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GENERAL

V E R S I O N 4. [1]

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Updated 5/1

ABILITY

DATE

ASSESSMENT
VIEWS

8/1 [2]

This is an assessment of monster potential in the arena, guild wars, Trial of Ascension, dungeon, and scenario.
Send me
comments or
Monsters are graded based on relative usefulness potential and influenced by the community.
Revisions and addendums are made frequently, so please check back often. Hover your mouse to see notes. suggestions!

S +

[4]

TIER

T I E R

[5]

[6]

TIER

[7]

[8]

[11]

[12]

[10]

[9]

T I E R

[13]

[14]

[15]

[16]

[17]

[18]

[20]

[19]

A +

[25]

[24]

[21]

[22]

[27]

[31]

[30]

T I E R

[26]

[29]

[23]

[28]

[33]

[32]
[34]

[36]
[35]

[41]

[42]

[38]

[43]

[52]

[54]
[53]

[40]

[44]

[51]

[39]

[37]
[45]

[46]

[47]

[48]

[49]

[50]

T I E R

[55]

[56]

[57]

[59]
[58]

[61]
[60]

10

[62]

[64]

[65]

[66]

[67]

[68]

[63]
[71]

[72]

[70]

11

[69]
[73]

[74]

12

[75]

[76]

[77]

[80]

[78]

[82]

[79]

13

[81]

[83]

T I E R

[85]

[86]

[87]

[90]

[91]

[92]

[89]

[88]

14

[84]
[93]

[95]

[94]

15

[97]

16

[96]
[99]

[100]

[102]

[98]

17

[101]
[105]

[104]

[106]

[103]

[108]

[107]

[109]

T I E R

[113]

[111]
[110]

[117]

[114]

[112]
[119]

[120]

18

[115]

[116]

19

[118]

[121]

20

[122]

[123]

21

[124]
22

23

[125]

T I E R

24

25

26

27

28

T I E R

29

30

31

32

FREQUENTLY

ASKED

QUESTIONS

Q:

Why isn't Lumiricia a higher tier? She can


solo dragons B10!

A:

While Lumirecia can "solo" dragons b10, she requires very specific end-game runes to do so; having
6 SPD/HP%/DEF% runes isn't enough. Thus, while she can be useful, it is only a small subset of
players that has both the runes to use her properly and does not already have a team to farm dragons.

Q:

Why isn't ____ on the tier list?

A:

There are a few reasons your monster might not be on the tier list. One is that they are a natural
3this list currently only considers 4 and 5 monsters. Another reason is that I don't add
monsters to the list until I have some experience with them.

Q:

The skills percentages don't add up! You


added a flat 10% to a debuff skill, but
only 2% to a heal skill that said +10%!

A:

Healing skills (and damage) are multiplicative, whereas debuff skills are additive. A 20% heal with
+10% ends up as 22% total, whereas a debuff skill that is 80% with +20% ends up as 100% (before
accuracy).

Q:

Why do monsters change tiers so often?

A:

Although I devote much of my time researching monsters, there are things I often overlook. I may
have missed a crucial stat comparison, or overlooked a difference in turn cooldowns between two
monsters. When I reevaluate monsters in-depth, I catch these mistakes and correct their tier levels.

Q:

A:
LATEST

CHANGES

8/18/15
Akroma +1; Chloe -1; Zeratu -1; Camilla -2; Praha +1; Vanessa +1; Xing Zhe +1

SPECIAL

THANKS

BOBBYTHEBEAGLE
TORY!
SUMMONER123

PROPOSED

CHANGES

REFERENCES
HTTP://SUMMONERSWAR.WIKIA.COM

These changes are not yet effective.


All finalized changes will be logged and then executed.

