Dungeon Ecaflipus
Catseye Challenge
Level 200 dimension dungeon at Ecaflipus, at [-9,-22]: a single room, five waves of monsters and a boss invulnerable until turn 21, the Catseye, who plays with the numbers on the cells. Quests to start, room, strategy, monsters, achievements and loot.
![Catseye Challenge: dungeon entrance, at [-9,-22]](/wp-content/uploads/dofus/donjon-defi-du-chaloeil-entree-grand.webp)
Quests linked to the Catseye Challenge
The dungeon's quest, Through the Catseye, is completed by beating the Catseye in a single fight, and The White Dragon goes through the same fight on the road to the Ivory Dofus. Accept them before entering: a fight won without the quest in progress does not count.
It is completed on the Catseye. To help Ecalice leave the temple, talk to Crookortails, beat the Catseye in a single fight, then explore the backstage of the gaming room and see Chester.
- Start
- Ecalice, Kerub's Temple
- Prerequisites
- A Gamockery of Justice
Queen's Belt3 belts, 50 Orichor and 50,000,000 XP
For later
The white dragon's road goes through the Catseye. After Dardondakal's skull and the draconic candle, go through the portal to Ecaflipus, enter the Catseye's room and beat it in a single fight to reach the Ivory Dofus room.
- Start
- Meriana, Koalak Mountain
- Prerequisites
- Level 180 and The Sorceress from the Swamps
Catseye's Dieand 60,000,000 XP
The Catseye can give you the Totem of Surprise. Maimane asks for six emotion totems, each from a boss of your choice: for surprise, the Catseye, Count Harebourg, Kabaal, the Chokao Priestess or the Queen of Thieves.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwaapi Simulation
Tiwaapi may assign you the Catseye as the guardian to defeat. Incarnam, .
A Gamockery of Justice, which precedes the dungeon's quest, gives 5 King Playa's Seal, an ingredient of the key. And A Matter for Death asks for 13 Divine Bow Meow Grass, which drop from four of the dungeon's monsters.
The room of the Catseye Challenge
A dimension dungeon: a single room, but a fight in five waves, as long as a regular dungeon. The scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
A rectangle with no obstacles at all, where each cell is a die face, from 1 to 6. The number is drawn on the cell: playing without tactical mode helps to read them.


Defeat Catseye
Invulnerable until turn 21
Nothing lifts the Catseye's invulnerability: it becomes vulnerable on its own, on turn 21, with the fifth wave. The waves therefore arrive on turns 1, 6, 11, 16 and 21, even if you clear the field earlier. Until then, keep it far away and don't spend anything on it.
Level 220
15,000 HP
20 AP
4 MP
- Resistances (%)
Earth 21%
Fire 11%
Water 31%
Air 16%
Neutral 21%
It swaps places with Prank and Catch, pushes back and removes MP with Ecaflip Washroom, and boosts its whole side with Big Eyes according to the number on their cell. More than 350 flight: no point locking it. Only 4 MP, however, which MP removal strips from it easily. Its lowest resistance: Fire, at 11%.
Ecaflip WashroomIn a line at or near contact: pushes back and removes 4 dodgeable MP. Stay out of its reach.
Prank and CatchSwaps places with a monster or a character, without line of sight, from turn 2. A monster or character under Gravity cannot be swapped.
Big EyesOn turns 3, 6, 9 and later, it boosts Catseye and its monsters according to their die number. Watch where they end their turn.
The five-step strategy against Catseye
The Catseye in a corner, on a 6. On turn 1, place it on a “Die 6” cell, in a corner far from where the waves arrive: its Dice and glyphs no longer bother you. Group the team at the opposite end and remove its MP every turn: around 200 of MP removal is enough to take 3 from it.
Nobody within its reach. Prank and Catch extends to 6 RNG without line of sight: leave nobody at 6 or 7 RNG from it if it keeps an MP. Also move the monsters away and put them in Gravity: it can no longer swap with them. Gravity on the Catseye itself is useless.
On each wave, the Horsemen first. Each wave arrives invulnerable for one turn. Kill the Lucky Horsemen first, by removing their MP or moving them away before they play, then the Soldiers of Fortune and the King Playas. Between two waves, only the Catseye remains: prepare for the next one's arrival.
