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Vortex

Vortex is a boss monster.

For the NPC of the same name see Vortex (NPC).

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 15,000 16 5 140 6 33 12 21 28 0 0 0 0 0 80 100 150 0
220 5 16,750 16 5 140 6 33 12 21 28 0 0 0 0 0 80 100 150 0
220 6 18,500 16 5 140 6 33 12 21 28 0 0 0 0 0 80 100 150 0
200 7 20,250 16 5 140 6 33 12 21 28 0 0 0 0 0 80 100 150 0
220 8 22,000 16 5 140 6 33 12 21 28 0 0 0 0 0 80 100 150 0

Spells

  • All in Good Time: Deals damage to any characters/summons being currently linear to the Auroraire (infinite range). It's exactly 500 earth damage, 20% erosion and additional earth damage that equals 50% of the character's eroded HP. Cast once per turn.
  • Zombie Contamination: Spell cast linearly in a 2-cell-AoE, applies the unhealable state for 1 turn, unbewitchable. The spell cannot be cast if no monsters have died yet.
  • Clockrock: Cast automatically on turns 4, 7, 10 etc. The spell has an effect depending on whether all monsters of all waves are already dead or not. If not: all monsters on the map infinitely gain the buff that's associated with the current state of the Auroraire. It gets removed when the monsters die. If no monsters play anymore: he teleports himself next to the Auroraire, priority on the right, then clockwise rotation.
  • Time Out: The spell gets unlocked once all waves are defeated, meaning they do not play anymore. It's cast linearly with a range of 8 (no line of sight). Deals fire and agility damage, removes 2 turns of effects and applies the "pacifist" state (unbewitchable). Cast 3 times per turn.
  • Vormhole: Gets unlocked the same way as the spell Time Out. Has short range, teleports the target onto its previous cell (like flight), hits an AoE of 2 cells (?) around the target as well. Deals earth, neutral and water damage or only earth damage. It leaves a poison which is activated on Vortex' next turn: the entities hit by Vormhole suffer the same damage once again (or inflict it in an AoE around them?). Cast 3 times per turn. The exact functionality of the spell is not confirmed. However, it does not matter a lot because you normally keep Vortex on range anyway when facing him, or simply kill him before he can even play.

Drops

Name Base Drop Rate Conditions
Vortex Wing 10~14% None
Miniature Sandglass 3% None
Blokus Hormone 5% Blokus equipped

Notes

  • Monsters place a glyph on the ground when they start their turn. When their turn finished this glyph changes places with the monster. This advances the Auroraire that determines the hour.
  • Vortex starts the fight with -100 MP (infinite duration) and in an invulnerable state.
  • The Auroraire always turns in the same direction by advancing from one hour to the start of each character during their turn (as in the dungeon 2) but also when swapping places with a monster through its glyph.
  • When a monster is killed he has revived the next time Vortex takes a turn with half of its vitality and has a buff that depends on the time displayed by the Auroraire at the time of his death. It also receives an infinite boost from Vortex to the tune of: 4 AP, 2 MP, + 400 to all stats and 150 Critical Resistance.
  • When Vortex takes his turn, characters in line with Auroraire receive approximately 5000 earth damage. To avoid receiving this damage, use the grid below to move:
File:Grid.jpg

Auroraire grid.

  • To make Vortex vulnerable, every monster must be killed twice
  • The first time you kill a monster, take note of what hour it was killed in, once it is revived it must be killed again during the same hour, otherwise it will keep getting revived.
  • When it is killed properly during the same hour (twice) it will be revived again - but it will just be a statue, it is effectively out of the fight.
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