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Klime

Klime 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 13,000 20 6 14 27 16 9 25
220 5 15,000 20 6 14 27 16 9 25
220 6 16,000 20 6 14 27 16 9 25
220 7 18,000 20 6 14 27 16 9 25
220 8 19,000 20 6 14 27 16 9 25

Spells[]

  • Musical Glyph - Only cast when vulnerable. Gives Klime 300 dmg (400 on CH) and 100 lock.
  • Moustache Trimmer - Attracts the target towards Klime and applies a 200 fire damage poison for 3 turns, stackable. Cast twice per turn.
  • Moustachio - Deals 200 fire, 200 air damage and neutral damage based upon Klime's lost HP. The lower his HP, the higher the neutral damage will be. Cast twice per turn.

Drops[]

Name Base Drop Rate Conditions
Klime's Moustache 11~15% None
Klime's Scalp 1.1~1.5% None
Klime's Icy Blood 100% Quest
Klime Sole 1.5% Hunter (Lv. 100)
Gigantic Heart Box 100% Quest

Strategy[]

  • Klime starts invulnerable and casts a spell that makes other monsters cast carcassacre, at the 4th turn he casts another spell which makes it annoying. To make him vulnerable push an ally or monster into him.
  • Klime and each monster generate a white glyph on the cell they started their turn. These glyphs last for 2 turns and a monster finishing its turn on a glyph gains 300 damage for 1 turn.
  • Beginning on the 3rd turn you must end on a glyph to avoid being put into a pacifist state with the exception of the character that is first in initiative. This can be delayed one more turn so that everyone starts ending their turn in a glyph until the fourth turn by killing all monsters before their turn.
  • It is a good idea to finish off dumple first since he has a spell that makes him unmovable and has high lock.
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