Replying to Granthese
Hello !
I would like to warn you that a lot of your post's mechanics are incorrect or incomplete
Some players might be confused when comparing the behaviors you're describing with the ingame reality / developer's intent.
See message in context
I would like to warn you that a lot of your post's mechanics are incorrect or incomplete

Some players might be confused when comparing the behaviors you're describing with the ingame reality / developer's intent.
Please don't flame me if I missed something, or was wrong about something in them
I, by no means, can know everything about a single dungeon. The videos are just a listing of my limited knowledge. I will try to make more when I can find the time if people want more of the same sort
WakfuMethod can help a lot with your project. Although the siteis in french, there iss till a lot of reliable data you can use.
Also, I have made a complete guide on the lvl 50 mineral tower that I am currently translating, I will also be watching for eventual changes gameplay-wise that might appear on the next update; you could use that too.
That said, it's been a good reference for double-checking my information.
Hello to both of you. I took a great deal of inspiration from your contributions and relied on them heavily when trying to organize dungeons with my guildies, lacking knowledge about the proper mechanics. I thought it would benefit everyone to have all information consolidated here. Thank you so much for your content, and I hope that you won't mind me using your wealth of information for powering this project.
@Biiditchoun
I'm not sure if there's actually anything I can add to Mineral Tower beyond what you've already created. It's incredibly thorough, and I'd like to link it here if you wouldn't mind.
As I wrote before, I can still finish translating my word and send it here for you to use. Copy/paste unfortunately does not work here, so I'm not sure I'll post it directly on the forum someday.
Edit: Also, you should add that the royal mooggr gains 1 wp each time another cow is killed.
I personally am honoured that people see value in the things I put out.
Updated with Royal Crackler.
Lvl 51 dungeons next.
Addendum: While doing Modulox, I did some theorycrafting on the Strich Dungeon in Bonta (66 tier), and I have to say I find a lot of these mechanics really interesting. Some classes, for example, can get ridiculous Lock even at this level, and there's some clear winners for Lock tank candidates. I won't go into too much detail, but I will say this: Bring a Foggernaut or Feca to the Strich boss and the fight should be easy.
I'm curious why there's emoticons for 3 of the 4 elements. Would be able to make this guide more readable and polished if there were Air or Light icons, let alone things like AP stars, MP dudes, and WP w's.
Updated Royal Piwi's Eiderdown.
Updated with JadenDew's Ponktius video.
Updated with Dark Hurl Docks write-up.
There are two mechanics in this fight. The first one is the mechanic from the Bilbigirls (Don't Lose the Beat / Out of Synch)
• Attacking any Bilbigirl will get the attacker the debuff Out of Synch in the same level as the Don't Lose the Beat from the attacked Bilbigirl. From there until the end of turn, every AP or MP used in a spell or weapon attack will increase the Out of Synch value by 1. At the end of the player turn, if its Out of Synch level is 15, he will receive AP, MP and damage buffs. If the level is not 15, the player will take 1000 damage at the end of its turn.
• Keep in Step is the mechanic specific from the boss, and at each turn Bilby Queen will apply herself with Keep in Step in a random level. Any player that attacks the boss in any way must be at a distance in cells from the boss equal to Keep in Step level, else 100% of the damage will be reflected to the attacking player.
Tips in the battle: Kill any blue Bilbigirl before the boss, as they will heal every mob at the end of a turn cycle if they're alive. Try to focus the boss with dps respecting Keep in Step mechanic as quickly as possible after that, as killing more Bilbigirls will increase the boss' damage. This fight is all about AP control and mechanics, keep it simple and the boss should be fine.
Zinit Summit/Dor'Mor:
Sor'Hon: The boss only takes damage in straight lines and will always teleport the atacker (if not stabilized) to the opposite side. If said side is taken by a player, objhect or hole, the player dies. Each turn the boss summons half a dozen rocks, if there are more than 6 rocks on the field, the previous ones are turned into holes. At phase 2 onwards, the boss selects two random players and place target underneath their feet, the next turn, the targets are turn into 1-cell cross holes.
