How to get: Mystical scrolls or fire scroll
Awakened Bonus: Increases Critical Rate by 15%
Leader Skill: Increases the Attack Power of ally monsters by 33%.
Skill 1: Fire Bolt: Shoots a Fire arrow at the enemy.
Lv.2 Damage +5%
Lv.3 Damage +10%
Lv.4 Damage +15%
Skill 2: Rain of Fire: Burns enemies with a Fire shower and inflicts Continuous Damage for 3 turns with a 25% chance for each attack. (Reusable in 4 turn(s))
Lv.2 Damage +10%
Lv.3 Harmful Effect Rate +10%
Lv.4 Damage +10%
Lv.5 Harmful Effect Rate +10%
Lv.6 Cooltime Turn -1
Skill 3: Fiery Breath: Attack all enemies with a fiery breath and puts their skills on cool down. (Reusable in 6 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Damage +10%
Lv.5 Cooltime Turn -1
[easytable]Stat, 5★, 6★
Hp, 7140, 9720
Atk, 670, 911
Def, 428, 582
Spd, 94, 94
Crit Rate, 30%, 30%
Crit Damage, 50%, 50%
Resistance, 15%, 15%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
High damage, Slow
Reduce ALL opponent’s skill cooltime, [/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Fatal/Blade (Atk%/Atk%/Atk%), Violent/Destroy (Atk%/Crit D%/Atk%)[/easytable]
Rating
[usrlist “Dungeon:5” “Arena Offense:5” “Arena Defense:4” “Guild War Offense:5” “Guild War Defense:3.5” “ToA:4.5”]
Player notes by astewy17
Holy moly this lizard hits hard. Two AOE attacks, one that stacks DOTs and one that puts skills on cooldown? Hot damn. I summoned him mid twenties and he carried my entire team for quite a while. His main problem is that he is ridiculously slow and has low defense, meaning if you’re not careful he will die before he can get to attack. But once he gets to go, you’re pretty much set. I would suggest getting as many speed substat on runes as you can.
I currently have him runed Fatal+Focus but that isn’t really cutting it anymore. I’m trying to decide between switching out the Fatals for Rage or Violent.
(I am using him as a straight-up nuker, but you can go the cc route as well and take advantage of those two AOE attacks. If you want to do that, go Despair.)
Anyway, Zaiross is my best friend in this game. He is awesome in arena and PVE and pretty much in any situation you could think of. There is a reason people love him.
[/nextpage][nextpage title=”Verad” img=”11113″]
5★ Water Dragon=> Verad
How to get: Mystical scroll, water scroll
Awakened Bonus: Increases Accuracy by 25%
https://www.youtube.com/watch?v=bnWfw3KSE14
Leader Skill: Increases the HP of ally monsters by 33%.
Skill 1: Ice Bolt: Shoots an Ice arrow at the enemy.
Lv.2 Damage +5%
Lv.3 Damage +10%
Lv.4 Damage +15%
Skill 2: Snowstorm: Attacks all enemies with a storm of ice, dealing damage proportionate to your Defense and freezing them for 1 turn with a 60% chance. (Reusable in 4 turns)
Lv.2 Harmful Effect Rate +10%
Lv.3 Damage +10%
Lv.4 Harmful Effect Rate +10%
Lv.5 Damage +10%
Lv.6 Cooltime Turn -1
Skill 3: Absolute Zero: Attacks all enemies with a gust of freezing wind, dealing damage proportionate to your Defense and setting the Attack Bar to 0. Additionally, the enemies are frozen for 1 turn. (Reusable in 5 turns)
How to get: Mystical scrolls and wind scroll
Awakened Bonus: Increases Attack Speed by 15.
Leader Skill: Increases the Attack Speed of ally monsters by 24%.
Skill 1: Thunder Bolt: Shoots a Lightning arrow at the enemy.
Lv.2 Damage +5%
Lv.3 Damage +10%
Lv.4 Damage +15%
Skill 2: Thunder Break: Inflicts damage proportionate to the enemy’s MAX HP and randomly attacks other enemies 2 times with 20% of the damage. Additionally, this attack has a 40% chance to decreases the enemy’s Attack Power for 2 turns. (Reusable in 3 turn(s))
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Harmful Effect Rate +10%
Lv.5 Damage +10%
Lv.6 Harmful Effect Rate +20%
Skill 3: Illusion of Time: Makes the skills of all allies available. Illusion of Time not applied. (Reusable in 7 turn(s))
Lv.2 Cooltime Turn -1
Lv.3 Cooltime Turn -1
[easytable]Stat, 5★, 6★
Hp, 7875, 10710
Atk, 525, 714
Def, 525, 714
Spd, 113, 113
Crit Rate, 15%, 15%
Crit Damage, 50%, 50%
Resistance, 15%, 15%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
Illusion of Time allows a second round of power skills, Slow before awakening
Excellent speed leader, [/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Swift/Energy (Spd/Hp%/Hp%), Violent/Nemesis (Spd/Hp%/Hp%)[/easytable]
Rating
[usrlist “Dungeon:4.5” “Arena Offense:4.5” “Arena Defense:3.5” “Guild War Offense:4” “Guild War Defense:3.5” “ToA:4.5”]
Player Notes by Illuvitar7Wind Dragon: I got this guy before I got any natural four star even, at maybe level 15? I was pretty pissed at first since he didn’t seem to do very much damage. Nowadays he is my mainstay, in AO, AD, and dungeons, and while Lushen was an easy first 6*, he will definitely be my 2nd.
