ELIOTROPE GUIDE
0Wakfu Sigils
Eliotrope portal trainer

Master the Eliotrope.

Build portal routes, choose the entry, and practise until the exit is obvious. Then jump into the Portal Lab below.

Portal learning chapter

How Eliotrope actually works.

All core lessons now live in one chapter. Start with two portals, then move into routing, damage, map control and recovery habits.

Level 1

First portals

Absolute beginner. Learn what portals do before you calculate complex routes.

01Two portals: enter one, exit the other

Start from zero: if two portals are open, your spell goes into the portal you target, then comes out of the only other portal. Nothing else is choosing the route yet.

YouABHit

Why use them? They let you attack, move or support from a different position.

02Copy the spell direction

Portals do not change the direction you cast. If the spell goes two cells right and one cell up to reach the entry portal, it leaves the exit portal with that exact same offset.

+2,+1AB+2,+1
03Add a third portal

Once you pick the entry portal, the rest of the route is automatic. The network goes to the nearest unused portal, then repeats that rule until no open portal is left.

A→ nearest →C→ remaining →B

The entry is your choice; the later route is automatic.

04Add the fourth portal and resolve ties

With four portals, ties begin to matter. If two unused portals are equally close, the game breaks that tie with its clockwise rule before continuing the route.

ADCB

Learn this only after two- and three-portal routes feel obvious.

Level 2

Core routing

These are the rules that decide entry, route, direction and portal order.

05You choose the entry portal

You choose the entry portal yourself. The spell starts from the portal you target, not automatically from the one closest to your character.

Practical check: range, line requirements and line of sight are tested from the caster to the selected entry. Only spells can be cast through portals; weapon attacks cannot.
06The network chooses the route

After the entry is chosen, the game takes over the route. From the current portal, it checks which unused portal is closest. If there is a tie, only the tied-nearest portals are compared with the clockwise tie-break rule.

Do not use placement age as route priority. Letters identify portals; the small numbered badges show the resolved route order.
07Portal order is a queue

The letters identify which portal is which. The small numbers show age: #1 is the oldest active portal and #4 is the newest. When you cast a fifth portal, the oldest one disappears and the others shift down.

Recovery habit: after casting a new portal, keep the letter identities but recalculate every placement-order number and the full route.
Level 3

Damage and value

Once routing feels natural, learn why portal turns get stronger and when extra distance matters.

08Projected spells build your passive

Each spell cast through a portal grants +2% final spell damage and +2% healing applied, stacking up to 10 times.

Meaning: repeated portal turns become progressively stronger; do not waste safe projection opportunities.
09Distance adds projection damage

For this guide's practice calculator, every cell travelled through the portal network from entry to exit adds +1% projected spell damage.

Longer is stronger, not always better: a long route is useless if it misses, exposes your team or gives the enemy a highway.
10Portals are shared map objects

Your network can move allies, project allied spells and create routes for enemies after their first-turn restriction ends. Always evaluate who acts next.

End-turn check: can the enemy use the same portal pair more effectively than you can?
Level 4

Recovery and advanced habits

These lessons explain how to keep the network safe, fix bad routes and stretch the map in your favour.

11Walking through portals can fix your route

When you move through a portal network, the entry and exit portals close. That often leaves the middle pair active, which can give you a much better line on enemies in the center.

Use case: remove the bad outer portals, keep the cleaner middle pair, then attack or summon a new portal to rebuild the route.
12Safe-map cheese

Open near enemies, retreat, then stretch the chain into a long safe firing lane.

The rule to remember: build a safe lane, use it, then close the enemy-friendly portal before they inherit it.
  1. Place early portals where enemies will remain accessible.
  2. Move away while extending the network behind you.
  3. Use the distant pair to attack or teleport across the map.
  4. Close the dangerous portal before an enemy can inherit the route.
Elements and leveling

Learn the class before locking your build.

Variant advice is secondary to your element. If you are playing a specific element, you should obviously prioritise the spells that use that element; the comparisons below help you choose between tools that fit your actual build.

Recommended progression

Levels 1–100Play mono-element and try all four elements over time. The goal is to learn movement, projection and portal correction without spreading your stats too thin.
After level 100You can start testing duo-element builds when the equipment supports them. Chance/Intelligence gives mobility, healing and PvM damage; Strength/Agility gives control, pull/push tools and wider tactical options.
Do not force duo-element earlyHaving more spell colours is not automatically better if both elements hit weakly. Add the second element when your gear can support it.
Earth

Best learning element

Recommended for the first levels because Shock can pull enemies toward the centre and correct positioning mistakes. Earth gives forgiving control while you learn portal geometry.

Fire

Standard PvM damage

The most conventional damage path. It gains useful area damage at later levels and offers strong healing tools, making it practical for general PvM and group play.

