Master the Eliotrope.
Build portal routes, choose the entry, and practise until the exit is obvious. Then jump into the Portal Lab below.
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.
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.
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.
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.
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.
Learn this only after two- and three-portal routes feel obvious.
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.
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.
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.
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.
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.
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.
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.
12Safe-map cheese
Open near enemies, retreat, then stretch the chain into a long safe firing lane.
- Place early portals where enemies will remain accessible.
- Move away while extending the network behind you.
- Use the distant pair to attack or teleport across the map.
- Close the dangerous portal before an enemy can inherit the route.
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.
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.
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.
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.
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.
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.
Shock vs Convulsion
Shock is the forgiving learning spell; Convulsion pushes formations apart.
Wakfu Ray vs Lazybeam
Wakfu Ray is better with allies who need heals. Lazybeam is better solo or when you need to heal yourself.
Portal vs Wandering
Portal offers reliable range and two casts; Wandering gives three casts at shorter range.
Neutral vs Interruption
Neutral closes one portal; Interruption shuts down the entire network.
Choppy Wake vs Stupor
Choppy Wake moves you; Stupor swaps caster and target.
Transcendence vs Exile
Transcendence prepares a portal turn; Exile places a portal directly under a target.
Why portal turns fail.
Most errors happen before the spell is cast: the player has not recomputed the network.
A beautiful entry is useless when the proximity chain finishes at the wrong portal.
Disabling one portal changes the candidate set and may invalidate the entry you intended to use.
Knowing the correct output portal is not enough; the copied cell offset may still miss the target.
A high-damage network can become an enemy highway immediately afterward.
Four portals are not automatically better than two. More options also mean more failure points.
A geometrically correct route can still fail for the selected spell.
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.
Practise portal decisions.
Generate a position, choose your answer, then check the route.
Find the exit
Close to protect
Choose the caster cell
Maximise the damage
Portal Recovery Exam
Open final testSolve 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 difficultyRepair 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.
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.
Track actual Eliotrope skills.
Tick a goal only when you can perform it reliably without trial-and-error targeting.
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.
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.