Dungeon Aerdala
Wind Dojo
Level 140 dungeon on Pandala Island, in Aerdala, at [20,-37]: five rooms of Kozaru and two guardians fought together, Hanshi and Shihan, who share their damage. Quest to start, map of each room, strategy, monsters, achievements and loot.
![Wind Dojo: dungeon entrance, at [20,-37] (Aerdala)](/wp-content/uploads/dofus/donjon-dojo-du-vent-entree-grand.webp)
Quests linked to the Wind Dojo
The dungeon quest, The Balance of Power, has you enter the Dojo then defeat Hanshi in a single fight. Accept it before entering: a fight won without the quest in progress doesn't count.
It is completed on Hanshi. After the offering to the Wind Spirit, the bomb setters and the defense of Ten Rowa, enter the Dojo, defeat Hanshi in a single fight, then talk to him and follow the exchange with the Kozaru Masters.
- Start
- Daimya Hikomi, Bamboo Palace
- Prerequisites
- Level 120 and Lantern Festival
Uchiwang Ribbon3, with 3 Aerodynamic Pelt and 12,540,000 XP
For later
Hanshi's soul is required. The Ochre Dofus quest requires the souls of many dungeon guardians: capture this one during your visit, with a Soul Stone for Big Souls.
- Start
- Otomai, Otomai Island
- Prerequisites
- Level 40
During events
- Tiwotokar Simulation
Tiwotokar may designate Hanshi as the guardian to defeat. Astrub, .
The 5 rooms of the Wind Dojo
Five fights against the Kozaru, with both guardians together in the last room. 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 — Hanshi and Shihan
Hanshi and Shihan, fought together, with their Kozaru. Kill the monsters before touching the guardians: the strategy is detailed just below.


Defeat Hanshi and Shihan
Each guardian has its own attack style
Hanshi and Shihan share the damage they take, but Shihan reduces ranged damage by 50% and Hanshi reduces melee damage. Hit Shihan in melee and Hanshi at range, otherwise half of your damage goes up in smoke.
Level 140
5,800 HP
10 AP
5 MP
- Resistances (%)
Earth 10%
Fire -15%
Water 20%
Air 25%
Neutral -20%
The melee guardian, who halves melee damage: hit him at range. Da Bàng pulls you into contact, Jufang sticks you there, Wind Source teleports you to the other side of him. Weak to Neutral and Fire.
Wind SourceRemoves 1 MP and teleports you symmetrically relative to Hanshi, cooldown of 2 turns.
JufangIn melee: Gravity and Unmovable on you and on him, plus lock. Cooldown of 3 turns; Stabilisation or dodge to get out.
Da BàngPulls you into contact, in a line up to 7 RNG, once per turn. Stay out of his lines.
Ang ErrfisteHis contact hit, which gives him a shield.
Level 140
5,800 HP
10 AP
5 MP
- Resistances (%)
Earth -15%
Fire 10%
Water -20%
Air 30%
Neutral 15%
The ranged guardian, who halves ranged damage: hit him in melee. He places traps that teleport you into contact with him, pushes back with Great Sickle Wind and protects his allies with Soothing Breeze. Weak to Water and Earth.
QìkǒngTrap that teleports the closest enemy into contact with Shihan, once per turn.
Great Sickle WindLine of 5 cells, pushes 3 and leaves a glyph that removes MP and dodge.
Ba Gua ZhangWhacks from afar and erodes: dispel if the erosion builds up.
Soothing BreezeHeals and protects an ally of Shihan; Hanshi only gets the shield.
The five-step strategy
Monsters first. Kill the Kozaru before the guardians. Start with the Kurookin, whose Rinku buffs an ally from turn 2, then the Lichangoro, which makes an ally invulnerable at range, and the Ino-Naru, which gives MP and traps the terrain.
Melee on Shihan, ranged on Hanshi. Split the team: melee characters on Shihan, shooters on Hanshi. Since they share damage, every well-placed hit counts for both.
Don't let Hanshi position you. Da Bàng pulls in a line up to 7 RNG, then Jufang sticks you to him under Gravity, while he gains lock. Keep 60 to 70 dodge to unlock from him by at least one MP, or stay out of his lines.
Shihan's traps. Qìkǒng teleports the enemy closest to the trap into contact with him, and Great Sickle Wind leaves a glyph that removes MP. Don't end up in his glyphs and watch the trapped cells before moving.
The thresholds. At certain HP thresholds, both guardians gain MP for 2 turns, and Hanshi also gains melee damage at the last one. Expect them to catch up with you on those turns: keep your distance from Hanshi.
The thresholds of the two guardians
Shihan gains 2 MP for 2 turns at 4,350 HP, then again at 1,450 HP. Hanshi gains 4 MP for 2 turns at 2,900 HP, then 4 MP and 20% melee damage at 1,450 HP.
Soothing Breeze heals an ally of Shihan and gives them a shield, but doesn't heal Hanshi: he only gets the shield.