HISTORY

IN

HTTP://M.CAFE.NAVER.COM/SMONWAR

CHANGELOG

TAB

>>>

[1] This is the GATA version number and is unrelated to the Summoners War client version.
[2] This is the date GATA was last changed. Updates and proposed changes are at the bottom of the page.
[3] Number of page views since 4/8/15.
[4]
Fire Dragon Zaiross
Strengths:
Area-of-effect attack with a 100% chance to delay cooldown (pre-accuracy).
Second area-of-effect attack that applies multiple DOTs.
Multipurpose attack leader skill.
Usage:
A great monster all around, Zaiross is possibly the best monster for arena offense, delaying cooldown and rendering enemies useless for
several turns.
[5]
Light Oracle Laima
Strengths:
Team invincibility, harmful effect removal, and 45% heal over time (4-turn cooldown).
Ability to turn each of opponent's buffs into continuous damage, including immunity (3-turn cooldown).
Multipurpose accuracy leader skill.
Usage:
The only monster in the game that can remove opponent team's beneficial effects while cleaning your team's harmful effects. Has team
invincibility and heal every 4 turns as an added bonus. Also applies continuous damage on bosses in many dungeons.
Alternatives:
Chloe and Pontos are the only alternatives to provide invincibility.
Konamiya provides team cleanse and a heal.
Soha and Aquila both remove beneficial effects from enemies.

[6]
Light Sea Emperor Pontos
Strengths:
Team invincibility, harmful effect removal, and 1-turn immunity (4-turn cooldown).
Area-of-effect attack with a 100% chance to delay cooldown (pre-accuracy) (4-turn cooldown).
Multipurpose speed leader skill.
Usage:
A mix of amazing offense and defense skills, Pontos is a cross between Chloe and Zaiross. His immunity only lasts for 1 turn, but he can
activate the skill every 4 turns. Unlike Zaiross, Pontos' second skill only prevents skill usage for 1 turn.
Alternatives:
Chloe and Laima are the only alternatives to provide team invincibility.
Konamiya provides team cleanse and a heal.
Zaiross, Poseidon and Triton all prevent skills from being used.
[7]
Fire Epikion Priest Chloe
Strengths:
Team invincibility and team immunity for two turns (6-turn cooldown).
Heals a total of 52% HP between two allies with the least health (3-turn cooldown).
Alternatives:
Laima, Fedora, Delphoi, or Velajuel for team invincibility or immunity.
[8]
Wind Dragon Jamire
Strengths:
Allows team to immediately reuse skills (5-turn cooldown).
Multipurpose speed leader skill.
Usage:
Although largely dependent on your team, Jamire has a near infinite potential, allowing life-saving skills with high cooldowns to be immediately
reused (here's looking at you, Chloe). Jamire is almost essential in completing ToA on hard.

[9]
Light Epikion Priest Iona
Strengths:
A 60% revive with a 3-turn defense buff (6-turn cooldown).
Heals a total of 52% HP between two allies with the least health with a 3-turn cooldown.
Usage:
Incredibly useful in any team that autos, including arena defense, dungeons, and ToA grind. Iona can be stacked with violent and HP% runes to
increase healing capabilities.
Alternatives:
Eladriel for revive and heal.
Vanessa, Mikene, or Michelle for revive.
[10]
Dark Ifrit Veromos
Fusion Monster
Strengths:
Area-of-effect attack that stuns with a 51% chance (post-accuracy) (3-turn cooldown).
Passive that removes debuffs on each of Veromos's turns, excluding inability effects.
Usage:
Previously underrated on this tier list, Veromos brings incredible utility to every team in every situation. Veromos is one of the only monsters able
to be used in ToA, arena, guild wars, and both Dragons and Giants B10, which is more than can be said for the likes of Perna.
[11]
Fire Archangel Velajuel
Strengths:
Basic attack removes buffs from opponents.
Team immunity for 3 turns and a 30% attack gauge increase (4-turn cooldown).
Fire monster HP leader skill.
Usage:
With enough speed (or violent runes), Velajuel can keep the rest of his team perpetually immune to harmful effects. His immunity is the most
efficient in the game, lasting 3/4 turns.
His leader skill is not to be overlooked, as fire teams are particularly well-suited for arena defense.
Alternatives:
Draco is the most similar in terms of secondary effects in addition to the immunity, but Woosa is the second most efficient.

