How to get: Mystical scroll, fire scroll
Awakened Bonus: Increases Resistance by 25%
Leader Skill: Increases the HP of ally monsters with Fire attribute by 50%.
Skill 1: Trample: Pins down the enemy and inflicts Continuous Damage for 1 turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Skill 2: Unleashed Fury: Gain increased Attack Power and Immunity against harmful effects for 3 turns. Instantly recovers a turn when used. (Reusable in 5 turns(s))
Lv.2 Cooltime Turn -1
Lv.3 Cooltime Turn -1
Skill 3:Collapse: Collapses the earth to inflict damage that increases accordingly to your MAX HP and provokes the enemy for 1 turn. If this skill is on cooldown, you have a 30% chance to attack the attacker with the [Collapse] Skill when inflicted with Damage. (Reusable in 5 turns)
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★
Hp, 8595, 11700
Atk, 533, 725
Def, 468, 637
Spd, 95, 95
Crit Rate, 15%, 15%
Crit Damage, 50%, 50%
Resistance, 40%, 40%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
Good single target damage and tanky, Slow
Excellent fire leader and also has immunity, [/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Energy x3 (Hp%/Hp%/Hp%), Violent/Nemesis (Hp%/Crit D%/Hp%)[/easytable]
Rating
[usrlist “Dungeon:4” “Arena Offense:4” “Arena Defense:4” “Guild War Offense:4” “Guild War Defense:4” “ToA:4″]
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5★ Water Chimera => Taor
How to get: Mystical scroll and water scroll
Awakened Bonus: Increases Critical Rate by 15%.
Leader Skill: Increases the HP of ally monsters with Water attribute by 50%.
Skill 1: Trample: Pins down the enemy and inflicts Continuous Damage for 1 turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Skill 2: Squall: The faster your Attack Speed, the greater the damage becomes. Attack Speed is increased for 2 turns if you get a Critical Hit. (Reusable in 3 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Skill 3: Crush: Attacks all enemies. The targeted enemy freezes for 1 turn, while the Attack Speed of all other enemies decreases for 3 turns. (Reusable in 6 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★
Hp, 7260, 9885
Atk, 670, 911
Def, 420, 571
Spd, 95, 95
Crit Rate, 30%, 30%
Crit Damage, 50%, 50%
Resistance, 15%, 15%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
High single target damage that scales with speed, Slow[/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Swift/Blade (Spd/Atk%/Atk%), Violent/Revenge (Spd/Crit D%/Atk%)[/easytable]
Rating
[usrlist “Dungeon:4.5” “Arena Offense:4.5” “Arena Defense:3.5” “Guild War Offense:4.5” “Guild War Defense:3.5” “ToA:4.5”]
Player notes by DragonRU
He is considered as one of weakest natural 5* , but he is still pretty strong. With average runes (mostly 4* +9) his second skill with Megan buff still hits around 12k, and could be used every second turn. First skill hits around 4k, and gives 1 turn dot, which could be useful for giants or other high hp monsters. Third skill gives perfect synergy with Tyron abililty, because it can freeze monster that remains not freezed and slow all other monsters, effectively converting 1 turn freeze duration to 2 turns.
For soloing he is average in best case, however he can solo Normal and Hard Faimon 1.
Runes: Because his second skill is speed-based, I think swift runes for him are better than violent. For remaining 2 slots best options could be either blade or focus. Personally I using focus, because Taor seems more PvP oriented.
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5★ Wind Chimera => Lagmaron
How to get: Mystical scroll and wind scroll
Awakened Bonus: Increases Attack Speed by 15.
Leader Skill: Increases the HP of ally monsters with Wind attribute by 50%.
Skill 1: Trample: Pins down the enemy and inflicts Continuous Damage for 1 turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Skill 2: Squall: The faster your Attack Speed, the greater the damage becomes. Attack Speed is increased for 2 turns if you get a Critical Hit. (Reusable in 3 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Skill 3: Lightning Strike: Attacks all enemies and weakens their Attack Power for 2 turns. May stun the enemy for 1 turn with a 50% chance. (Reusable in 6 turn(s))
Rune Recommendations[2/4/6]
[easytable]Early, Late
Swift/Blade (Spd/Atk%/Atk%), Violent/Revenge (Spd/Crit D%/Atk%)[/easytable]
Rating
[usrlist “Dungeon:5” “Arena Offense:4.5” “Arena Defense:3.5” “Guild War Offense:4.5” “Guild War Defense:3.5” “ToA:4.5”]
Player notes by danielzt
A tanky AoE/CCer/DDer, crits 30k with def debuff with 2nd skill (2400 atk),
third skill crits about 8-12k per monster without buff/debuff
50% HP leader skill for wind monsters is nice too !
can solo Hydeni ruins hell in ~45 sec (that is 3600 xp per monster when double xp)…on auto I can level up at least 18 2* to lv20 in 1h during double xp event with refill
builds: anything like fatal/blade swift/blade rage/blade will do
slot 2: spd/atk%
slot 4: crit% or crit dmg or atk%
slot 6: atk% (I don’t recommend acc% build)
you can also put one (and just one) hp% instead
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5★ Light Jack-o’-lantern => Shan
How to get: Light and Darkness Scroll
Awakened Bonus: Increase ability: Increases Resistance by 25%.
Leader Skill: Increases the HP of ally monsters with Light attribute by 50%.
Skill 1: Trample: Pins down the enemy and inflicts Continuous Damage for 1 turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Skill 2: Squall: The faster your Attack Speed, the greater the damage becomes. Attack Speed is increased for 2 turns if you get a Critical Hit. (Reusable in 3 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Holy Calling: Stuns all enemies with an 80% chance, increases the Attack Speed of all allies for 2 turns and increases the Attack Bar of all allies by 25%. (Reusable in 5 turns)
How to get: Light and Darkness Scroll
Awakened Bonus: Increase ability: Increases Resistance by 25%.
Leader Skill: Increases the HP of ally monsters with Dark attribute by 50%.
Skill 1: Trample: Pins down the enemy and inflicts Continuous Damage for 1 turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Skill 2: Unleashed Fury: Gain increased Attack Power and Immunity against harmful effects for 3 turns. Instantly recovers a turn when used. (Reusable in 5 turns(s))
Lv.2 Cooltime Turn -1
Lv.3 Cooltime Turn -1
Skill 3: Forbidden Power (Passive): Inflicts up to 2 extra attacks with 50% of the damage if you get a Critical Hit. [Automatic Effect]