Dungeon Tree Keeholo Foliage
Kimbo's Canopy
Level 160 dungeon on Otomai Island, at [-54,16]: five rooms and a boss with 400% resistance, the Kimbo, who only opens up when he starts his turn on his Disciple's glyphs. Quests to start, map of each room, strategy, monsters, achievements, and loot.
![Kimbo's Canopy: the dungeon entrance, at [-54,16] (Tree Keeholo Foliage)](/wp-content/uploads/dofus/donjon-canopee-du-kimbo-entree-grand.webp)
Quests linked to Kimbo's Canopy
The dungeon quest, Around in Circles, is completed on the Kimbo and then on the exit map: finish the dungeon through its exit. Accept it before entering: a fight won without the quest in progress doesn't count.
Go through the exit map after the fight. Lil Pinkie suspects the Kimbo of drawing his power from a Dofus: beat him in a single fight, discover Kimbo's Canopy Exit, then go back to see her.
- Start
- Lil Pinkie, Sufokia Bay
- Prerequisites
- Level 140 and Around the Twist
Kimbo Sockand 25,825,200 XP
For later
The Kimbo's soul is in demand. The Ochre Dofus quest requires the souls of many dungeon guardians: capture this one during your run, with a Soul Stone for Huge Souls.
- Start
- Otomai, Otomai Island
- Prerequisites
- Level 40
Ochre Dofusat the end of the 19 steps
The Kimbo is fought under a Thomahon idol. Craft the four idols in on Frigost, activate only the one provided in the boss room, then win the fight. Each character must activate their own idol.
- Start
- Thomahon's Disciple, Frigost Island
Obsidemon Vertebraand 25,825,200 XP
Activate the Meridiawful idol in the boss room. Beat the Kimbo while watching out for the explosions caused by deaths, destroy the parasitic bud, then talk to the Kimbo.
- Start
- Ratathrosk, Unforeseen Future
- Prerequisites
- Level 180 and The Roots of Evil
Rotten Dolid Skin5 skins, 5 Tentaclobber Tentacle, and 50,000,000 XP
During events
- Tiwotokar Simulation
Tiwotokar can designate the Kimbo as the guardian to defeat. Astrub, . - Merry Kwismas
The Kimbo is one of the guardians to defeat in a single fight. Harry Kwismas, .
The 5 rooms of Kimbo's Canopy
Five rooms. The monsters that move you around are numerous here, and the boss room forgives no improvised movement: the mechanic is detailed in the next section. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5 — the Kimbo
The arena of the Kimbo and his Disciple. This is where you need to activate the idol requested by Thomahon's Blessing or Meridiawful Power, before starting the fight.


Defeat the Kimbo
A glyph at the start of the turn means death
Starting your turn on a glyph from the Disciple, or on Snailmet Slobber, kills the character. Prepare each cell before the Disciple's turn, and beware of anything that moves you: Air Pikoko, Snailmet, Cheeken, and the Kimbo's push against an obstacle.
Level 160
6,900 HP
10 AP
7 MP
- Resistances (%)
Earth 400%
Fire 400%
Water 400%
Air 400%
Neutral 400%
No invulnerable state, but 400% resistance in all elements. He only loses his resistances by starting his turn on a glyph from his Disciple, and only in two linked elements: Earth and Water, or Air and Fire. He pushes back 2 cells in melee and teleports up to 8 cells.
Boom Pretty Boom
Summoning of DiscipleSummons the Disciple, with no MP and impossible to kill: it is the one that places the glyphs.
Even StateCast after an Air or Fire hit: glyphs on the cells at an even distance from the Disciple. Position yourself at an odd distance, never in melee with it.
Odd StateCast after an Earth or Water hit: his Disciple will cover the cells at an odd distance from him with glyphs. Position yourself at an even distance.
Kimbo's RageStrikes and pushes back 2 cells in melee. Against an obstacle, the push can leave you on a glyph.
Kimbo TeleportationUp to 8 cells without line of sight: it can change places before starting its turn where you expected it.
The five-step strategy against the Kimbo
First time: monsters first. Kill all the monsters without touching the Kimbo: a single elemental hit on him starts the mechanic. If you hit him while the monsters are alive, the Pikoko can push you or swap you onto a glyph.