[12]
Water Oracle Praha
Strengths:
Heals 60% of team HP (4-turn cooldown).
Ability to turn each of opponent's buffs into continuous damage, including immunity (3-turn cooldown).
Multipurpose resistance leader skill.
Usage:
Praha can farm Faimon Hell with minimal runes, and is the best monster to do so. Praha farms Faimon more consistently than Verad, Tyron,
Sigmarus, and Anavel, but faster than Chow, Lumi, and Ariel.
Despair is the rune set of choice for Praha, since her first and second abilities are somewhat specific in use, and the AI will not use daydream
until an ally is <50% health. Although Violent is sometimes recommended, a VIolent Praha is generally not as threatening due to additional
procs only serving to deal minor damage or reduce cooldowns.
Alternatives:
Soha for the cleanse effect or Ariel/Chasun for the team heal.
[13]
Wind Archangel Eladriel
Strengths:
Basic attack removes buffs from opponents.
Heals 50% HP (3-turn cooldown).
Revives allies with 100% health at the cost of 50% of his own health.
Wind monster HP leader skill.
Alternatives:
Iona for revive and heal.
Vanessa, Mikene, or Michelle for revive.
[14]
Light Taoist Hwadam
Strengths:
Passive "revive" that transfers 30% of Hwadam's HP.
Multipurpose critical rate leader skill.
Usage:
Versatile unit with ability to support an offensive team that can't afford HP rune slots or sustain an entire healing team without the need for a
reviver.
Important to note that his "revive" does not heal through unrecoverable, and allies "revived" do not have on-death passives activated (e.g.
Perna, Drogan).
Allies that die through continuous damage will not trigger the passive, but bombs will.

[15]
Dark Chimera Zeratu
Strengths:
Self-buffs attack and immunity without losing a turn, and hits multiple times.
Dark monster HP leader skill.
Usage:
Zeratu is largely hailed as the best attacker in the game, yet his strengths aren't as obvious as, say, Zaiross.
Zeratu has no elemental disadvantages while on the offense.
Zeratu has a single attack, making him impervious to skill cooldown resets and poor AI decisions. This attack can deal an incredible amount of
damage, both direct and in the form of 3 continuous damage.
Like his brother Rakan, Zeratu's self-buff reduces the duration of debuffs like glancing hit and defense reduction, and further prevents them with
immunity.
[16]
Fire Valkyrja Vanessa
Alternatives:
Iona or Eladriel for revive and heal.
Mikene or Michelle for revive.
[17]
Fire Phoenix Perna
Strengths:
Passive 10% heal to team every turn with an automatic full revive every 8 turns.
Usage:
Typically abused with violent runes, as it can reduce the revive cooldown and heal an additional 10% with every violent activation. Can be used
offensive or defensively, most often seen with a combination of HP% and ATT% runes.

[18]
Water Occult Girl Anavel
Strengths:
Team heal based on attack and removes all harmful effects with a 3-turn cooldown.
Area-of-effect attack with three 40%-chance hits (pre-accuracy) to reduce defense. Nearly 72% chance total with maxed accuracy.
Usage:
Anavel is one of the top multipurpose monsters in the game, able to apply a defense debuff, heal, remove harmful effects, and put enemies to
sleep while taking extra turns. With Violent runes and the default attack, Anavel often takes multiple turns in a row.
Note:
Anavel's last skill scales to HP (and attack), but her first and second skill do not. The extra damage is not worth building her with HP% runes.
[19]
Water Valkyrja Camilla
Strengths:
Passive skill makes her nearly impervious to debuffs, removing all debuff on a critical hit. Also halves critical hit damage and recovers 20% of
lost health per turn.
Usage:
As with any monster that has a turn-based passive heal, violent runes can significantly bolster recovery.
Camilla is great for progressing in the game on auto. She can solo several dungeons and scenario stages.
Alternatives:
Chow is a great alternative that can deal continuous damage and solo many of the game's stages. But Chow doesn't have the damage output
nor the versatility of Camilla.
[20]
Wind Sky Dancer Chasun
Strengths:
Heals the team 25% of max HP and buffs attack for 2 turns (3-turn cooldown).
Heals herself or an ally to the greater HP% of the two. Heals through unrecoverable (4-turn cooldown).
Usage:
Typically used with violent, allowing a single violent activation to greatly reduce the time between heals. Higher arena ranks require ~40k HP to
survive.
A.I. of third skill will occasionally fail.
Alternatives:
Ahman is a great auto healer and is much more accessible. Ahman also does not need skill power-ups.

