Video summary

LA CLASSE LA PLUS CHEAT ?? Tierlist PVM Dofus 3

Main summary

Key takeaways

Gaming

Storyline (context)

  • The video isn’t about a specific “story mode” plot. It’s a Dofus 3 PvM (PvE) tier list discussion, ranking classes by how well they perform and synergize in dungeon/composition-based gameplay.

Core message / framework

  • The creator emphasizes that tier rankings don’t mean a class is unusable:
    • “There is no zero class in PvM.”
    • Most dungeon success comes heavily from gear power creep (about 95% via equipment) and team synergies, not from class alone.
  • A class “ranked lower” can become much better depending on what it’s paired with (synergy).

Takeaway: Class tier matters less than how well the team is built around that class’s strengths.

Tier list (PvM focus) — what’s highlighted

S-rank (top contributors / best synergy)

  • Sadida

    • Strong PvM due to infection/infect mechanics that can hit many entities across the map, leading to high efficiency.
    • Conceptually compared to Forge-lance / “forge lance” as creating large-impact areas.
    • Noted difference: Sadida feels less dependent than Forge-lance on specific mob states (e.g., stung/conditions).
  • Huppermage / “Heliotrope” (described as top PvM)

    • Argued as #1 PvM class for Portal/Lia mastery:
      • Portals create a looping effect: mobs rush to portals, then you close them to pull enemies back into repeatable cycles.
      • The loop is described as low-risk, and it’s noted that it doesn’t require heavy AP investment for the summon to persist (the portal entity stays).
  • Pandawa

    • Historically strong tank/positioner.
    • Limitation: it’s often either tanking or attacking, which can cost some time because one character may not always contribute full damage.
    • Still considered extremely versatile:
      • Carrying and throwing” is praised as one of the best PvM mechanics.
      • Works in solo/duo/trio and provides general team utility.
  • Xelor

    • Praised for team AP support via the dial mechanic.
    • Also framed as excellent in solo/duo/trio.
    • Mixes strong positioning with strong damage potential, with “arrive on turn 2 and delete everything” vibes.
  • Zobal / tank-shield style (appears as very high / “top class”)

    • Strong survivability via shields (the defensive cycle is described through Plastron-style gameplay).
    • Creator claims that in real play, with Zobal + allies, they effectively “never die.”
  • Overall S theme

    • Classes that:
      • control space repeatedly,
      • enable major team value (AP, positioning, looping),
      • and/or provide overwhelming survivability so runs become “just a matter of time.”

A-rank (very strong, but less dominant than S, or more situational)

  • Cra (Archer)

    • Dropped from top-tier mainly due to CR changes: more single-target focus and less impressive AoE.
    • Still described as hard to be “bad” in PvM because ranged damage plus kiting/spacing generally wins fights.
  • Eniripsa (generally good, but not top-tier healing)

    • Strong as healing/support, with AoE AP in limited area depending on variant (earth/fire/air/water remarks).
    • Creator preference: classes that also provide shields / indirect tanking, because pure healing can struggle when erosion/HP pressure is high.
    • Healing is described as great only when erosion isn’t overwhelming.
  • Sacrier

    • Huge early burst with Berserk-style setups, especially paired with Heliotrope / Forge-lance for fast one-shots.
    • Framed as niche: excellent for quick farming, less ideal for broader team value.
  • Feca

    • Strong PvM defensive/support kit:
      • “Tension” and various shield/utility spells are highlighted.
    • Mentioned combo: Zobal + Feca is described as extremely hard to kill.
  • Sram

    • Great individual class for solo/network setups (traps, stealth/invisibility).
    • Not considered top team synergy because it’s more “self-sufficient” than “team-enabling.”
    • Still valued as the “4th man” who handles their own condition/damage.
  • Rogue

    • After nerfs (bomb-wall references), team impact is considered weaker than in the old “Panda Rogue carry/throw” era.
    • Still a strong solo explosion/one-shot style.
    • Ranked A, with the creator suggesting it could arguably be lower.

B-rank (good damage, but less team utility or more drawbacks)

  • Iop (Yop)

    • Described as historically core/popular: straightforward high damage and strong synergies (shield/rock/safety/boost access).
    • The transcript implies it’s in the upper portion, though the explicit tier letter is not fully clean in the notes.
  • Transcript-unclear items

    • Eniripsa/Cf-li(p) “Cra/“? (notes indicate transcription issues)
    • Sadida/CR comparisons continue
    • “Caflip / Xel variations”
    • General theme for B is:
      • good damage dealers,
      • but not enough team support compared to top synergies,
      • or team value is hindered by drawbacks (e.g., buffing enemies, extra setup requirements).

C-rank (situational, harder to play well in PvM)

  • Steamer
    • Main issue: turrets are slow and require constant repositioning/management.
    • PvM is described as too dynamic/slow for turret dependency.
    • Ranged kit keeps it above the very worst options.

D-rank (weakest / least favored)

  • The creator says D contains classes weaker in their tier philosophy, but repeatedly reminds:
    • D doesn’t mean unplayable.
    • Gear and composition can still make any class effective.

Gameplay strategies / key tips mentioned

  • Composition > class alone

    • Build around synergies:
      • AP support,
      • control loops,
      • tanking/shielding,
      • positioning.
  • Don’t overvalue AoE if it’s unreliable

    • Criticism of “setup AoE” versus reliable single-target/pacing depending on class changes (notably CR adjustments).
  • PvM priorities (implicit criteria)

    • Frequently emphasized needs:
      • Team support / boosts (AP buffs, debuffs, utility)
      • Survivability (shields, indirect tanking)
      • Ranged safety or strong control
      • Consistent fight flow (less dependence on fragile conditions)
  • Heliotrope portal-loop handling

    • Keep the portal open, then close it to force mob alternation.
    • Re-do the portal every two turns (as described) to maintain the cycle.
  • Zobal + Feca-style survivability

    • Build teams where shields prevent death pressure and runs become “time-based wins.”

Featured gamers / sources (mentioned at the end)

  • Infi (the creator speaking)
  • No other specific named gamers/content sources are clearly identified in the ending subtitles.

Original video