Top 10 Natural 2 Star Monsters [Yay or Nay??]
Natural 2 star monsters are generally considered evolution material for other feeder monsters, such as 2 star max rainbowmons. However, com2us provides summoners with several rather impressive nat 2 stars, several of which even end-gamers continue to utilize.
The best part about these exceptional monsters is that they are ridiculously easy to obtain, max skill, and awaken. All of them can be farmed either from secret dungeons or scenario drops, and are frequently summoned with unknown scrolls, social points, as 3* awakened monsters from mystical or L&D scrolls, or can be bought from the magic shop.
#10: Decamaron (Dark Salamander)
- Skill 1: 50% (100% skill maxed) chance to reduce the target’s attack power for 2 turns.
- Skill 2: Deals damage to the target that is increased according to your defense, and inflicts continuous damage for 3 turns.
- Skill3 (awakened, passive): Immune to freezes and stuns, and also deals an additional 5% of the enemy’s max HP in damage.
This nat 2 star’s passive ability to deliver added damage relative to the target’s max HP makes him extremely useful against several of the bosses found throughout Summoners War. Factor in Decamaron’s immunity to freezes, and he is a formidable opponent in scenarios and the Tower of Ascension, as well.
#9: Rakaja (Wind Yeti)
- Skill 1: Attacks the target twice, each with a 50% (skills up to 80%) chance to reduce attack speed for 1 turn.
- Skill 2: Attacks the target twice – dealing an additional 150% of your defense in damage with a 30% (skills up to 50%) chance to stun for 1 turn, per attack.
- Skill 3 (awakened): Recovers HP of all allies proportional to the total number of surviving allies.
Unless you just happen to get extremely lucky by summoning Chasun right off the bat, Rakaja is one of the best (and easiest) AoE healers you can build early game. However – unlike the other natural 2 star healers on this list – the fewer survivors you have left on your team, the less HP he will be able to recover with his 3rd skill.
#8: Ursha (Fire Warbear)
- Skill 1: Inflicts damage to the target proportionate to your max HP, with a 50% (skills up to 85%) chance to reduce the enemy’s attack bar by 25%.
- Skill 2: Attacks all enemies with damage proportional to your max HP, reducing their attack power for 2 turns.
- Skill 3 (awakened): 70% chance to provoke all enemies, and counterattacks when damage is received for 3 turns.
With 2 AoE attacks, this warbear is a prime candidate for crowd controlling Despair runes. Add that to his ability to draw attention away from the rest of your team, and this HP loving tank is a valuable asset everywhere, except – perhaps – against bosses who are immune to provoke.
#7: Tarq (Water Hellhound)
- Skill 1: Recovers 30% of damage inflicted to the target as HP.
- Skill 2: Deals additional damage to the target according to your attack speed, then increases your attack speed for 2 turns.
- Skill 3 (awakened): Attacks a single target with 2 additional allies.
This self-healing, speed-driven hellhound has become extremely popular for use in Dragons B10, with some players running as many as 3 Tarqs on their DB10 team. The reason for this is that his 3rd skill can deal an extraordinary amount of damage to any target by teaming up with 2 other allies in a 3 sided onslaught.
#6: Ramagos (Wind Warbear)
- Skill 1: 50% (skills up to 85%) chance to reduce the target’s attack bar by 25%, and deals additional damage proportional to your max HP.
- Skill 2: Recovers 30% of your HP, and increases your defense for 2 turns.
- Skill 3 (awakened): Inflicts the amount of HP you have lost as damage to the target. If the enemy dies, you instantly gain an extra turn.
Ramagos has earned the nickname “Ramagod” for a reason – tanked up with enough HP, this warbear can easily one-shot many PvP mons. That is, if he doesn’t die while waiting for his HP to drop low enough to deal enough damage.
#5: Sieq (Fire Hellhound)
- Skill 1: Recovers 30% of the inflicted damage as HP.
- Skill 2: Attacks twice to inflict great damage.
- Skill 3 (awakened): Increases the attack power and critical rate of all allies for 3 turns.
One of the very first monsters you receive in Summoners War, the fire hellhound at first comes off as very squishy damage dealer that your water fairy is constantly struggling to keep alive. For this reason, many players don’t bother to build Sieq until they are further along in the game – when the benefits of his AP and CR buffs become more apparent.
#4: Gorgo (Dark Warbear)
- Skill 1: 50% (skills up to 85%) chance to reduce the target’s attack bar by 25%, dealing extra damage proportional to your max HP.
- Skill 2: Attacks all enemies with damage proportional to your max HP, reducing their attack power for 2 turns.
- Skill 3 (awakened): Deals damage to the target according to your max HP, with a 70% critical rate bonus. Stuns the enemy for 1 turn if the attack lands a critical hit.
Relatively few Summoners actually bother to build this often overlooked warbear, however, with all of his attacks scaling damage off of his HP, Gorgo is one tanky beast to contend with. Though most bosses are immune to stuns, he is otherwise useful in just about every other aspect of Summoners War – from early to late game.
#3: Colleen (Fire Harpu)
- Skill 1: Attacks the target twice, each time having a 50% (skills up to 70%) chance to reduce the enemy’s attack power for 2 turns.
- Skill 2: Attacks the target multiple times, disturbing their HP recovery for 2 turns.
- Skill 3: Recovers 25% of all allies HP, and increases their attack power for 3 turns.
A must-have early game healer, this harpu can weaken the attack power of her targets, and block HP recovery. Colleen is also a favorite mid-game monster for Necropolis and Raids due to her multiple attacks, and negative status effects.
#2: Shannon (Wind Pixie)
- Skill 1: 50% (skills up to 75%) chance to inflict Glancing Hits negative effect on target.
- Skill 2: Attacks all enemies with an 80% (skills up to 100%) chance to reduce the attack speed of each target for 2 turns.
- Skill 3 (awakened): Increases defense and attack power of all allies for 3 turns.
One of the very first non-starter mons players should begin building in Summoners War due to her strengthening of both defense and attack power of all allies, Shannon is also valued as a staple Giants B10 buffer and debuffer. Beyond the dungeons, Shannon is also a valuable asset in ToA – especially if you aren’t lucky enough to already have the light succubus, Aria.
#1: Konamiya (Water Garuda)
- Skill 1: 24% (skills up to 64%) chance to stun the target.
- Skill 2: Fills the target ally’s attack bar, and strengthens their attack power for 1 turn.
- Skill 3 (awakened): Removes all harmful effects from all allies, then recovers 25% of their HP.
Konamiya takes the top spot of natural 2 star monsters due to the fact that he is one of the very few Summoners War monsters that can cleanse all negative effects, from all allies. In addition to being useful absolutely anywhere that your team might suffer multiple negative effects, this garuda can also dictate who on your team will take the next turn with his 2nd skill.
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