Chance

Mobility and self-positioning

Chance is used when you prioritise moving around the network. Its spells pull or push the caster, so it is excellent for walking around portals and maintaining safe angles.

Agility

Difficult but explosive early

Agility is not the most generally useful path, but early and mid-game pushback damage can be strong. It is harder to play because good turns depend on precise walls, angles and displacement.

Variants and spellbook

See the important choices first. Open the rest when needed.

The page only highlights a few high-impact variant decisions. The full spellbook contains all 44 spells; clicking any spell opens its complete AP, range, casting rules, effects, critical effects and practical use case.

Element disclaimer: variant theory does not override your build. If you are playing Fire, Water, Earth or Air, prioritise spells that use the element your equipment actually supports. Use the comparisons to choose utility and role, not to force weak off-element damage.
Common mistakes

Why portal turns fail.

Most errors happen before the spell is cast: the player has not recomputed the network.

1Looking only at the entry

A beautiful entry is useless when the proximity chain finishes at the wrong portal.

Fix: trace nearest-to-nearest until only the exit remains.
2Closing without recalculating

Disabling one portal changes the candidate set and may invalidate the entry you intended to use.

Fix: restart from the caster after every network change.
3Confusing exit with direction

Knowing the correct output portal is not enough; the copied cell offset may still miss the target.

Fix: count the horizontal and vertical offsets, then reproduce both from the exit.
4Building for one turn only

A high-damage network can become an enemy highway immediately afterward.

Fix: evaluate the next actor and reserve a way to close the dangerous route.
5Overbuilding

Four portals are not automatically better than two. More options also mean more failure points.

Fix: add a portal only when it has a defined job.
6Ignoring spell rules

A geometrically correct route can still fail for the selected spell.

Fix: separate portal prediction from spell-range validation.
Interactive mechanic

Portal Lab

The lab is unrestricted by default. Enable Real turn mode when you want AP, MP, maximum-rank range and per-turn spell limits.

1 Left-click empty = portal2 Left-click portal = entry3 Right-click portal = open / close in sandbox · close only in real mode4 Right-click empty = caster
Letter = portal ID · numbered badge = route order.
Training

Practise portal decisions.

Generate a position, choose your answer, then check the route.

DifficultyNormal
Four-portal missions with a mix of direct and equidistance routes.
GAME 10 correct · 0 attempts

Find the exit

GAME 20 correct · 0 attempts
×

Close to protect

GAME 30 correct · 0 attempts

Choose the caster cell

GAME 40 correct · 0 attempts

Maximise the damage

Interactive board trials

Solve the position on the real model.

These missions use the same selected-entry routing and vector translation as the Portal Lab. The route stays hidden until you check an answer.

Normal difficulty
More cells increase the mission area; board size changes how large the board appears and can now be zoomed further.
Click a free cell to place the caster.Letter = portal ID · numbered badge = route order.
Final mastery challenge

Repair a broken four-portal network.

Switch between Portal and Wandering, then rebuild the queue, move the caster, choose the entry and close the right portal until the route hits the target.

Portal Recovery Exam · Portal
Move the caster to a free cell.Letter = portal ID · numbered badge = route order.
Advanced tactical operation

Three turns to rescue the ally.

Preserve one battlefield across three objectives: project a heal, redirect an attack, then rebuild the network so Therapy can pull the ally into a safe portal.

This advanced operation is still being tested and refined.
BETA
3-turn operation
Choose a tool, then use it directly on the board.0 / 0 actions

AllyEnemyCurrent objective
Practice path

Track actual Eliotrope skills.

Tick a goal only when you can perform it reliably without trial-and-error targeting.

0 of 8 completePortal Novice
Customization

Build your own Wakfu style.

Earn Sigils through first-time learning milestones, then mix interface, board, portal, route and ambient cosmetics.

Cosmetic Vault

Equip each visual layer separately or preview a locked item on the full guide before spending Sigils.

Cosmetics never change board geometry or game rules.
Portal lesson

Lesson

Same board model
Complete spellbook

44 Eliotrope spells

Cosmetic vault

Mix five independent cosmetic layers.

0
Contact and extra help

Questions about the guide?

Find more Eliotrope and DOFUS guides, or reach out through the creator links below for help with portal routes, builds, progression, variants and any part of this guide. Special thanks to Isthos for testing the guide and sharing advice.

Zekalfra avatar
Creator

Zekalfra

Main guide creator and contact for Eliotrope questions, routes, builds and progression.

Isthos avatar
Testing and advice

Isthos

Helped test the guide, gave advice, and shared extra Eliotrope insight.

The rule to remember

A good Eliotrope turn does not use the longest portal route.
It creates the safest useful ending.

Practice in the Portal Lab →

Portal mapping