Sram Agility build (Air)
MainLevel 151–199
Level 101–150
Level 51–100
Level 1–50

Everything to build a Sram in Dofus 3: the strongest sets for each element at every level range, the sets made for the Sram, 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 51–100
Level 1–50
Level 151–199
Level 101–150
Level 151–199
Level 101–150
Level 151–199
Level 101–150
Sets whose items modify Sram spells.
Base numbers at max spell level — actual damage in-game depends on your stats and gear.
Steals Power and inflicts Earth damage.
Inflicts Fire damage on enemies and repels the target.
Removes Range and applies a start-of-turn Air poison on the target.
Inflicts Water damage and increases the caster's MP. The damage does not affect the caster.
Makes the target invisible. It target is an ally, also increases their MP. The cooldown period is reset when the caster kills a fighter.
Summons a controllable double that has the same characteristics as the summoner. It does not attack and dies at the end of its second turn to switch places with the caster and increase their MP.
Places a trap that inflicts Fire damage on enemies and attracts entities towards its centre in an area of effect.
Places a trap that inflicts Water damage and removes MP.
Places a trap that inflicts Earth damage. The trap's damage increases with each enemy in an area of effect around the trap before its effects are applied.
Places a trap that pushes entities away from its centre and inflicts Air damage on enemies in an area of effect.
Places a trap that removes MP from enemies in an area of effect.
Steals Strength and health in the Earth element.
Steals Agility and HP in the Air element.
Steals Chance and health in the Water element.
Steals Intelligence and HP in the Fire element in an area of effect. Does not affect the caster.
Pushes the target to the targeted cell.
Places a trap that inflicts Fire damage on enemies and pushes entities away from the centre in an area of effect.
Places a single-cell trap that draws entities towards its centre and inflicts Water damage on enemies in an area of effect.
Applies the Chakra Concentration state on the targeted enemy: • Steals HP from the target in the caster's best element if the target suffers trap damage. Dissipates the caster's Invisibility.
Places a trap that inflicts Earth damage. The damage is greater on entities with less than 50% of their health points.
Erodes the targets and inflicts Air damage in an area of effect. Does not affect the caster.
Reduces damage suffered by the targeted ally, makes them Unlockable and applies the Evasion state on them: • Moves the target away from their attacker and increases their MP if attacked by an enemy (stackable 3 times). The move does not inflict damage.