Video summary
LA CLASSE LA PLUS CHEAT ?? Tierlist PVM Dofus 3
Main summary
Key takeaways
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)
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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).
- Argued as #1 PvM class for Portal/Lia mastery:
-
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.”
- Classes that:
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.
- Strong PvM defensive/support kit:
-
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.
- Build around synergies:
-
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)
- Frequently emphasized needs:
-
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.