Turn 21: the last wave. The Catseye becomes vulnerable, gains 200 MP Parry and the Unshakable state, which doesn't stop a Pandawa from carrying it. Empty the fifth wave quickly: with these new supports, it swaps places to join you. Its parry doesn't prevent you from removing another 1 or 2 MP from it.
The Catseye alone. The fight is almost won: end each turn on a white glyph, which fully heals you, and hit at range. Around 2,500 HP is enough to take its hits, barring heavy erosion. If it ends on a 6 on turns 23, 26, 29 and onward, Big Eyes gives it 600 power on the following turn.
The die cells
Each fighter takes the Die state of the cell where they end their turn. At the end of its own turn, the Catseye summons Dice on the cells of its number located at an even distance from it, and places white glyphs on those at an odd distance. A white glyph fully heals the character who ends their turn on it.
The Dice disappear at the start of its turn. Unmovable, with no lock or resistances, they have 2,000 HP: hit one to open a line of sight. From turn 2, each monster erodes and hits the characters with the same number as itself: watch the cell where you end.
Big Eyes and the Wheeturn
On turns 3, 6, 9 and onward, Big Eyes boosts the Catseye and its monsters according to their number: 200 MP Parry on a 1, 5 RNG on a 2, Unmovable on a 3, 3 MP on a 4, 20% heal on a 5, 600 power on a 6. Monsters on a 4 or a 6 are the most dangerous.
The Wheeturn also gives each monster a bonus that rotates over three turns: 1,000 pushback damage for the Lucky Knight, 4 AP for the Queen of Fate, 2,000 shield points for the King Playa, for example. Only the current bonus can be unbewitched, not the following ones.
Waves and modifiers
The fight opens with the Catseye and three monsters at four characters, one more per character beyond that; each wave then has as many monsters as fighters. Kill each wave quickly so you never face ten monsters at once.
As in every divine dimension, a combat modifier applies, out of ten. Some help, like Critical Regeneration or Bonus Cell; others hinder, like Cyclic Power, which gives enemies 50% vitality, or Invigorating Pushes, which makes monsters around a pushed enemy heal.
The monsters of the Catseye Challenge
Five Great Game monsters of level 200, all with 6,000 HP, each weak to a different element (-14%). The Lucky Horsemen are the most dangerous, the rest of the order matters little. The resistances in red are their weaknesses.
In which order to kill the monsters
- Lucky Knight — with its pushback bonus, it can deal 2,000 to 3,000 damage in one hit.
- Soldier of Fortune — it hits at range, removes AP and makes you Pacifist.
- King Playa — its delayed poisons deal heavy damage over time.
- Queen of Fate, then Jammy Jack — diverted heals and MP steals, but less damage.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth -14%
Fire 11%
Water 36%
Air 26%
Neutral 1%
Diamontage pushes back then pulls 6 cells, Diamundane makes it leap onto you in a line. With 1,000 pushback damage, it can kill a character: remove its MP on each wave. Weak to Earth.
DiamontagePushes back then pulls the target, in a line: pushback damage can be enormous under the Wheeturn.
DiamundaneThe Horseman leaps toward its target in a line, pushes it back and puts it in Gravity for a turn.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 1%
Fire -14%
Water 11%
Air 36%
Neutral 26%
It hits at range: Pike Throw removes 3 AP, Straight in the Heart makes you Pacifist for a turn, a state that a heal removes. More annoying over time than dangerous. Weak to Fire.
Pike ThrowRemoves 3 dodgeable AP, non-stackable. Once per target cooldown.
Straight in the HeartPacifist for a turn, in a line only: a heal removes the state.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 26%
Fire 1%
Water -14%
Air 11%
Neutral 36%
Brutal Knighting, in a line up to 9 RNG, and Royal Flash, in melee, each leave a poison that can't be unbewitched that goes off later. Don't let it settle in at close quarters. Weak to Water.
Royal FlashIn melee: a poison that can't be unbewitched on the next turn. Don't end up next to the King Playa.
