Deva, the Light Chakram Dancer is the Hall of Heroes monster for the month of December 2018! Don’t miss out as we give you tips on how to clear all floors.
Dec. 14th, 12 pm – Dec. 17th, 12 am
– Based on the server time – Global (PDT), Asia (TST), Europe (CEST)
– The Hall of Heroes will be available at the Cairos Dungeons during the event.
– Clear the Hall of Heroes and gather Summoning Pieces to summon a 4★ [Chakram Dancer] (Light).
Summonerswar.co Thoughts and Recommendation
The twins combo (Chakram Dancer + Boomerang Warrior) is widely known for PvE Dungeon speed runs, particularly on Dragon’s Lair B10 and Necropolis B10. Having the twins is highly advantageous for end-game summoners who have already farmed quality runes since their special ability to do combo attacks enables your team to burst down enemy waves quickly. For Light Chakram Dancer’s case, she has the potential to deal massive damage (ignore defense) when enemies are granted with inability effects (stun/freeze/sleep), but this only applies on pre-boss waves because bosses in dungeons are immune to inability effects. Her best twin partner is Fire Boomerang Warrior (Maruna) due to her two skills with AoE stuns, so if you already have a Maruna you might consider and give Deva a try.
Deva’s element counterparts, however, are considered superior. Shaina (Fire), Talia (Water), Melissa (Wind), all execute more efficiently than Deva in speed runs. You can use this HoH to skill-up her sisters and leave at least 1 back-up summon just in case she gets a buff in the future updates.
How To Participate
1) Enter the Hall of Heroes
Location: [Battle] – [Cairos Dungeons] – [Hall of Heroes]
2) Clear the Hall of Heroes
The Hall of Heroes consists of 10 stages. The required Energy amount will be the same for all 10 stages, and 25 Summoning Pieces will be given as a reward for clearing each stage.
You won’t be able to re-enter the stage once you clear it.
(You’ll get a total of 250 Summoning Pieces when you clear all 10 stages.)
3) Gather Summoning Pieces to summon [Chakram Dancer] (Light)
The summoning will require 50 Summoning Pieces.
How To Summon a Monster
Go to the Summonhenge after you’ve gathered all the required Summoning Pieces.
* An additional button will pop up at the summoning menu. (Requirement: 50 Summoning Pieces)
The Hall of Heroes is a very difficult dungeon, where you can collect high-grade monsters. Newcomers and lower-level Summoners, beware!
Clearing B10 Guide
This month’s Hall of Heroes (HoH) features Light Chakram Dancer (Deva) who is commonly known as a monster used for DB10 and NB10 speed teams but can be used as a skill-up fodder to her siblings, Shaina (Fire), Talia (Water), Melissa (Wind). Just like last month’s HoH (Fire Horus), all the enemy waves don’t have immunity skills. Knowing that all monsters including bosses are susceptible to Damage over time (DoTs), Full Crowd Control and Continuous Damage teams will surely make this an almost effortless event.
Some farmable monsters that are highly recommended in your HoH team are Verdehile, Baretta, Mav, Spectra, and Homunculus. The key is to completely disable the enemy waves during your first team turn and inflict slow debuffs, which is also why AoE attackers like Baretta need to have Despair runes. A perfect example for this situation are Stages 1 and 5 to prevent the twins from attacking simultaneously. Stage 3 is rather easy for a CC team despite being called a mini-boss stage since your team won’t land any glancing hits due to element neutrality unless debuffed by Dark Dice Magician. Boss stage with 3 Chakram Dancers won’t trigger team-up attacks because it only applies on Chakram Dancer + Boomerang Warrior combo similar to Stages 1 and 5.
Based on speed tuning and calculation, to guarantee a first team turn your units must have ~220 SPD (total including Lead and Tower bonus). To guarantee safety, monsters should have around 20k HP and at least 700 DEF to survive the majority of enemy hits. Overall difficulty is 5/10. Clear all 10 floors and get 250 summoning pieces (5 summons) of Light Chakram Dancer!
*All floors from B1-B10 have same units in stages 1-5
Stage 1 – 3 Fire Chakram Dancers, 2 Water Boomerang Warriors
Stage 2 – 3 Water Chakram Dancers, 2 Wind Death Knight
Stage 3 (Mini-Boss) – 1 Light Desert Queen, 2 Dark Dice Magicians
Stage 4 – 3 Wind Chakram Dancers, 2 Fire Dice Magicians
Stage 5 – 3 Dark Chakram Dancers, 2 Wind Boomerang Warriors
Stage 6 (Final Boss– 1 Light Chakram Dancers, 2 Chakram Dancers (elements vary each floor)
Stage 1: It is important to disable the enemies during your first team turn to avoid Chakram Dancer + Boomerang Warrior combo especially against units like Verdehile. Use AoE utility supports like Veromos to stun the enemies and follow up with AoE slow debuff from units like Spectra.
Stage 2: This wave is less threatening than the previous one. However, continue to stun/freeze the Water Chakram Dancers to protect your squishy monsters especially fire elements like Verdehile and Spectra.
Stage 3 (Mini-Boss): Similar to stage 1, disable the enemies during your first team turn. If you have a Mav, provoke the Light Desert Queen to prevent her from using the 3rd skill that silences and puts your team into oblivion state. Verdehile is an extremely valuable monster in this HoH because it increases the rate of your team’s attack turns, not to mention his leader skill of +28% speed. Finally, Slow and apply continuous damage to finish the wave.
Stage 4: Similar to Stage 2, this is less threatening than the rest of the monster waves. Fire monsters like Verdehile, Spectra, and Baretta are at an elemental advantage and will be able to stun/slow/DoT the enemies effectively. Just keep the Wind Chakram Dancer on lock because it has the potential to kill on a single turn.
Stage 5: Like Stage 1, disable the enemies during your first team turn to avoid Chakram Dancer + Boomerang Warrior combo. Use AoE utility supports like Veromos and Baretta to stun the enemies and follow up with AoE slow debuff.
Stage 6: Control the Chakram Dancer with the most threat according to your team’s element composition. Since the boss stage has 3 Chakram Dancers and without a Boomerang Warrior, it won’t trigger team-up attacks similar to Stages 1 and 5. Use Mav to provoke the boss, it can easily tank with at least 22k HP. Finally, use CC and DoT to clear this final stage since HoH boss can still be affected with Continuous Damage, Freeze, and Provoke.