Dreggon: The boss doesn't attack during its time as an egg, requiring 50 AP-worth of attacks to crack. Each AP spent also removes 1 resistance from the enemies. Once free, the boss barrages all visible enemies at long range. Atthe start of each player's turn, 4 eggshells 6-cells away spawn, the player who steps on it can deal damage on the boss, the other 3 eggshells explode for masssive damage. Once the boss goes to phase 2, the eggshells change from straight to diagonal, but still 6-cells of distance. Summons don't trigger the eggshells, but benefit from it's owner attacking permission.
Ashdragon: The boss will only take damage if placed over one of the volcanic holes. At phase 2, it will reflect damage to any player thats not the atacker at melee-range from it. Phase 3 it will select a random gas cloud and turn it black, killing any player that has its current turn inside of it.
PS: If a player dies in a hole/black cloud, it can be revived as long as its immediatly removed from the it before its turn.
Sadida Kingdom:
Bubotron Bubourgh: The boss limits its movements to the surrounding squares of the field, jumping to the center of it each turn and each time its atacked IF the cell is NOT occupied by a player or any object whatsoever. The goal is to force the boss to rach the golden cell where it becomes vulnerable.
Gerbela: At the end of its turn, the boss surrounds itself with 8 cells and become stabilized. Whenever a player with Conductor stat (given by the boss's and the small gerbel's bite) takes damage, the shockwave (2 cells-radius) removes said cells. The Gerbela will also deal a huge AoE attack that increases damage the more WP it has.
Osamosa:
Stompion: starts the fight with 10/20 Wakfu Points. Each time it or any enemy on the field takes a hit at range, the boss gains 1WP, each hit taken at melee range, the boss loses 1WP, when the boss reaches 0 or 20WP, gains a permanent buff (which I'm not sure of what it is specificaly as I never risked getting at it xD)
Flamboyfallo: Starts the fight as "Pack leader", summons 1 enemy when there are less than 7, each turn grants 10 elemental resistance to the enemies, attacking the boss immediatly teleports one enemy to the atacker. Destroying the Mage Totem changes the boss to Mage mode, where his fireball increases 10% damage and 1 cell or area each turn. Destroying Brute Totem changes the boss to brute mode, his melee attack pushes enemies 6 cells and deals collision damage, attacking the boss teleports atacker to the boss's adjacent cell. At any mode, attacking the boss causes atacker to lose up to 4MP.
Cerebratacean: Only moves in "Acid Cells". Attacking the bos or any enemy summons an acid cell where the atacker hit the enemy at the end of its turn. Acid Cells deals damage. At the start of the boss's turn, it will perform an attack in a straight line of the acid cell it teleports to.
Hoggincubus: Every turn it will jump towards a group of players. His jump creates a shockwave with 2-cells radius. Each WP grants the shockwave 1 more cell of radius and its damage increase 10% by each player caught in it. Each attacker (player AND summon) will remove 1WP when they attack the boss and give it 20 elemental resistance.
PS: Masqueraider's "Sarabande" can also remove the boss's WP.
Shhhhudoku:
Morse: (forgot the boss's name). The biggest challenge is that his mechanic is in morse code, but in reality its pretty simple: The boss ONLY deals damage through collision, at the start of its turn, it will pick a player and push it 6 cells. Whe nattacked, it will retaliate by pushing ALL players aligned with it 6 cells. On phase 2, it will summon rocks (like Sor'Hon) to aid in its collisions, as well as summon a small monster to create cells that drain MP. During phase 2 he will also gain a status that I'm not sure what it does, possibly gives more damage, whatever it is, not very impactful.
I would like to warn you that a lot of your post's mechanics are incorrect or incomplete
Some players might be confused when comparing the behaviors you're describing with the ingame reality / developer's intent.
UPDATE!
Ta-da! Progress has started once again, beginning with Thork, the Bwork Chieftain! After I began testing this, it became clear to me that this was one of those bosses that was in desperate need of a write-up. The forums were filled with gross misconceptions or just lack of knowledge about how one of his core mechanics works, and through a lot of exhausting testing and re-testing, I've managed to decipher his Wild Regeneration.
Stay tuned for more updates!