[21]
Light Polar Queen Elenoa
[22]
Light Pioneer Nigong
Strengths:
Basic attack has a 20% chance to put target to sleep for 2 turns.
Creates a "revive shield" that revives with 30% health that lasts for 3 turns. (7-turn cooldown)
Multipurpose HP leader skill.
[23]
Dark Beast Monk Rahul
Strengths:
Basic attack based deals damage proportionate to max HP and drains life, and can also increase attack speed for 2 turns.
Area-of-effect attack that deals damage proportionate to max HP and blocks buffs for 2 turns (4-turn cooldown).
Defend skill AI was enhanced to protect allies with the lowest numerical HP (not %), being one of the few skills that grants information beyond
what players can see.
Usage:
Rahul's basic attack is a mini extortion, draining HP based on his max HP. Rahul self-buffs speed and also has an incredibly potent AOE
beneficial effect blocker.
[24]
Fire Vampire Verdehille
Alternatives:
Bernard is the most typical alternative to Verdehille, providing similar results in terms of speed when Leo is not involved.
[25]
Fire Polar Queen Brandia
Strengths:
Creates a shield that absorbs 4800 damage and lowers the enemy's attack. (4-turn cooldown)
Deals massive damage based on harmful effects on target. (4-turn cooldown)
Usage:
Surprisingly, Brandia can be built with a mixture of SPD or HP% and ATK%, as her last skill will still kill with minor setup and decent runes. She
can also be built as a pure attack and do massive damage in ToA hard.
In my testing, Brandia visually removed debuffs from the target by the time the damage appeared on the screen. Brandia cannot do 108k
damage with merely two debuffs. Still, Brandia is extremely formidable as both an attack and support monster.

[26]
Water Pioneer Woosa
Strengths:
Basic attack has a 20% chance to put target to sleep for 2 turns.
Creates a shield that absorbs damage on all allies and gives them immunity for 3 turns (5-turn cooldown).
Multipurpose accuracy leader skill.
Usage:
Woosa's shield is particularly effective against enemies that ignore defense, creating a buffer where defense boosts cannot. It has the potential
to be slightly stronger than Acasis's shield with the right runes. His immunity is the second most efficient in the game, lasting 3/5 turns, but not
removing existing debuffs.
Alternatives:
Acasis is a fine alternative, creating a similar shield and requiring fewer runes to be effective.
Alternatives to the immunity buff include Velajuel, Delphoi, Fedora, Chloe, and Draco.
[27]
Dark Occult Girl Nicki
Strengths:
Team heal based on attack and removes all harmful effects (3-turn cooldown).
Area-of-effect attack with five 20%-chance hits (pre-accuracy) to apply unrecoverable debuff (4-turn cooldown). Nearly 61% chance total with
maxed accuracy.
Usage:
Nicki is one of the top multipurpose monsters in the game, able to heal, remove harmful effects, apply an unrecoverable debuff, and put enemies
to sleep while taking extra turns.
[28]
Dark Hell Lady Craka

[29]
Water Sylph Tyron
Strengths:
Area-of-effect attack that freezes with a 100% chance (pre-accuracy) (5-turn cooldown).
Second area-of-effect attack that gives glancing hit debuff with a 75% chance (two 50%-chance hits, pre-accuracy) (4-turn cooldown).
Multipurpose speed leader skill.
Usage:
Typically used with despair runes, as Tyron's skill set is well-suited for crowd control. Fits very well as a leader in most places. First skill is a rare
exception to the "first-hit-only despair stun" rule.
Alternatives:
Aria, Eredas, and Verad are comparable alternatives for crowd control, with Verad being the most survivable.
Baretta is the most common alternative for a speed leader skill.
[30]
Water Dragon Verad
Strengths:
Two area-of-effect abilities, both with crowd-control effects. Low cooldowns on both skills.
Multipurpose HP leader skill.
Usage:
Typically used with Despair to capitalize on two crowd-control area-of-effect attacks.
Alternatives:
Tyron, Eredas, and Aria are comparable alternatives for crowd control, although they are less survivable than Verad.
[31]
Wind Dragon Knight Leo
[32]
Light Valkyrja Akroma
[33]
Dark Valkyrja Trinity
[34]
Fire Sylph Baretta
Fusion monster
[35]
Water Sea Emperor Poseidon
[36]
Wind Occult Girl Charlotte

[37]
Wind Sea Emperor Triton
[38]
Wind Beast Monk Ritesh
Strengths:
Basic attack based deals damage proportionate to max HP and provokes, and can also increase attack speed for 2 turns.
[39]
Light Occult Girl Lora
Usage:
Although skill sets are similar to her fire and wind sisters, Lora's stats are more suitable for crowd control. Lora has much higher HP, but much
lower ATK.
Note:
Lora's last skill scales to HP (and attack), but her first and second skill do not.
[40]
Dark Polar Queen Lydia
Strengths:
Basic attack applies defense debuff to enemies.
Applies branding effect (3-turn cooldown).
Usage:
The only monster to apply two damage-amplifying debuffs, Lydia's defense debuff stacks with the branding effect to apply major damage.
[41]
Fire Rakshasa Hwa
[42]
Water Archangel Ariel
Strengths:
Basic attack removes buffs from opponents.
Team heal of 30% plus a 45% heal over time (5-turn cooldown).
Heals 50% HP (3-turn cooldown).
[43]
Water Chimera Taor