The monsters of the Wind Dojo
Five level 132 Kozaru, with between 2,800 and 3,600 HP, often weak where the other is strong: vary your elements. Resistances in red are their weaknesses.
In which order to kill the monsters
- Kurookin — its Rinku gives an ally damage, vitality and MP as long as it lives.
- Lichangoro — its Headwind makes an ally invulnerable at range for 2 turns, from turn 2.
- Ino-Naru — it gives 3 MP to an ally and its traps make its neighbors invisible.
Level 132
2,800 HP
10 AP
4 MP
- Resistances (%)
Earth 15%
Fire -10%
Water 25%
Air -10%
Neutral 10%
From turn 2, Rinku buffs an ally for the whole fight: 15% final damage, vitality and 3 MP, as long as the Kurookin lives. If its target is still alive on its next turn, it becomes invisible for 2 turns; the target's death dispels the invisibility. Wind Armour protects its allies. Weak to Air and Fire.
RinkuPermanent bonus on an ally as long as the Kurookin lives, from turn 2. Kill the Kurookin or its target.
Wind Armour
Kozaru No Kotsu
Atmospheric Low
Level 132
3,400 HP
10 AP
5 MP
- Resistances (%)
Earth -20%
Fire 10%
Water 15%
Air 0%
Neutral 25%
Headwind makes an ally invulnerable at range for 2 turns, from turn 2. Monsooang teleports it and hits in a cross around itself, Fujin Tsuinburedo hits several times in melee. Weak to Earth.
HeadwindInvulnerability at range for an ally for 2 turns, from turn 2. Hit it in melee.
Fujin Tsuinburedo
Monsooang
Level 132
2,800 HP
10 AP
4 MP
- Resistances (%)
Earth -10%
Fire 25%
Water -20%
Air 20%
Neutral 15%
Zephyr gives 3 MP and MP dodge to an ally. Stratus's traps make any nearby ally invisible when they trigger. Nun-Shakrang hits in a line without line of sight. Weak to Water and Earth.
Zephyr3 MP and MP dodge to an ally for 2 turns, cooldown of 4 turns.
Nun-Shakrang
StratusWater trap; an ally nearby when it triggers becomes invisible for one turn.
Level 132
3,100 HP
10 AP
4 MP
- Resistances (%)
Earth 15%
Fire 20%
Water -10%
Air 25%
Neutral -20%
Altocumulus hits in an area around itself, Raijin Yari teleports it, Shinatobe hits in a line three times per turn. Keep it at a distance. Weak to Neutral and Water.
Altocumulus
Raijin Yari
Shinatobe
Level 132
3,600 HP
10 AP
5 MP
- Resistances (%)
Earth 20%
Fire -20%
Water 10%
Air 25%
Neutral -10%
Toppū throws him into contact with his target with a shield, Fūton removes 2 AP in contact, Wind Clutch places a glyph that removes 4 RNG from you. From turn 2, his allies gain 2 MP and 20% damage at half HP: kill them in one go. Weak to Fire and Neutral.
ToppūThe Uchiwang charges at its target in a line and gains a shield.
Fūton
Wind ClutchGlyph around him: -4 RNG for your characters, dodge for his allies.
Preparing your run through the Wind Dojo
A level 130 to 140 dungeon, rated average, that requires melee characters and shooters. People come for The Balance of Power, the achievements and Hanshi's soul for the Ochre Dofus, using a Soul Stone for Big Souls (captures up to level 150).
How to enter the Wind Dojo
The entrance is in Aerdala, on Pandala Island, at ; the nearest zaap is the Pandala Village one . Three ways to open it: a Wind Dojo Key (consumed), the key ring if it is registered there, or the automatic group search.
Crafting the Wind Dojo Key
It is crafted at a handyman. Five ingredients drop from the Kozaru, at 27%: Fangshu Spearhead, Ino-Naru Bracelet, Kurookin Fabric, Lichangoro Broken Blade and Macerated Meat. Monkfish, Ginseng and Hemp complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 | |
| 2 | 140 |
The right team for the Wind Dojo
Melee and ranged. You have to hit Shihan in contact and Hanshi at range. A mixed team, or classes that can do both, get the most out of the shared damage.
Several elements. The Kozaru have varied weaknesses: Water against the Fangshu and the Ino-Naru, Fire against the Kurookin and the Uchiwang, Earth against the Lichangoro. Several strongly resist Air.
The comfortable classes. The Pandawa and its Stabilisation let its allies unlock from Hanshi; the Sram escapes with Mist and Invisibility. For the rest, a melee and ranged split matters more than the class.