Brutal KnightingPoison that can't be unbewitched, which goes off two turns later. In a line only.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 36%
Fire 26%
Water 1%
Air -14%
Neutral 11%
Its spells turn your hits into heals for the monsters. Heartbreaker heals it if the target is then hit in melee by a monster, Turnclaw heals the monsters near the target hit. Weak to Air.
TurnclawWhen the target is hit, the monsters around it heal and your nearby allies share the damage. Move away from the marked character.
HeartbreakerIf the target is then hit in melee by another monster, the Queen heals the damage dealt.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 11%
Fire 36%
Water 26%
Air 1%
Neutral -14%
Spade-snatcher teleports it and steals MP around its arrival cell, Epic pulls you into its melee range and makes you Unable to Lock. Its Wheeturn can reduce the damage it takes one turn in three. Weak to Neutral.
Spade-snatcherTeleportation, then a steal of 3 dodgeable MP around its arrival cell. The Jack can appear in the middle of the group.
EpicPulls into contact with the Jack and makes you Unable to Lock for a turn. In a line up to 3 RNG.
Preparing your run through the Catseye Challenge
A dimension dungeon for teams of level 190 to 200: a single room, but a long fight in five waves. You come here for Through the Catseye, for The White Dragon toward the Ivory Dofus and for the achievements: the Catseye cannot be captured.
How to enter the Catseye Challenge
The entrance is at Kerub's Temple, in the divine dimension of Ecaflipus, at : you must first find a portal to the dimension. The Ecaflipus outpost is at . There are two ways to open it: a Catseye Challenge Key (consumed) or the automatic group search. The key ring doesn't work in a dimension, nor does teleporting the group in front of the dungeon.
Crafting the Catseye Challenge Key
It is crafted at a handyman's. Four ingredients drop from the dungeon's monsters, at 12%: King Playa's Seal, Knight's Feather, Soldier's Pike and Jack's Vest. The Great Game Card is bought for 3 Orichor at the Ecaflipus outpost ; Icefish (fishing), Snowdrop and Frosteez (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Catseye
MP removal above all. The Catseye has only 4 MP: MP removal is your best ally. It chooses the cell where it ends its turn, and therefore the location of its Dice and glyphs. On each wave, also remove MP from the Lucky Horsemen.
Damage rather than a healer. The white glyphs fully heal: a healer isn't essential. Focus on damage to empty each wave quickly, on positioning and on MP removal.
Gravity. A monster under Gravity no longer serves as a support for Prank and Catch. It's the key to keeping the Catseye isolated, especially without MP removal, for the Freedom achievement.
The classes that are comfortable here. The Pandawa places the Catseye in its corner on turn 1, carries it and throws it even when Unshakable, and serves as the tank for the Freedom achievement. Around it, one MP-removal class and damage classes: it's also the recommended composition for Trio.
The six achievements of the Catseye Challenge
Each achievement gives 200,000,000 XP and 2 Catseye's Die, and Trio doubles the XP; Sidekick gives 75,000,000 XP. Cautious and Special are played with the basic strategy, give or take one positioning constraint.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat the Catseye in its dungeon by completing the “Trio” challenge. | 20 | 400 000 000 | |
| Defeat the Catseye in its dungeon by completing the “Enemies You Can Count On” challenge. | 10 | 200 000 000 | |
| Defeat the Catseye in its dungeon by completing the “Professional Sidekicks” challenge. | 5 | 75 000 000 | |
| Defeat the Catseye in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat the Catseye in its dungeon by completing the “Freedom” challenge. | 10 | 200 000 000 | |
| Defeat the Catseye in its dungeon by completing the “Cautious” challenge. | 10 | 200 000 000 |
Freedom
Never try to remove MP or RNG from your opponents. Without removal, bring a tank, preferably a Pandawa: the Catseye must hit it and end in contact with it, on a 6 in a corner. The tank, with maximum resistances, heals on the white glyphs. Everyone else stays at 11 RNG or more from the Catseye, which swaps up to 10 RNG (6 RNG plus its 4 MP). No monster must be within 10 RNG of it at the start of its turn, otherwise put it in Gravity; if it escapes, reposition everyone.