[44]
Wind Phoenix Teshar
Strengths:
Highest attack in the game.
Has an area-of-effect attack that resets the cooldown timer if it kills an enemy.
Usage:
The absolute king of secret dungeon farming, able to farm over 40 pieces in 15 minutes.
[45]
Wind Joker Lushen
[46]
Light Hell Lady Asima
[47]
Light Kobold Bomber Dover
[48]
Light Succubus Aria
Alternatives:
Tyron, Eredas, and Verad are comparable alternatives for crowd control, with Verad being the most survivable.
[49]
Dark Pioneer Woonsa
Strengths:
Basic attack has a 20% chance to put target to sleep for 2 turns.
Has an unfocused version of Arnold's life absorb, draining all enemies by 15% of his max health and stealing a beneficial effect. (5-turn
cooldown)
Multipurpose defense leader skill.
Usage:
Although almost always drains more total life from enemies than Arnold, Woonsa's signature attack is less focused, allowing enemies to recover
before a killing blow is dealt.
Woonsa is incredibly resilient in ToA, draining life from five enemies as opposed to four in the arena or three in guild wars.
[50]
Dark Oracle Giana
[51]
Fire Sea Emperor Okeanos

[52]
Water Beast Monk Chandra
Strengths:
Basic attack based deals damage proportionate to max HP and stuns, and can also increase attack speed for 2 turns.
Defend skill AI was enhanced to protect allies with the lowest numerical HP (not %), being one of the few skills that grants information beyond
what players can see.
Note:
The wiki falsely claims Chandra applies debuffs for 3 turns, but it is actually only 2.
[53]
Water Ifrit Theomars
[54]
Wind Chimera Lagmaron
[55]
Wind Monkey King Xing Zhe
[56]
Wind Sylphid Acasis
[57]
Light Rakshasa Pang
[58]
Light Phoenix Eludia
[59]
Dark Sylph Aschubel
[60]
Dark Sea Emperor Manannan
[61]
Dark Dragon Grogen
Strengths:
Area-of-effect attack that stuns with a 59.5% chance (post-accuracy) (3-turn cooldown).
Second area-of-effect attack that is a guaranteed critical.
[62]
Fire Chimera Rakan
[63]
Fire Ifrit Tesarion

[64]
Fire Beast Monk Kumar
Strengths:
Basic attack based deals damage proportionate to max HP and inflicts continuous damage, and can also increase attack speed for 2 turns.
[65]
Water Phoenix Sigmarus
Strengths:
Fusion monster
[66]
Wind Undine Delphoi
[67]
Light Beast Monk Shazam
Strengths:
Basic attack based deals damage proportionate to max HP and inflicts continuous damage, and can also increase attack speed for 2 turns.
[68]
Light Sylphid Mihael
[69]
Dark Phoenix Jaara
[70]
Dark Sylphid Icares
[71]
Fire Monkey King Mei Hou Wang
Strengths:
Builds base attack with a passive skill up to 200% (over 10 hits). Also immune to inability effects.
Multipurpose accuracy leader skill.
Usage:
One of the few monsters that can be great with vampire runes, vampire runes can sustain himself longer to increase the value of his passive.
His ability to resist stun and freeze effects is particularly useful in the arena, where Tyron's freeze is frequently encountered.
[72]
Fire Death Knight Arnold
[73]
Fire Occult Girl Rica

[74]
Water Dragon Knight Chow
Usage:
Early- and mid-game, Chow can be used as a decent but slow Faimon hard/hell farmer. Speed and HP% are recommended, and crit rate% can
replace HP% with enough speed substats.
[75]
Wind Polar Queen Tiana
[76]
Light Archangel Artamiel
Usage:
Almost always paired with Despair to make use of his passive, Artamiel is a surprisingly difficult monster to kill. When coupled with HP and Def
substats, Artamiel becomes almost as impressive as his brothers.
[77]
Dark Mermaid Betta
[78]
Fire Hell Lady Raki
[79]
Fire Pioneer Chiwu
Strengths:
Basic attack has a 20% chance to put target to sleep for 2 turns.
Multipurpose speed leader skill.
[80]
Water Kobold Bomber Malaka
[81]
Water Polar Queen Alicia
[82]
Dark Undine Tilasha
[83]
Fire Dragon Knight Laika
[84]
Fire Brownie Magician Draco
[85]
Water Death Knight Fedora
[86]
Wind Death Knight Briand

