Create the state
Most elemental attacks apply their element to the target. Many also place a rune for two turns.
Examples: Ether, Seismic Shockwave, Flamethrower, Stalagmite.Learn the decisions behind the class
Huppermage becomes manageable when you stop reading the kit as a catalogue. This guide teaches a repeatable process: choose the outcome, manage elemental states, spend or preserve them deliberately, then finish in a useful position.
Guide map
First visit: Decision loop → Elements → Combinations → Turn lab.
Open when needed: Progression, variants and mastery. You do not need to read the entire website in one sitting.
Lesson 01 — The decision loop
A weak turn asks “which spell deals the most?” A strong turn asks “what must be true when my turn ends?” Click each step to study the process.
State and rune economy
Not every state-related spell behaves the same way. Some apply, some read, some change, and some consume. Treating them as interchangeable is a common source of bad turns.
Most elemental attacks apply their element to the target. Many also place a rune for two turns.
Examples: Ether, Seismic Shockwave, Flamethrower, Stalagmite.Elemental Drain and Tribute read the target's state to determine their effect. Elemental Cycle and Quadramental Current change the state and can reimburse the first successful change.
Reading is not the same as consuming; changing is not the same as generating a two-state combination.Elemental combinations consume the involved states. Polarity and Convection also consume a state to move a target or caster. Contribution consumes all elemental states.
Before spending a state, confirm that no later spell in your route needs it.Runification, Manifestation, Runic Overcharge, Imprint and Runic Prism convert placed runes into healing, damage, buffs, movement or debuffs.
A rune is future value only when you know how and when you will trigger it.Toolkit tendencies
These are recurring tendencies in the current spell set, not rules. Variants can change range, movement and role.
Fire includes AP pressure, position swaps, Fire steal and efficient access to Eruption—the main damage-amplification window for mixed builds.
Ask: can this create a kill window?Chance fights close, attracts groups and trades HP aggressively. It receives more return damage because of that range, but its large area life steal can recover most of the loss; a strong Chance Huppermage often ends the turn at or near full HP.
Ask: how many targets can I hit and heal from?Air combines long reach, AP or Range pressure, symmetric movement and flexible entry-and-exit routes. Shape the board, attack from the useful angle, then leave the punishable position.
Ask: where do I enter, and how do I leave?Earth includes MP or Range pressure, pushback, ranged attacks and efficient access to Eruption in mixed builds.
Ask: can I limit their next turn?Which element while levelling?
Up to level 100, play each element individually. Your equipment and damage should normally focus on one element at a time. You can still use Elemental Cycle, Quadramental Current and occasional state tools to create combinations without building bi-element. Every time you replace your equipment set, use the opportunity to try a different mono-element build.
The strongest raw damage profile and usually the closest range. You will take hits while trading in melee or near-melee, but the path rewards hitting several targets with large area life steal and recovering the damage immediately.
The second-highest damage profile, with the third-best range. A strong middle ground for pressure and exchanges.
The third-highest damage profile and the second-best range. It teaches angles, symmetric positioning, entering for the turn you want and leaving before the enemy can punish you.
The lowest raw damage profile, but the longest range. It rewards distance control, MP pressure and keeping enemies away.
Focus your equipment on one element. Use Cycle and related state tools to access combinations without splitting your damage stats.
From level 100, equipment makes two-element builds much easier to assemble and elemental combinations become more natural to plan.
At level 200, omni is the natural way to access the complete class: every combination, more flexible state conversion and broader turn routes.
Lesson 02 — Combination lab
Two different elemental states on the same target generate one of six named combinations. The order changes your spell sequence, but not the named pair.
FIRST STATE
SECOND ELEMENT
ELEMENTAL COMBINATION
Generating a combination grants the caster 50 Power for 3 turns. Each named combination can add its stack once.
After the combination is generated, do not assume the target still carries the states needed by a later state-reading or state-consuming spell.
Removing AP, MP, Dodge, final damage or Range is valuable only when it changes the opponent's realistic next turn.
Level 1 drills
Ether, Seismic Shockwave, Flamethrower and Stalagmite each cost 3 AP. Any two different elements give a simple 6 AP combination drill.
Lesson 03 — Progression
The first number is the unlock level. Later numbers are the levels at which that spell ranks up. Use the arrows, slider or milestone buttons to see only the available kit and training focus that make sense at that stage.
WHAT TO LEARN NOW
FOCUS SPELLS
Lesson 04 — Spellbook and variants
The spell library and variant matrix are one tool here. Search by role, compare each pair side by side, and select the spell you want in your practice deck. The turn lab uses those selections.
Lesson 05 — Guided turn paths
Choose your AP and build element. Before level 101, the planner assumes a mono-element build and uses state conversion to generate combinations. At higher levels, bi-element and omni routes become available. The enemy begins without an elemental state, so every recommendation creates its own setup.
RECOMMENDED ROTATIONS
For Fire- or Earth-capable mixed builds, the first objective is normally a low-cost Earth/Fire combination so the remaining hits benefit from Eruption. Chance/Air-only builds instead prioritise close-range sustain, area life steal, geometry and safe exit routes.
AFTER THE SELECTED ROUTE
The simulator will show the combination, control effect, AP refund, buffs and ending state. Exact damage and movement depend on the elemental spell chosen in combat.
The route teaches element and AP order. Choose the named spell that has the correct range, line, movement and secondary effect for the live map.
No route selected.
No route selected.
No route selected.
EFFECTS ON THE ENEMY
VALUE GAINED BY THE HUPPERMAGE
Learning direction
This is a learning path, not a tier list or equipment guide. Your best route is the one whose ranges, conditions and ending positions you can reproduce under pressure.
Lesson 06 — Mastery
You may destroy the state order, miss a useful combination or spend the AP needed for movement.
A combination consumes states. Triggering one without a purpose can remove the exact resource your next spell needed.
Occupied cells, free cells, straight lines, no-line-of-sight rules and previous positions determine whether a route exists.
Runes become valuable through planned triggers. A rune you cannot convert before it expires is often only incidental value.
Every variant changes a decision pair. Add one change at a time and rebuild your standard routes deliberately.
PERSONAL CHECKLIST
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Contact and extra help
Find more Huppermage and DOFUS guides on my YouTube channel, or join the Discord to ask me directly about builds, progression, variants and any part of this guide.
The rule to remember