Choose your duo of elements. An Earth or Water hit puts him in the Odd Glyph state, an Air or Fire hit in the Even Glyph state, even at 0 damage. Neutral does nothing, and one state replaces the other: the whole team strikes in the same duo.
Position yourself before the Disciple. On his turn, the Kimbo casts Odd State or Even State, then his Disciple covers the cells at an odd, or even, distance from him with glyphs. Earth or Water: even distance from the Disciple; Air or Fire: odd, never in melee with it.
The Kimbo on a glyph. If he starts his turn on a glyph, he loses 400% resistance in your two elements, and gains 800% in the other two, for a turn. Then strike with all your might. If you don't finish him, restart the state so the Disciple places its glyphs again.
Start over without trapping yourself. When placing its glyphs, the Disciple gains 1 MP and moves: the following glyphs change cells. Push it back one cell or an odd number of cells, or don't touch it and end your turns on a glyphed cell.
Kimbo's Disciple
Summoned by the Kimbo, it has no MP and resistances that prevent killing it. As soon as the Kimbo is in a state, it gives itself 9,000 agility for 2 turns and 1 MP, and kills any character in melee with it.
Odd Glyph places a glyph on every cell at an odd distance from him, Even Glyph on every cell at an even distance. Positioning must therefore be prepared during the turn when you put the state on the Kimbo, not after.
The movements that kill
The Kimbo normally pushes you onto a safe cell, but against an obstacle, his one-cell push can leave you on a glyph. The Air Pikoko pushes 3 cells or swaps places with you: both can drop you on a deadly cell.
The Snailmet places a glyph with Slobber, then swaps places with a character to drop them on it. Get the victim off the glyph before they play. Once Slobbery Cooperation has been cast, you are safe for 3 turns; a character rooted by the Pandawa's Stabilisation makes it fail and makes the Snailmet lose it for 3 turns.
The monsters of Kimbo's Canopy
Five Tree People monsters, of level 142 to 152, three of which move you around. The Snailmet is the priority threat. The resistances in red are their weaknesses.
In which order to kill the monsters
- Snailmet — it places deadly glyphs and swaps you onto them.
- Air Pikoko — it pushes 3 cells and swaps places at long range: enough to put you on a glyph.
- Cheeken — it pulls 2 cells and removes AP, MP, and range for 5 turns.
- Light Treeckler, then Moopet — less dangerous: avoid melee with one and the lines of the other.
Level 152
3,500 HP
10 AP
5 MP
- Resistances (%)
Earth 15%
Fire -33%
Water 25%
Air 5%
Neutral 1%
Slobber teleports it, leaving behind a white glyph that kills anyone who starts their turn on it. Slobbery Cooperation, up to 8 range without line of sight, then swaps you onto that glyph, cooldown: 3 turns. Weak to Fire.
SlobberTeleportation that leaves a one-cell glyph: starting your turn on it kills. Up to 5 range, without line of sight.
Slobbery CooperationPlace swap up to 8 range, without line of sight, cooldown: 3 turns. If you are Rooted, you make it fail.
MucusOnly if the Snailmet is Displaced, under Gravity, Unmovable, or Rooted: strikes in a cross around it and removes MP and flight.
Level 144
3,200 HP
11 AP
8 MP
- Resistances (%)
Earth -35%
Fire -15%
Water -6%
Air 27%
Neutral -17%
8 MP, and Hystairia gives it 2 more. Pernicious Tornado pushes 3 cells in melee, and Airportage swaps places with you from 2 to 10 range, without line of sight. Removing its range and staying far away make it harmless. Weak to Earth.
Hystairia2 extra MP for the Air Pikoko, already very mobile.
Pernicious TornadoPushes 3 cells in melee: check the landing cell before ending next to the Pikoko.
AirportagePlace swap from 2 to 10 range, without line of sight, modifiable range.
Level 142
3,100 HP
10 AP
8 MP
- Resistances (%)
Earth 40%
Fire 5%
Water -9%
Air -40%
Neutral 5%
Rotten Breath strikes in three elements and removes AP, MP, and range for 5 turns. Fried Cheeken pulls 2 cells, and Life Frenzy empowers an ally with every hit it takes. Weak to Air.