[87]
Wind Brownie Magician Aquila
[88]
Light Sylph Eredas
Strengths:
Area-of-effect attack that stuns with a 52.5% chance (post-accuracy) (4-turn cooldown).
Alternatives:
Aria, Tyron, and Verad are comparable alternatives for crowd control, with Verad being the most survivable.
[89]
Dark Joker Liebli
[90]
Water Undine Mikene
Fusion monster
[91]
Wind Hell Lady Ethna
[92]
Wind Phantom Thief Julien
Strengths:
Area-of-effect attack that stuns with a 58.65% chance (post-accuracy) with a 5-turn cooldown.
[93]
Dark Vampire Cadiz
[94]
Fire Joker Jojo
Fusion monster
[95]
Wind Oracle Seara
Strengths:
Immediately blows up bombs and dots (5-turn cooldown).
Multipurpose speed leader skill.
Usage:
Seara's speed leader skill is likely her best asset, but she can also be used to deal massive damage to the ToA boss.
[96]
Wind Ifrit Akhamamir

[97]
Dark Death Knight Dias
Strengths:
Area-of-effect that decreases attack and defense (4-turn cooldown).
One of two monsters with a passive that decreases damage received by 15%.
Alternatives:
Darion has a similar passive and is easy to obtain. Darion also a higher base HP.
[98]
Fire Nine-tailed Fox Shihwa
Strengths:
Basic attack inflicts up to 3 continuous damage for 3 turns each.
Applies branding effect (3-turn cooldown).
Usage:
Shihwa's skillset is perfectly tailored to kill bosses, dealing up to 45% damage in the form of continuous damage in a single hit or applying a
branding effect against bosses that aren't affected by continuous damage.
[99]
Fire Oracle Juno
[100]
Water Hell Lady Beth
[101]
Wind Kobold Bomber Taurus
[102]
Light Dragon Zerath
Usage:
Although Zerath has a high base health and low base attack, he benefits the most from ATK% with HP% substats. Zerath shines late-game
where he has the rune support to stay alive while dealing decent damage and healing/cleansing the team.
Comments:
For a monster with a seemingly weak moveset and a mismatched stat pool, Zerath packs a lot of punch.
[103]
Light Chimera Shan
[104]
Fire Undine Atenai
[105]
Water Monkey King Shi Hou

[106]
Water Nine-tailed Fox Soha
[107]
Water Phantom Thief Luer
[108]
Wind Ninja Orochi
[109]
Dark Kobold Bomber Bering
[110]
Fire Kobold Bomber Zibrolta
[111]
Fire Phantom Thief Jean
[112]
Wind Pioneer Pungbaek
Strengths:
Basic attack has a 20% chance to put target to sleep for 2 turns.
Multipurpose critical rate leader skill.
[113]
Wind Valkyrja Katarina
[114]
Light Brownie Magician Gemini
[115]
Light Vampire Julianne
[116]
Dark Magical Archer Bethony
[117]
Dark Brownie Magician Korona
Usage:
Korona has a very niche move set, removing enemies' harmful effects (not beneficial) and putting them to sleep for that many turns. There are
times when this can be useful, namely when multiple debuffs are stacked and become redudant. E.g. glancing hit, attack reduction, stun, and
freeze are better off as four turns of sleep if you have other enemies to focus on.
[118]
Dark Archangel Fermion

[119]
Water Sylphid Lumirecia
Usage:
While Lumirecia can "solo" dragons b10, she requires very specific end-game runes to do so; having 6 SPD/HP%/DEF% runes isn't enough.
Thus, while she can be useful, it is only a small subset of players that has both the runes to use her properly and does not already have a team
to farm dragons.
Lumi is not good anywhere else.
[120]
Wind Taoist Woochi
[121]
Light Magical Archer Chris
[122]
Light Ninja Gin
[123]
Dark Phantom Thief Guillame
[124]
Dark Pierret Luna
[125]
Fire Pierret Clara

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