Cautious
No ally may end their turn next to an enemy. The Dice count as enemies, and almost all the white glyphs touch them: kill a Die to end on its glyph. For the rest, the basic strategy is enough.
Special: Enemies You Can Count On
Each ally must always end their turn on a cell with the same number as their starting cell. The starting cells only give 2s, 4s or 5s. Put MP removal on a 5, and a positioner, preferably a Pandawa, on a 4 near the Catseye to push it on turn 1 into the bottom-left corner. The others end at the opposite bottom, on 2s and 4s. Reposition the Catseye when it is alone, between two waves, and remove the Lucky Horsemen's MP first.
Trio
Three characters maximum, fewer than 80 turns. One MP removal and two damage classes: the basic strategy, with one character fewer. The Freedom tank method works too, but it is less comfortable.
Sidekick: Professional Sidekicks
Four characters minimum, including an eligible sidekick: Kloug, Klume, Fyred Ampe or Lektor. The fight plays out as usual: keep the sidekick away from the Catseye and the Lucky Horsemen, and have it end on the white glyphs when it is wounded.
Drops and loot of the Catseye Challenge
Base in-game rates, before Prospecting bonuses.
On the Catseye
Catseye's DieMiscellaneous Resource12 %
Nougat Rabmarac BarTreat6 %
Chance BiscuitMiscellaneous Resource3 %
Bag of Magical CureContainer3 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Catseye
Tasty MeatMeat · Lucky Knight12 %
Knight's FeatherFeather · Lucky Knight12 %
Divine Bow Meow GrassMain quests · Lucky Knight12 %
Queen's BeltGarment · Queen of Fate12 %
King Playa's SealMiscellaneous Resource · King Playa12 %
Soldier's PikeCombat Resource · Soldier of Fortune12 %
Jack's VestGarment · Jammy Jack12 %
OrichorTokens · Lucky Knight3,6 %
Chance BiscuitMiscellaneous Resource · Lucky Knight3 %
Bag of Magical CureContainer · Lucky Knight1 %
Map fragment of Atcham 6/8Map fragment · Lucky Knight0,8 %
Map fragment of Atcham 2/8Map fragment · Lucky Knight0,8 %
Map fragment of Atcham 8/8Map fragment · King Playa0,8 %
Map fragment of Atcham 4/8Map fragment · King Playa0,8 %
Map fragment of Atcham 1/8Map fragment · Soldier of Fortune0,8 %
Map fragment of Atcham 5/8Map fragment · Soldier of Fortune0,8 %
Map fragment of Atcham 7/8Map fragment · Jammy Jack0,8 %
Map fragment of Atcham 3/8Map fragment · Jammy Jack0,8 %
Where is the Catseye Challenge?
At Kerub's Temple, in the Ecaflipus dimension, at . You must first go through a portal to the dimension.
What level should you be to do the Catseye Challenge?
Level 190 minimum, 200 recommended. The Catseye is level 220 and its monsters level 200, in five waves.
Which quest should you do at the Catseye Challenge?
Through the Catseye, at Ecalice's at Kerub's Temple , after A Gamockery of Justice. The White Dragon, for the Ivory Dofus, is also completed there.
Why doesn't the Catseye take damage?
It is invulnerable until turn 21. It becomes vulnerable with the fifth wave: until then, survive and kill the monsters of each wave.
How do you beat the Catseye?
Place it on a 6 in a corner and remove its MP. Kill each wave, Lucky Horsemen first, then hit it from turn 21 while ending your turns on the white glyphs.
What are the cell numbers for?
They determine the Dice, the white glyphs and the Big Eyes boosts. Each fighter takes the number of the cell where they end their turn, and monsters hit the characters with the same number as theirs.
Do you need a healer?
No, the white glyphs fully heal the character who ends their turn on them. Prefer damage and MP removal.
Can the Catseye be captured?
No, the Catseye cannot be captured. No soul stone is needed for this dungeon.
Does the key ring work for the Catseye Challenge?
No, the key ring doesn't work in the dimension. You need a Catseye Challenge Key, or use the automatic group search.
Can the Catseye Challenge be done with three players?
Yes, there's even an achievement for it: Trio, in fewer than 80 turns. One MP-removal character and two damage classes are enough.
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