I’ll break down my analysis into sections,
Skills: Just a quick rundown for any who don’t know/want to look, his leader is 24% team speed anywhere, 1st skill is just basic damage, 2nd is based on enemy MAX hp and lowers atk, and the third, which makes him great, resets the cooldown on all skills for your whole team. 2nd skill cd is 3 turns and 3rd is 7. 3rd obviously doesn’t refresh itself.
Runes: Jamire is all about maximizing the effectiveness of his 3rd skill, so Swift or Violent runes are the way to go. I am currently running Swift Runes, and with 113 base speed I pretty much always attack first. This works quite well for arena, but in PVE I am starting to think Violent might be significantly better to allow even more uses of that OP 3rd. To summarize, my full rune setup right now is Swift Energy with Spd/HP%/HP% (high base hp), and I want to try Violent as soon as I get a good set.
Arena: This is where Jamire really shines, because of his 24% speed leader and his 3rd. I run Jamire-Megan-Lushen-Tagaros in arena(offense) currently and with the help of Megan’s buff, Jamire usually attacks for a second time before the enemy gets a chance, allowing me to reset all cooldowns for the next round. This generally means I win decisively unless the fight goes much longer than 4 rounds (after which I finally lose megan buff) or if I lose the speed war. I peaked at only 1680-something this past season though, with Lushen as my only 6*, so I can’t guarantee this holds up at higher ranks. For Defense, I still use him but the value is diminished since he has a nasty tendency to open the battle with his 3rd skill (Oh wise AI).
PVE: While not as OP as in arena, Jamire’s 3rd skill allows great flexibility in Dungeons and TOA. Need to Nuke a boss harder? Pick Mons with long cooldown nukes and use them at least twice as much! Also lets you blow big cooldowns on rooms before the boss and easily have them all back for that fight. He also has plenty of secondary uses as a tank (10k base hp at 6*), and boss killer with his %MAX hp 2nd skill.(Hits 80k+ on B8 Water Guardian).
I’m sure I forgot all kinds of stuff even though this is already pretty long, feel free to ask/discuss/disagree with anything I’ve written, and I’d love to theory-craft with other Jamire users!
[/nextpage][nextpage title=”Zerath” img=”11111″]
5★ Light Dragon=> Zerath
How to get: Light and Darkness Scroll
Awakened Bonus: Increases Resistance by 25%.
Leader Skill: Increases the Critical Rate of ally monsters by 24%.
Skill 1: Holy Bolt: Shoots a Light arrow at the enemy.
Lv.2 Damage +5%
Lv.3 Damage +10%
Lv.4 Damage +15%
Skill 2: Holy Light: Calls upon the holy power of light, healing all allies by 15% of their HP and also removes 2 harmful effects from each ally. (Reusable in 4 turns)
Lv.2 Recovery +10%
Lv.3 Recovery +10%
Lv.4 Recovery +10%
Lv.5 Cooltime Turn -1
Skill 3: Armageddon: Sacrifices half of your current HP to deal damage to all enemies. The damage is proportionate to the sacrificed HP. (Reusable in 6 turns)
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
Note: The new changes has made this dragon’s 3rd skill scale with attack power.
[easytable]Stat, 5★, 6★
Hp, 11265, 15315
Atk, 412, 560
Def, 412, 560
Spd, 96, 96
Crit Rate, 15%, 15%
Crit Damage, 50%, 50%
Resistance, 40%, 40%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
Good sustain and cleanser, Slow
3rd skill is fixed damage,
Ramagod’s Senpai, [/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Swift/Energy (Atk%/Atk%/Atk%), Violent/Destroy (Atk%/Crit D%/Atk%)[/easytable]
Rating
[usrlist “Dungeon:4” “Arena Offense:4” “Arena Defense:3.5” “Guild War Offense:4” “Guild War Defense:3.5” “ToA:4″]
[/nextpage][nextpage title=”Grogen” img=”11110″]
5★ Dark Dragon=> Grogen
How to get: Light and Darkness Scroll
Awakened Bonus: Increases Resistance by 25%.
Leader Skill: Increases the Resistance of ally monsters by 41%.
Skill 1: Dark Bolt: Shoots a Dark arrow at the enemy.
Lv.2 Damage +5%
Lv.3 Damage +10%
Lv.4 Damage +15%
Skill 2: Dark Storm: Summons a storm of darkness to attack all enemies 4 times. Each attack has a 5% chance to stun the enemy. (Reusable in 4 turn(s))
Lv.2 Harmful Effect Rate +5%
Lv.3 Damage +10%
Lv.4 Damage +10%
Lv.5 Harmful Effect Rate +10%
Lv.6 Cooltime Turn -1
Skill 3: Decimate: Attacks all enemies with the power of darkness. This skill deals 100% increased Critical Damage on Critical Hits. (Reusable in 6 turns)
Lv.2 Damage +10%
Lv.3 Damage +10%
Lv.4 Cooltime Turn -1
[easytable]Stat, 5★, 6★
Hp, 7635, 10380
Atk, 589, 801
Def, 476, 648
Spd, 95, 95
Crit Rate, 15%, 15%
Crit Damage, 50%, 50%
Resistance, 40%, 40%
Accuracy, 0%, 0%[/easytable]
[easytable]Pros, Cons
High AoE damage, Slow and hard to get[/easytable]
Rune Recommendations[2/4/6]
[easytable]Early, Late
Fatal/Blade (Atk%/Atk%/Atk%), Despair/Revenge (Atk%/Crit D%/Atk%)[/easytable]
Rating
[usrlist “Dungeon:4.5” “Arena Offense:4” “Arena Defense:3.5” “Guild War Offense:4” “Guild War Defense:3.5” “ToA:4”]
[/nextpage]