Scroll of Light & Darkness, Temple of Wishes
Increases Attack Speed by 15
Guild Wars, Arena Defense
Worth fully skilling up, but use family skill ups instead of Devilmons
|Level||Min||Lv. 25||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increases the Attack Speed of ally monsters by 16% in Guild Battles.
Skill 1: Merciless Claws [370%ATK + 50]: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
Skill 2: Surprise Attack [16%HP x 2]: Dashes towards an enemy inflicting damage 2 times. Each attack has a 30% chance to stun the target for 1 turn. The damage is proportionate to my MAX HP. (Reusable in 4 turns)
- Lv.2 Damage +5%
- Lv.3 Damage +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Cooltime Turn -1
Skill 3: Contaminated Blood (Passive): Inflicts 12% of my MAX HP as damage when you’re attacked with a critical hit and weakens the Defense for 1 turn with every attack. [Automatic Effect]
Early Game – Triple Energy (HP% / HP$ or CRIT R% / HP%)
End Game – Energy / Energy / Will or Revenge (SPD or HP% / HP% / HP%)
Full Tank – Energy / Energy / Will (HP% / HP% / HP%)
Damage build – Energy / Blade / Will or Revenge (SPD or HP% / CRIT R% or CRIT D% / HP%)
- GB10 – Not recommended. A mediocre damage dealer against the bosses. He offers a mediocre 1-turn defense break, which is outclassed by monsters like Belladeon and Darion. There’s just no reason why you’d want to use him here.
- DB10 – Not recommended. Again, monsters like Belladeon and Darion will simply outshine the Dark Werewolf.
- NB10 – Not recommended. I can’t imagine anybody, new or old, actually using Jultan here. There’s just not enough debuffs, damage or support from him that’ll warrant a use.
Not recommended. He’ll deal a decent chunk of damage whenever he gets hit, but he’ll take way too long to actually clear the run efficiently.
- R5 – Not recommended. There are plenty of better, stronger monsters that deals more damage or debuffs. His paltry defenses is not ideal for a frontline choice, while his heavy reliance on his passive makes him easily countered by the Raid Boss’ Oblivion.
- Element Rift Beasts – Not recommended. You’re just going to waste a spot on a monster that doesn’t provide the necessary damage, buffs or debuffs to be useful.
(Rating: 6.5/10) Some players have found success using him as a Akroma tank in the infamous Double Akroma / Zaiross stage in ToAH. However, if you’re looking for a dark tank, Camules, the Dark Elemental will see far more success for this role.
(Rating: 8.5/10) A powerful 3* monster for both Arena and Guild Wars / Siege Battles, Jultan is a huge annoyance to many a cleave team. His damage reflection, when paired up right, can create havoc against non-sustainable teams, while his defense break is a great set-up for his allies. In 4* Siege Towers Offense & Defense, you can often see him paired up with Eshir, where he’s used as a set-up for the light werewolf’s Massacre. His 16% Speed Leader, while nothing substantial, is still good to have. Jultans are also found in selected rush hour comps in Arena Defense, with some players even building up to 3 of them to deter any squishy cleave teams looking to attack him. Apart from being a solid Dark tank, Jultan also dishes out some respectable damage on his 2nd Skill while stunning any unlucky monster in his wake.
How to Counter:
Your best bet in defeating Jultan is to bring powerful nukes that can take him out from the get-go. His passive doesn’t kick in if your attack kills him off, making it pretty obsolete. That said, avoid bringing AoE nukers like Lushens since they will just get destroyed against him. The damage reflect will knock him enough for Jultan to shift his focus to him. From there, a quick Surprise Attack will normally be enough to take him out and cause a likely lost on your side. You can also run a monster like Tesarion against him, since Oblivion will nullify pretty much the entirety of Jultan’s use, but that isn’t something you can rely on in 4* Siege Towers.
- Crit Rate and Crit Damage is nice to have to greatly increase his damage output on Surprise Attack
- You really need some accuracy on him to be viable. The last thing you want is for him to miss a crucial defense break on the enemy target
A solid 3* monster that most players would have built in their Summoner’s War career, Jultan’s kit is unique enough to be used in early and end-game PvP. He’s a versatile monster that can be used in both Arena stall defenses, as well as a set-up for bruiser comps in Guild Wars / Siege Battle Offense. However, some might find his usability secondary, since there are often better options for a defense breaker in PvP Offense. Build him if you’re looking for something new to add to your Arena Defense or 4* Siege Towers, but he shouldn’t be a big priority if you’re lacking the necessary runes for him.
Contaminated Blood (Passive)
- Does not activate against counterattacks
- Only activates once per enemy turn
- Weaken Defense activates through glancing hits
- Contaminated Blood (Passive): [Skill Judgement Modification]
- Previous: Only the last hit that lands as a critical hit counts when deciding whether to activate the passive effect or not among the multi-hit.
- Changed to: The passive effect will now be activated if you land at least 1 critical hit among all hits regardless of whether your last hit lands as a critical hit or not.
Great tank and damage reflector
Every attack has chance to armor break
Fast due to speed on awakening
Useful speed leader in Guild Wars
Poor base defense
Defense break is only a single-turn