Life Frenzy
Rotten BreathThree damage lines, -1 range, and a chance to lose 1 AP and 1 MP at the start of each turn for 5 turns.
Fried CheekenPulls 2 cells, from 3 to 5 range without line of sight.
Level 152
3,500 HP
10 AP
4 MP
- Resistances (%)
Earth 35%
Fire -5%
Water 1%
Air -43%
Neutral 5%
In melee, Radicle dispels you. Perfidious Stalk, at exactly 3 range, removes 3 MP, then heals or strikes at random. Rootlet empowers an ally with every hit it takes: don't hit the boosted monster. Weak to Air.
Radicle
Rootlet200 power and 10 damage for an ally, repeated with every hit it takes: hit another monster.
Perfidious StalkAt exactly 3 range: -3 dodgeable MP, then a heal in 70% of cases, otherwise life steal.
Level 143
3,200 HP
10 AP
3 MP
- Resistances (%)
Earth -11%
Fire 30%
Water -25%
Air 5%
Neutral 13%
Moopet Choh removes 50 AP and MP parry from all your characters, and the penalty is repeated with every hit taken. Bruise strikes a long line without line of sight: don't line up. Weak to Water.
Moopet Choh-50 AP and MP parry for all your characters, which is repeated with every hit taken.
BruiseLong line of Water damage, without line of sight: don't leave two characters lined up.
Leafy ProtectionThe Moopet greatly reduces his damage taken: aim at another monster in the meantime.
Preparing your run through Kimbo's Canopy
A level 150 to 160 dungeon, very hard, where positioning comes before damage: one badly chosen cell kills a character. People come here for Around in Circles, for the Kimbo's soul required by the Ochre Dofus, with a Soul Stone for Huge Souls (captures up to level 200), and for the achievements.
How to enter Kimbo's Canopy
The entrance is on Otomai Island, in the Tree Keeholo Foliage, at , on the very map of the Canopy Village zaap. Three ways to open it: a Kimbo's Canopy Key (consumed), the keyring if it is registered there, or the automatic group search.
Crafting the Kimbo's Canopy Key
It is crafted at a handyman. Five ingredients drop from the dungeon's monsters, at about 21 to 22%: Snailmet Slobber, Light Treeckler Stump, Cheeken Cloaca, Air Pikoko Rump, and Fresh Meat. Lard Bass (fishing), Belladonna and Corn (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 154 | |
| 2 | 156 | |
| 2 | 150 | |
| 2 | 152 | |
| 2 | 160 | |
| 2 | 160 | |
| 3 | 160 | |
| 3 | 160 |
Which team to bring against the Kimbo
A duo of linked elements. The Kimbo only loses his resistances in a duo: Earth and Water, or Air and Fire. The whole team must strike in that duo, without switching during a mechanic.
A positioner with initiative. You need to bring the Kimbo onto a glyph, and get your allies off the glyphs where they were dropped. A good positioner who plays early saves you more than one character.
Something to resist movement. Rooted, Gravity, or Unmovable protect against Slobbery Cooperation; the Pandawa's Stabilisation even makes it fail. Removing the Pikoko's range neutralizes its Airportage. Check every landing cell after a push.
The classes that are comfortable here. The Pandawa roots itself with Stabilisation and positions; a class with range removal neutralizes the Air Pikoko. Any character able to move an ally off a glyph is valuable.
