Learn the decisions behind the class

Do not memorise 44 spells.
Learn the turn.

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.

Start the guide
5turn decisions
6combinations
22variant choices
44spells documented
TURN MODELBalanced toolkit
Tap an element to change the page theme

Lesson 01 — The decision loop

Play backwards from the ending.

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

Know what your tools do to the resource.

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.

APPLY

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.
READ OR CHANGE

Use the state without the same result

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.
CONSUME

Spend the state

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.
RUNES

Bank value on the map

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

Elements are instruments, not identities.

These are recurring tendencies in the current spell set, not rules. Variants can change range, movement and role.

01 / FIRE

Pressure & exchange

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?
02 / WATER

Close-range bruiser

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?
03 / AIR

Geometry & in-and-out

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?
04 / EARTH

Distance & displacement

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?

Rotate elements before you specialise.

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.

◇ Chance

Close-range bruiser and sustain

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.

△ Fire

High damage, moderate range

The second-highest damage profile, with the third-best range. A strong middle ground for pressure and exchanges.

✦ Air

Geometry and in-and-out turns

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.

⬟ Earth

Maximum range, lower damage

The lowest raw damage profile, but the longest range. It rewards distance control, MP pressure and keeping enemies away.

1–99

Learn mono-element builds and state conversion

Focus your equipment on one element. Use Cycle and related state tools to access combinations without splitting your damage stats.

100+

Move comfortably into bi-element

From level 100, equipment makes two-element builds much easier to assemble and elemental combinations become more natural to plan.

200

Explore the full omni toolkit

At level 200, omni is the natural way to access the complete class: every combination, more flexible state conversion and broader turn routes.

This is a progression recommendation, not a restriction. Exact damage and range still depend on the spell deck, variants, equipment and combat situation.

Lesson 02 — Combination lab

Choose the effect before the elements.

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.

QUADRAMENTAL ENGINE ONLINE

FIRST STATE

TRIGGER WITH

SECOND ELEMENT

+

ELEMENTAL COMBINATION

1 · Every named pair gives Power

Generating a combination grants the caster 50 Power for 3 turns. Each named combination can add its stack once.

2 · The target states are spent

After the combination is generated, do not assume the target still carries the states needed by a later state-reading or state-consuming spell.

3 · Control must have a purpose

Removing AP, MP, Dodge, final damage or Range is valuable only when it changes the opponent's realistic next turn.

Level 1 drills

Learn all six with the four starting spells.

Ether, Seismic Shockwave, Flamethrower and Stalagmite each cost 3 AP. Any two different elements give a simple 6 AP combination drill.

Lesson 03 — Progression

Learn the class in layers.

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.

CHARACTER LEVEL
200
Use the arrows for exact levels, drag the bar, or tap a milestone.

WHAT TO LEARN NOW

FOCUS SPELLS

Lesson 04 — Spellbook and variants

Study choices as pairs.

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.

Practice deckThe first spell in every pair is selected by default.

Lesson 05 — Guided turn paths

Learn complete rotations, then adapt the exact spell to the map.

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

Choose a complete order

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.

ENEMY

AFTER THE SELECTED ROUTE

Select a recommended path

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.

NET AP
ELEMENTAL CASTS

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.

COMBINATION

No route selected.

CONTROL & POSITION

No route selected.

ENDING RESOURCE

No route selected.

EFFECTS ON THE ENEMY

VALUE GAINED BY THE HUPPERMAGE

Template, not a fixed combo: “Earth spell · 3 AP” means any currently available Earth attack with that AP cost. The exact spell is chosen in combat according to range, line of sight, movement, cast limits and the cell you need to finish on.

Learning direction

Choose complexity you can execute.

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

Remove the mistakes that look harmless.

01

Starting with the largest damage number

You may destroy the state order, miss a useful combination or spend the AP needed for movement.

Plan backwards
02

Generating a combination automatically

A combination consumes states. Triggering one without a purpose can remove the exact resource your next spell needed.

Name the purpose
03

Ignoring conditions on movement spells

Occupied cells, free cells, straight lines, no-line-of-sight rules and previous positions determine whether a route exists.

Check geometry
04

Treating runes as passive decoration

Runes become valuable through planned triggers. A rune you cannot convert before it expires is often only incidental value.

Plan the trigger
05

Adding variants faster than you learn them

Every variant changes a decision pair. Add one change at a time and rebuild your standard routes deliberately.

Earn complexity

PERSONAL CHECKLIST

Your next five fights

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Contact and extra help

Questions about the guide?

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

A good Huppermage turn does not use the most spells.
It creates the most useful ending.

Practice the six combinations ↗

90-second quick start

One turn, five questions.

  1. Read: what can the target and you realistically do after this turn?
  2. Choose: damage amplification, AP/MP pressure, Dodge reduction, damage reduction, Range theft, positioning or rune setup?
  3. State: which first element creates that route?
  4. Spend: will you combine, read, change or consume the state?
  5. Exit: reserve the AP and cell needed to end safely or continue next turn.