The six achievements of the Wind Dojo
Each achievement rewards 12,540,000 XP, 2 Hanshi Scarf and 2 Shihan Hair Stick, Duo doubles the XP; Sidekick rewards 18,810,000 XP. Last and Headwinds reuse the melee and ranged split of the basic strategy.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Hanshi and Shihan in their dungeon while completing the “The Pandalans” challenge | 5 | 18 810 000 | |
| Defeat Hanshi and Shihan together in these bosses' dungeon. | 10 | 12 540 000 | |
| Defeat Hanshi and Shihan in their dungeon while completing the “Cautious” challenge. | 10 | 12 540 000 | |
| Defeat Hanshi and Shihan in their dungeon while completing the “Last” challenge. | 10 | 12 540 000 | |
| Defeat Hanshi and Shihan in their dungeon while completing the “Duo” challenge. | 20 | 25 080 000 | |
| Defeat Hanshi and Shihan in their dungeon while completing the “Headwinds” challenge. | 10 | 12 540 000 |
Cautious
No ally should end their turn next to an enemy. The trap is Jufang, which sticks you to Hanshi under Gravity and Unmovable while he gains lock. Plan for 60 to 70 dodge to unlock from him by at least one MP, a Pandawa's Stabilisation, or a Sram's Mist and Invisibility.
Last
Hanshi must be finished off last. They share damage, but Hanshi reduces melee damage: rush Shihan in melee. Hanshi thus loses fewer HP than Shihan, whom you can kill without finishing off Hanshi.
Special: Headwinds
Enemies hit by the Wukin's breath must only take melee damage, those hit by the Wukang's breath only ranged damage. Melee only on Shihan, the Kurookin and the Ino-Naru. Ranged only on Hanshi, the Lichangoro, the Fangshu and the Uchiwang. Prepare your spells by group before the fight.
Duo
Two characters maximum, fewer than 20 turns. Bring two characters able to play both melee and ranged, and kill the Kurookin and the Lichangoro first: their buffs lengthen the fight a lot. Avoid turns lost in the traps and glyphs.
Sidekick: The Pandalans
Four characters minimum, including a Mirh, Stroy Zemol, Tracon or Logram companion. The fight plays as usual: keep the eligible companion alive until the end.
Drops and loot of the Wind Dojo
Base in-game rates, before Prospecting bonuses.
On the bosses
Hanshi ScarfGarment · Hanshi27 %
Shihan Hair StickMiscellaneous Resource · Shihan27 %
Nougat Rabmarac BarTreat · Hanshi6 %
Wind Pandawushu ArtefactPrecious stone · Hanshi4,44 %
Aerodynamic PeltHair · Hanshi4,44 %
Fortunawa CookieTreat · Hanshi4,2 %
Bag of LemonsContainer · Hanshi3 %
Macerated CarrionMeat · Shihan1,33 %
LilcentorCeremonial pet · Hanshi1,1 %
Al Howin GobtubbyCeremonial pet · Hanshi0,18 %
WingepigCeremonial pet · Hanshi0,11 %
RataldaCeremonial pet · Hanshi0,11 %
FuyutoraCeremonial pet · Hanshi0,11 %
KinryuCeremonial pet · Hanshi0,11 %
TutuyutuCeremonial pet · Hanshi0,11 %
SerporCeremonial pet · Hanshi0,11 %
MoonotaurCeremonial pet · Hanshi0,11 %
On the henchmen
Macerated MeatMeat · Fangshu27 %
Fangshu SpearheadCombat Resource · Fangshu27 %
Ino-Naru BraceletMiscellaneous Resource · Ino-Naru27 %
Kurookin FabricFabric · Kurookin27 %
Lichangoro Broken BladeCombat Resource · Lichangoro27 %
Uchiwang RibbonGarment · Uchiwang27 %
Kozaru IncensePandala · Fangshu6 %
Aerodynamic PeltHair · Fangshu4,44 %
Wind Pandawushu ArtefactPrecious stone · Fangshu4,44 %
Wind Wushu EssencePandala · Fangshu3,6 %
Fortunawa CookieTreat · Fangshu1,4 %
Bag of LemonsContainer · Fangshu1 %
Soul capture and Ochre Dofus
One Soul Stone for Big Souls (captures up to level 150) is enough for the two level 140 guardians. The An Eternal Harvest quest for the Ochre Dofus requires Hanshi's soul.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 1 |
Where is the Wind Dojo?
In Aerdala, on Pandala Island, at . The nearest zaap is the Pandala Village one .
What level should you be to do the Wind Dojo?
From level 130, comfortably at 140. Hanshi and Shihan are level 140, their Kozaru level 132.
Which quest should you do in the Wind Dojo?
The Balance of Power, started by Daimya Hikomi . It has you enter the Dojo and defeat Hanshi in a single fight.
How do you beat Hanshi and Shihan?
Hit Shihan in melee and Hanshi at range. They share their damage, but each halves one type of attack.
Which monster should you kill first in the Wind Dojo?
The Kurookin, then the Lichangoro. The first buffs an ally with Rinku, the second makes one invulnerable at range.
How do you avoid staying stuck to Hanshi?
Keep 60 to 70 dodge, or a Pandawa Stabilisation. Jufang sticks you to him under Gravity and Unmovable, and Da Bàng pulls you in from 7 RNG.
Which stone should you use for the capture?
One Soul Stone for Big Souls (captures up to level 150). Hanshi's soul is used for the Ochre Dofus quest.
Do you need a key for every run of the Wind Dojo?
Yes, or the key ring. The automatic group search also lets you in without a key.
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