The five achievements of Kimbo's Canopy
Each achievement gives 21,521,000 XP and 2 Kimbo Sphenoid, and Duo doubles the XP. Duo is played in fewer than 8 turns, a very short limit.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Kimbo (Special) | Defeat Kimbo in his dungeon while completing the “Odd Couple” challenge. | 10 | 21 521 000 |
| Kimbo (Statue) | Defeat Kimbo in his dungeon while completing the “Statue” challenge. | 10 | 21 521 000 |
| Kimbo (First) | Defeat Kimbo in his dungeon while completing the “First” challenge. | 10 | 21 521 000 |
| Kimbo (Duo) | Defeat Kimbo in his dungeon while completing the “Duo” challenge. | 20 | 43 042 000 |
| Kimbo's Canopy | Defeat Kimbo in this boss's dungeon. | 10 | 21 521 000 |
Special: Odd Couple
Each enemy must be under the effect of a Disciple glyph before taking damage. Hit the Kimbo from turn 1 so the Disciple places its glyphs on turn 2, then place the monsters inside them with a positioner that has initiative. Watch the Pikoko and Snailmet from that very first turn. Apply Gravity, Rooted, or Unmovable to the first character in the initiative order, who will clear the allies left on a glyph, and to the one who plays right after the Snailmet; or put the Snailmet under Gravity before its first turn.
First
The Kimbo must be finished off first. Don't kill any monster before him. Trigger a single mechanic, focus your attacks on the chosen duo during his opening, then finish the monsters.
Statue
Each ally must end their turn on the cell where they started it, for the whole fight. Prepare your damage and positioning spells before the fight, avoid pushes between allies, and quickly neutralize the monsters that move you around, the Air Pikoko first.
Duo
Two characters maximum, fewer than 8 turns. Only eight turns: you need a duo that positions, controls, and strikes in the same two elements. Quickly eliminate the most annoying monsters, then prepare the glyph opening without any unnecessary movement.
Drops and loot of Kimbo's Canopy
Base in-game rates, before Prospecting bonuses.
On the Kimbo
Kimbo SphenoidBone22 %
Nougat Rabmarac BarTreat6 %
Kimbo SockGarment3,64 %
Barrel of Frying OilContainer3 %
Fresh CarrionMeat1,09 %
Al Howin GobtubbyCeremonial pet0,65 %
On the henchmen of the Kimbo
Fresh MeatMeat · Moopet23 %
Moopet StuffingMiscellaneous Resource · Moopet23 %
Air Pikoko RumpMiscellaneous Resource · Air Pikoko22 %
Cheeken CloacaMiscellaneous Resource · Cheeken22 %
Light Treeckler StumpWood · Light Treeckler21 %
Snailmet SlobberLiquid · Snailmet21 %
Army of Cheeken TicksAlignment · Cheeken12 %
Moopet FabricFabric · Moopet3,84 %
Cheeken PlaitHair · Cheeken3,72 %
Air Pikoko NutShell · Air Pikoko3,64 %
Light Treeckler KnotWood · Light Treeckler3,56 %
Snailmet ShellShell · Snailmet3,56 %
Barrel of Frying OilContainer · Light Treeckler1 %
Capturing the soul of the Kimbo and the Ochre Dofus
A Soul Stone for Huge Souls (captures up to level 200) is enough for the Kimbo, who is level 160. The soul is used for the An Eternal Harvest quest of the Ochre Dofus.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 2 |
Where is Kimbo's Canopy?
On Otomai Island, in the Tree Keeholo Foliage, at . The entrance is on the very map of the Canopy Village zaap.
What level should you be to do Kimbo's Canopy?
Level 150 minimum, 160 recommended. The Kimbo is level 160, with 6,900 HP and 400% resistance in all elements.
Which quest should you do in Kimbo's Canopy?
Around in Circles, at Lil Pinkie's in Sufokia Bay , after Around the Twist. Beat the Kimbo, then go through the exit map.
How do you beat the Kimbo?
By making him start his turn on a glyph from his Disciple. Hit him in Earth or Water, or in Air or Fire, position yourself at the right distance from the Disciple, then strike during the opening.
Which element should you use against the Kimbo?
Earth and Water, or Air and Fire, never both duos at once. Neutral triggers nothing.
Do you need to kill Kimbo's Disciple?
No, his resistances prevent killing him. He is the one who places the glyphs: manage his position, and never stay in melee with him once the Kimbo is in a state.
Why does a character die in one hit?
He started his turn on a glyph, from the Disciple or from the Snailmet Slobber. Check every landing cell after the pushes and swaps from the Pikoko, the Snailmet, and the Kimbo.
Which stone should you use to capture the Kimbo?
A Soul Stone for Huge Souls (captures up to level 200). The Kimbo's soul is used for the Ochre Dofus quest.
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