies the Psychopathic state on the caster. • Increases the close-combat damage and Lock of the caster and their allies (excluding Masqueraiders) in an area of effect.
Inflicts Earth damage and increases the caster's Damage. The damage does not affect the caster.
Applies a shield on the targeted ally. The shield is halved on summons.
Teleports the caster to the targeted cell or symmetrically in relation to the target and inflicts Air damage on enemies in an area of effect. The area-of-effect damage does not decrease with distance.
Teleports the caster to the targeted cell and increases their MP.
Inflicts Fire damage and increases the caster's Power. The damage does not affect the caster.
Moves the caster closer to the target.
Inflicts Earth damage and removes MP.
Moves the caster closer to the target, inflicts Water damage on enemies, and repels the target.
Makes the targeted ally Unlockable or makes the targeted enemy Unhealable.
Sacrifices some of the caster's health to apply a shield on allies in an area of effect. The shield is halved on summons.
Summons a biddable Grimacing Mask that locks enemies and shares its damage with its summoner as long as it is alive. When an enemy is locked by the Mask, the mask and its summoner gain shield. The Grimacing Mask also applies effects depending on the mask worn by its summoner: • Intrepid: attracts entities in an area of effect around it. • Coward: increases its MP. • Psychopath: repels adjacent entities. The Mask is teleported to the targeted cell if the spell is cast when it is alive. When it dies, the spell's cooldown period is set to 2 turns.
Applies a shield on the caster, inflicts damage in the caster's best attack element on enemies, and repels the target. The effects become stronger based on the mask worn by the caster: • Intrepid: shield is strongest. • Coward: pushback is strongest. • Psychopath: damage is strongest. Each mask change reduces the spell's cooldown period by 1 turn.