Wind Dragon KnightLeo

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Wind Dragon Knight Leo ImageWind Dragon Knight Leo Awakened Image

Leo Skills

Leader Skill
Increases the Defense of ally monsters with Wind attribute by 50%.
Dragon's Might
Inflicts continuous damage for 2 turns if you land a Critical Hit.
Multiplier: 430%
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Lv.2 Damage + 5%
Lv.3 Damage + 5%
Lv.4 Damage + 10%
Lv.5 Damage + 10%

Torrent
The damage of this attack increases as your HP drops. If your HP is below 30%, the enemy's defense is ignored. (Reusable in 4 turns)
Multiplier: 550%~730%
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Lv.2 Damage + 10%
Lv.3 Damage + 10%
Lv.4 Cooltime turn -1
Lv.5 Damage + 10%
Lv.6 Cooltime turn -1

Eye of the Storm (Passive)
The attack speed of all enemies and allies is limited to your attack speed. This effect does not affect enemies with the same skill or Boss Monsters. Decreases the enemy's Attack Bar by 10% with an attack. [Automatic Effect]

AWAKEN

Awaken Bonus

Increases Resistance by 25%

Essences to Awaken

20x Essence of Wind (High) 10x Essence of Wind (Mid) 15x Essence of Magic (High) 5x Essence of Magic (Mid)

HOW TO GET / DEVILMONS

Devilmon Cost

9 Devilmons

How to Get

Mystical Scroll Mystical Summon Temple of Wishes Wind Scroll Legendary Scroll

User Ratings

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Dungeon
Farming
Arena Offense
Arena Defense
Guild War Offense
Guild War Defense
ToA

Leo Runes

Here are our rune recommendations for Leo. Click on each rune for more information.
If you are new to Summoners War, click here: Summoners War Rune Guide.

Early Runes

Fatal / Blade(Atk%/Crit R%/Atk%)

Atk%
Crit R%
Atk%

Late Runes

Violent / Nemesis(Atk%/Crit D%/Atk%)

Atk%
Crit D%
Atk%

Stats

Stat Priority : Crit R%, Crit D%, Atk%

Base Stats

SpeedCrit. RateCrit. DamageResistanceAccuracy
9915%50%15%0%
LevelStarsHPAtkDef
355Min: 4635Max: 7875Min: 295Max: 500Min: 252Max: 428
406Min: 6300Max: 10710Min: 400Max: 681Min: 342Max: 582

Awakened Stats

SpeedCrit. RateCrit. DamageResistanceAccuracy
10015%50%40%0%
LevelStarsHPAtkDef
355Min: 5130Max: 8715Min: 309Max: 525Min: 276Max: 468
406Min: 6975Max: 11850Min: 420Max: 714Min: 375Max: 637

Basic Guide

How Leo Works

Leo is used by many top end players to combat the widely used speed based defenses in game. In Summoners War, the player that moves first has an overwhelming advantage. Normally the first turn goes to the fastest monster. Leo, however, is able to change this order, and help a player with slower monster still get first turn.

First, let me go into how speed and turn order are determined without Leo. In traditional fights, the base speed of a monster is modified by leader skill and the speed gain via towers. This value is then added onto the speed added by runes. This total value is then compared to all of the monsters on the playing field and the fastest is determined.

This monster is then given 100% attack bar, and based on their individual speed; the other monsters are given a percentage of the fastest monster’s atk bar to start. (eg. If fastest monster in battle has 250 speed, a monster with 125 speed will have 50% attack bar at the start of combat.)

Attack bars then move proportionally to each other. Because their speeds determines how fast attack bars build, pre-established turn orders can become out of sync if some monsters are too fast to others.

Leo’s passive completely changes how attack bars work relative to one another. Leo CAPS the speed of all monsters to his speed, but will not increase them to match his. Because of this, all monsters at or above his speed have 100% attack bar.

Since all monsters are at 100% atk bar, the turn order is determined by the speed of monsters as calculated above in instances with no Leo. Because of this, sometimes it is actually beneficial to use speed lead with Leo, simply to assure next turn.

The second part of Leo’s passive causes all of his attacks to reduce the attack bar of his target by 10%. This reduction can be resisted, and prevented with will runes. However, since it is not an actual debuff that is applied onto the target, it cannot glance and fail.

When Leo attacks a target, he reduces its atk bar by 10%, thus making it 90% and the slowest monster in the battle. If used on an opponent Chloe or Bernard, this causes said monster to move last, and gives a players attack bar boosting monster the chance to move next, even if it’s slower than the opponent’s initially faster monster.

This also allows a player to change an opponent’s sequence of events in regards to speed tuning. For instance, if a player uses galleon paired with a nuker, using Leo to attack galleon would cause galleon to move after the nuker, which would completely cripple the nuker’s capabilities.

Advanced Guide

Team Combo

Leo is an effective tool for both Arena and Guild war offenses. I’ve used two Leo oriented teams deep into G3 many times.

Amir/Leo/Orion/Galleon

Julie/Leo/Orion/Galleon

In both instances, Leo attacks and reduces atk bar of opponent orion, Bernard, Chloe or other. This is followed by orion moving and removing any random will rune. Then Galleon moves, followed by Amir or Julie AOE. This offense does have some weaknesses.

If the opponent’s monsters have will runes, it becomes much less effective. Most of the time, even if opponent has 3 will runed monsters, Orion removing one of the will runes allows me to make it a 2v4 fight in my favor, which is usually a safe win.

Other setups used are:

Leo/Double Lushen/Megan

Amir/Leo/Tiana/Galleon

Guild Wars Combo’s

Leo/Megan/Lushen is one of the more common ones. Similar setups using different mons are also effective.