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Belladonna

Belladonna is a boss monster.

Locations[]


Characteristics[]

Level Characters Stats Resistance (%) Resistance (Linear) Resistance (Other)
HP AP MP Lock Neutral Resistance Earth Resistance Fire Resistance Water Resistance Air Resistance Neutral Resistance Earth Resistance Fire Resistance Water Resistance Air Resistance AP Parry MP Parry Critical Resistance Pushback Resistance
220 4 29,000 25 10 22 18 8 24 14 0 0 0 0 0
220 5 30,000 25 10 22 18 8 24 14 0 0 0 0 0
220 6 31,000 25 10 22 18 8 24 14 0 0 0 0 0
220 7 32,000 25 10 22 18 8 24 14 0 0 0 0 0
220 8 33,000 25 10 22 18 8 24 14 0 0 0 0 0

Spells[]

Phase 1[]

Before all other monsters are killed, Belladonna is on the floating island.

  • Explosive Enchantment:
    • Grants an effect to an enemy monster for 2 turns where every time the monster is pushed it gains 3 MP for 2 turns. This effect can stack. This spell has a 2 turn cooldown.
    • On the first turn with the effect, the monster will switch places with your first allied player who damages it.
    • On the second turn with the effect, an AOE fire damage attack with a radius of 2 tiles from the monster will deal damage based on Belladonna's current Bewitching state:
      • Bewitching state none: 1,500 fire damage.
      • Bewitching state I: 1,600 fire damage.
      • Bewitching state II: 1,780 fire damage.
      • Bewitching state III: 2,130 fire damage.
  • Evil Charm:
    • Heals the target and buffs with a +% final damage increase for 1 turn based on Belladonna's current Bewitching state. This spell has infinite range, does not require line of sight, and has a 2 turn cooldown.
      • Bewitching state none: Heals 10% of maximum HP and buffs +10% final damage.
      • Bewitching state I: Heals 12% of maximum HP and buffs +13% final damage.
      • Bewitching state II: Heals 14% of maximum HP and buffs +16% final damage.
      • Bewitching state III: Heals 18% of maximum HP and buffs +22% final damage.
  • Fatal Enchantment:
    • Buffs all monsters MP, range, and gives shield points based on Belladonna's current Bewitching state. This spell has infinite range and has a 1 turn cooldown.
      • Bewitching state none: Gives 1 MP and 1 range plus +2% of HP given as shield points.
      • Bewitching state I: Gives 2 MP and 2 range plus +4% of HP given as shield points.
      • Bewitching state II: Gives 3 MP and 3 range plus +6% of HP given as shield points.
      • Bewitching state III: Gives 4 MP and 4 range plus +8% of HP given as shield points.
  • Glyph of condemnation:
    • Applies a poison that lasts for 1 turn and deals 74 neutral damage per AP used by the target. This spell has infinite range but requires line of sight and can be cast once per turn.
    • Places an infinite size star shaped glyph around the target (the target itself is not on the glyph) which lasts for 1 turn and instantly kills any player that starts their turn in the glyph.


Phase 2[]

After all other monsters are killed, Belladonna teleports off of the floating island to the main area.

  • Hindering Conjuration: Hits 530 neutral lifesteal and removes 4 AP (dodgeable) for 1 turn. This spell has 1-14 range and can be cast 4 times per turn.
  • Ghostly Rampage: Hits 380 fire damage in a cross shape with a size of 3 tiles in each direction and hits 380 water damage in an overlapping diagonal cross with a size of 3 tiles in each direction. The target enters the Unhealable state for 1 turn. This spell has 1-7 range and can be cast once per turn.
  • Immobile Hex: Hits 800 earth damage, swaps places with the target, removes 100 MP (not dodgeable) for 1 turn, and places a 1 tile black glyph below the target with will instantly kill any character that ends their turn on the glyph. This spell has 1-6 range and can be cast once per turn.
  • Intoxicating teleportation: Teleports next to the target that is furthest away from Belladonna, applies a 30% erosion debuff on the target for 1 turn, and hits 1,080 air damage. This spell has infinite range, does not require line of sight, and can be cast once per turn.

Drops[]

Name Base Drop Rate Conditions
Pollenectar 100% Event
Bellashield 100% Event
Belladonna's Lipstick 12% None
Nougat Rabmarac Bar 5% Laughing Matter Quest
Protectors' Flower 2% None
Bag of Salt 1% None
Al Howin Gobtubby 0.1% Event
Paragon of Power 0.7% Mother of the Dreggons Quest
Tasty Carrion 0.6% Hunter Lv. 200
Minowang <1% None
Water Seemyool Harness <1% Have a Seemyool mount equipped
Lagoonurkey Harness <1% Have a Dragoturkey other than the Armoured or Feathered Dragoturkey mount equipped

Mechanics[]

At the beginning of the fight, Belladonna teleports to the floating island, becomes Invulnerable, and will not move.

Phase 1[]

Belladonna will mainly boost her allies and not deal direct damage. Every time your team kills a monster, Belladonna gains a Bewitching state which will increase the power of her spells and will stack up to 3 times. Once all monsters aside from Belladonna have been killed, Belladonna will teleport from the floating island down to the main area, and lose the Bewitching state. If you want to cast any buffs or heal at all before Belladonna enters the main area, leave the last monster alive until you have prepared accordingly.

Phase 2[]

On Belladonna's turn, she will teleport to the nearest player. Belladonna leaves behind a black glyph on the floating island for the duration of the fight that will instantly kill you should you somehow make your way over to it. Once you damage Belladonna down to 50% of her maximum HP, she will immediately teleport back to the floating island.

Phase 3[]

Belladonna becomes Invulnerable again and her spells switch back to the spells she had in Phase 1 of the fight. All player characters teleport back to their starting positions, all monsters that have been killed are revived and Invulnerable for 1 turn. Since the monsters have been revived, their turn order is now sequentially after Belladonna as if they were her summons. Each time a monster starts its turn it will lose 10% in all resistances but gain 10% in final damage.

You essentially have to redo Phase 1 and Phase 2 of the fight. Once Belladonna teleports back to the main area at the start of the new Phase 2 she will regain her Phase 2 spells but she will only have 50% HP and there are no further HP thresholds.

Strategy[]

  • Avoid being in line of sight of any of the monsters, or if you have to be in line of sight, stay within 4 range or less of them so that they do not enter the Ferocity of the Protectors state.
  • Use summons to block line of sight but make sure to not wall off you or your allies since you still need to be able to attack the monsters too. Also, do not stand in a line with your summons since if the Wallopoppy casts Watery Fist on the summon it will attract you toward the summon which could mess up your positioning.
  • Focus on the Camelliaxe first since it can teleport. This can be countered bringing a character that can apply the Gravity state to the Camelliaxe.
  • Bring a character with high Lock. This will make sure that the monsters do not enter the Ferocity of the Protectors state since they will be within 4 range or less of you or your allies. Be careful of the Soldalia who can apply the Rooted state and the Camelliaxe who can teleport as that can counter any amount of Lock.
  • Make sure to use an unbewitching spell if the Arm-of-the-Valley casts Thorny Sharing. This spell allows the Arm-of-the-Valley to gain vitality every time the target takes damage.

To read more strategies check out the Dofus pour les Noobs guide.

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