Archangel Review – Fire / Water / Wind / Light / Dark

Archangels are tanky monsters and one of the best around. They have a base attack speed of 95. You can also click here to see what Reddit members have to say about them.

[Fire] | [Water] | [Wind] | [Light] | [Dark]

5★ Fire Archangel => Velajuel

Archangel Fire Velajuel Awakened Fire

How to get: Mystical scrolls, fire scroll

Awakened Bonus: Increases Critical Rate by 15%

Leader Skill: Increases the HP of ally monsters with Fire attribute by 50%.

Skill 1: Heavenly Sword: Attacks with a heavenly sword, removing a beneficial effect on the enemy with a 75% chance. The damage increases according to your Defense.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +5%
  • Lv.5 Damage +15%

Skill 2: Punishment: Deals damage with flames of punishment and inflicts Continuous Damage for 3 turns. The initial damage increases according to Defense. (Reusuable in 4 turn(s))

  • Lv.2 Damage +10%
  • Lv.3 Damage +10%
  • Lv.4 Cooltime turn -1

Skill 3: Sanctuary: Removes all harmful effects on all allies, granting them immunity for 3 turns, and increasing the Attack Bar by 30% (Reusuable in 6 turn(s))

  • Lv.2 Cooltime Turn -1
  • Lv.3 Cooltime turn -1

Awakened Stats

Stat 5★ 6★
Hp 7380 10050
Atk 500  681
Def 581  790
Spd 95  95
Crit Rate 30% 30%
Crit Damage 50% 50%
Resistance 15% 15%
Accuracy 0% 0%
Pros Cons
Remove beneficial effects Slow
Gain immunity to harmful effects and attack bar increase

Rune Recommendations[2/4/6]

Early Late
Swift/Guard (Spd/Def%/Def%) Violent/Will (Spd/Crit D%/Def%)


Dungeon:4.5 Stars (4.5 / 5)
Arena Offense:4.5 Stars (4.5 / 5)
Arena Defense:4.5 Stars (4.5 / 5)
Guild War Offense:4.5 Stars (4.5 / 5)
Guild War Defense:4.5 Stars (4.5 / 5)
ToA:5 Stars (5 / 5)

Player notes by Circlets

Velajuel is incredibly useful in PVE as well as PVP as a tank, support, AND attacker. The reason why I say he can be an attacker is because his first and second skills hit like a truck if you rune him well enough (My Velajuel can inflict 15k damage depending on the monster). However, his most important use is his third skill: Sanctuary. It removes all harmful effects, grants immunity for 3 turns, and increases the attack bar by 30%. Once this skill is maxed out, it’d be reusable every 2 turns, which means your entire team pretty much receives never-ending immunity, and immunity is quite crucial in PVP when you’re up against CC teams that stun, freeze, or have DOT or in PVE when bosses/monsters inflict DOT and bombs or break defense.

He’s versatile on most teams, but he can work better on some teams with synergy versus others. For example, my AO team consists of a speed leader, Megan, Velajuel, and Liebli (Dark Joker). My team doesn’t generally do extensive damage right off the bat, unlike teams with Lucien (Wind Joker), because I mainly rely on Liebli’s bombs. Because of the delay for detonation, I need my Velajuel to tank damage to at least be the last monster standing until the bombs do its job. This strategy generally works, and the fact that his element is fire is perfect since Luciens and other wind attackers are common in the Arena, he will not be stricken down. Some may bring up Lucien’s water counterpart, Julie (Water Pierret), and say people can use her for her AOE instead, but Velajuel is so darn tanky due to his skills relying on DEF that she will barely make a scratch on his health bars (at least from my experience).


If you want Velajuel to do the most damage, give him all Guard runes. However, if you want to be more creative and utilize his attack bar increase, you can give him violent runes or even swift runes. Essentially, his build depends on what you intend to use him for. I personally went with all Guard runes, but a problem I typically encounter in the Arena is that if he doesn’t go first to use his immunity skill, he can get CC’d quite often. Therefore, giving him resistance or a bit of speed is something to think about.


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