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The feature(s) mentioned on this page have been removed from the game, and are merely left on the Wiki for historical reasons.

Solo Idol is a type of Idol.

See also: Team Idol

Solo Idols can be equipped by any number of Characters fighting any number of Monsters

List of Solo Idols[]

This list is automatically generated from existing pages, all edits should be done on the corresponding page.

Name Level Type Score Effects Synergies
Minor Dynamo

1

Solo Idol

15

  • Opponents gain 1 MP
Aroumb

80

Solo Idol

25

  • At the end of each of an ally's turns, enemies in line with the ally finishing its turn are healed.
Behelit

44

Solo Idol

35

  • Your opponents' damage is increased 100%.

Other versions of Behelits have negative synergies. These include their Minor, Major and Great versions.

Djim

161

Solo Idol

40

  • Monsters are invulnerable as long as they do not move. Push back damages make them gain 200% damage.
  • There are currently no known idol synergies for Solo Idol.
Great Dagob

165

Solo Idol

55

  • Damage inflicted by your opponents increases 80% per game turn.

The Normal, Minor and Major versions of Solo Idol give unwanted negative synergies.

Great Horiz

155

Solo Idol

45

  • Your opponents' long range damage is increased 400%.
Great Oaf

145

Solo Idol

40

  • Your opponent's close combat damages are increased 400%.
Great Rocha

188

Solo Idol

45

  • At the start of each of an enemy's turns, the character closest to the enemy starting its turn suffers 400% additional damage for 1 turn. Cumulative.
Great Sak

176

Solo Idol

45

  • Damage inflicted by your opponents increases to 800%, then drops by 80% per game turn.
Great Zaihn

181

Solo Idol

50

  • Allies or enemies that die inflict 100% of their HP to anyone outside a 5 cell circular range.
Major Rocha

148

Solo Idol

35

  • At the start of each of an enemy's turns, the character closest to the enemy starting its turn suffers 200% additional damage for 1 turn. Cumulative.
Minor Behelit

4

Solo Idol

20

  • Your opponents' damage is increased 50%.
Corrode

127

Solo Idol

20

  • Opponents apply 40% additional erosion.
Critus

140

Solo Idol

20

  • Opponents have a 100% chance of inflicting Critical Hits.

There are no known current synergies for Solo Idol.

Dagob

85

Solo Idol

25

  • Damage inflicted by your opponents increases 20% per game turn.

The Major and Great versions of Solo Idol give unwanted negative synergies. In this case, Minor Dagob does not change the score as it is multiplied by one (* 1.00).

Dakid

90

Solo Idol

50

  • Each attack on a monster attracts all his enemies in a line or diagonally and increases his damage by 20% for 1 turn.
Dynamo

41

Solo Idol

25

  • Opponents gain 2 MP.

The Minor, Major and Great versions of Solo Idol give unwanted negative synergies.

Great Behelit

114

Solo Idol

65

  • Your opponents' damage is increased by 400%.

The Minor, Normal and Major versions of Solo Idol give unwanted negative synergies.

Great Kyoub

142

Solo Idol

80

  • Long range damage on an enemy is reduced by 80%.
Great Nyoro

126

Solo Idol

60

  • Adversaries reflect 100% of the damage taken.
Great Yosh

135

Solo Idol

50

  • Long range damage on an enemy increases their damage by 80%.
Horiz

75

Solo Idol

25

  • Your opponents' long range damage is increased by 100%.
Kyoub

62

Solo Idol

10

  • Long range damage on an enemy is reduced by 20%.
Major Behelit

74

Solo Idol

50

  • Your opponents' damage is increased by 200%.
Major Dagob

125

Solo Idol

40

  • Damage Inflicted by your opponents increases 40% per game turn.
Major Dynamo

81

Solo Idol

35

  • Opponents gain 3 MP.
Major Horiz

115

Solo Idol

35

  • Your opponents' long range damage is increased by 200%.
Major Kyoub

102

Solo Idol

20

  • Long range damage on an enemy is reduced by 40%.
Major Nyoro

86

Solo Idol

45

  • Adversaries reflect 50% of damage taken.
Major Oaf

105

Solo Idol

30

  • Your opponents' close combat damages are increased 200%.
Major Sak

136

Solo Idol

35

  • Damage inflicted by your opponents increases 400%, then drops by 40% per game turn.
Major Yosh

95

Solo Idol

40

  • Long range damage on an enemy increases their damage by 40%. Stackable 3 times.
Major Zaihn

141

Solo Idol

35

  • Allies or enemies that die inflict 100% of their HP in damage in a reverse circle with a diameter of 6 cells.
Minor Dagob

45

Solo Idol

10

  • Damage inflicted by your opponents increases 10% per game turn.
Minor Horiz

35

Solo Idol

15

  • Your opponents' long range damage is increased 50%.
Minor Kyoub

22

Solo Idol

5

  • Long range damage on an enemy is reduced by 10%.
Minor Nyoro

6

Solo Idol

15

  • Adversaries reflect 10% of damage taken.
Minor Oaf

25

Solo Idol

10

  • Your opponents' close range damages are increased by 50%.
Minor Rocha

68

Solo Idol

15

  • At the start of each of an enemy's turn, the character closest to the enemy starting its turn suffers 50% additional damage for 1 turn. Cumulative.
Minor Sak

56

Solo Idol

15

  • Damage inflicted by your opponent increases 100%, then drops by 10% per game turn.
Minor Yosh

15

Solo Idol

10

  • Long range damage on an enemy increases their damage by 10%. Stackable 5 times.
Minor Zaihn

61

Solo Idol

5

  • Allies or enemies that die inflict 25% of their HP in damage in a reverse circle with a diameter of 6 cells.
Muta

60

Solo Idol

30

  • If you are not on a cell adjacent to an enemy's cell at the end of the turn, you lose 50% HP.
Nekineko

110

Solo Idol

40

  • Opponent gains 1 MP each time they are hit.
Nyan

100

Solo Idol

10

  • Staying on the same cell at the end of a turn makes you lose 50% HP for 2 turns.
Nyoro

46

Solo Idol

30

  • Adversaries reflect 25% of damage taken.
Oaf

65

Solo Idol

20

  • Your opponents' close combat damage is increased 100%.
Ougaa (Idol)

50

Solo Idol

15

  • If you are on a cell adjacent to an enemy's cell at the end of the turn, you lose 50% HP.
Proxima

30

Solo Idol

15

  • Opponents kill enemies located on adjacent cells when they die.
Rocha

108

Solo Idol

25

  • At the start of an enemy's turns, the character starting closest to the enemy starting its turn suffers 100% additional damage for 1 turn. Cumulative.
Sak

96

Solo Idol

25

  • Damage inflicted by your opponent increases by 200%, then decreases by 20% per game turn.
Yosh

55

Solo Idol

25

  • Long range damage on an enemy increases their damage by 20%. Stackable 4 times.
Zaihn

101

Solo Idol

20

  • Allies or enemies that die inflict 50% of their HP in damage to anyone further than 5 cells away.
Great Dynamo

121

Solo Idol

45

  • Opponents gain 4 MP.

The Normal, Minor and Major versions of Solo Idol give unwanted negative synergies.

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