Mystical Scroll, Mystical Summons, Fire Scroll, Legendary Scroll, Temple of Wishes
The HP of ally Monsters is increased by 33% in Guild Battles
Worth fully skilling up, but use family skill ups instead of Devilmons
|Level||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increase the HP of ally monsters in Guild Battles by 33%.
Skill 1: Returning Boomerang [340%ATK]: Attacks the enemy to decrease the Defense for 1 turn with a 50% chance. Attacks together with Chakram Dancer during her turn if she’s included in the ally team.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Damage +15%
- Lv.7 Harmful Effect Rate +15%
Skill 2: Boomerang Crush [320%ATK] : Attacks all enemies with a boomerang and stuns them for 1 turn with a 50% chance each. (Reusable in 4 turns)
- Lv.2 Harmful Effect Rate +10%
- Lv.3 Damage +15%
- Lv.4 Cooltime Turn -1
Skill 3: Flame Drive [480%ATK]: Attacks all enemies with a boomerang and stuns them for 1 turn. The enemy target attacked by Chakram Dancer is guaranteed to be stunned when they attack together. (Reusable in 5 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
|Early Game||Fatal or Swift / Blade||SPD / CRD /ATK% or ATK% /CRD/ ATK%|
|End-game||Swift/Violent/Will/Blade||SPD/ CRD /ATK% or ATK% /CRD/ ATK%|
Overview: When the twins first came out, they were absolutely fantastic for clearing dungeons but were deemed too overpowered (when brought with an entire team of either Charkam Dancers/Boomerang Warriors) and were shortly after – nerfed to oblivion (combo only allows for 1 Chakram/Boomerang to be brought along now). At best, the twins combos are mostly mediocre now and most players would probably be skeptical in investing devilmons into at Nat 4 monster/ combo as they don’t all provide any over-the-top specialty or any PVP superiority over Nat 5 teams. But out of all the Charkam/Boomerang twins combos, the Shaina/Maruna combo seems to be quite effective as they both offer AOE stuns and Defense Breaks. Running both of them on the same team and at fast speeds will surely cause havoc on the battlefield. Maruna also has a Guild/Seige War leader buff for 33%HP which can come in handy to compensate for her low defensive base stats. As a stand alone hero, she can be quite effective with 2 AOE stuns and a defense break. This is perhaps the only unit in the game that has two built in AOE stuns.
Dungeons: Before the nerf, they were an absolute beast for dungeons and were clearing record times. The twins combo is still Viable for Necro10 and DB10 partnered with a good Chakram counterpart.
TOA: Not extremely useful for TOA Hard, but might be a good pick up for TOA normal provided Maruna is set-up with impressive runes.
Raids: Maruna does not provide the damage or support skills that are essential for effective raid compositions. Not recommended. For Rifts, Maruna might be useful for Fire and Dark Rift when paired with a Boomerang Warrior.
PvP Arena: Maruna might come in handy with double AOE stuns, however each of the AOE’s don’t provide heavy enough damage to bring into an offensive Arena comp and too squishy for a defensive Arena comp. However, if you are looking to bring a control unit with built in despair already, Maruna is your monster of choice.
PvP RTA: Unfortunately, during the Ban Phase, most RTA opponents probably won’t let you go through/get away with both a Charkam Dancer and a Boomerang Warrior and essentially banning one of them will severely reduce their effectiveness. Though as a stand alone unit, Maruna does provide a double AOE stun which would make her a better choice for RTA than in arena as the meta nowadays heavily favors CC teams. In order to user her in RTA, Maruna will need to be set up with extremely fast runes coupled with a decent amount of accuracy.
PVP GW/SW: Maruna is a solid offensive unit for GW/SW as she provides her HP33% lead buff, paired with her AOE’ stuns, and first skill defense break. And accompanied with a Chakram dancer, she can provide good burst damage for 4-Star Siege Wars. She is quite the refreshing counter to some teams that require bursting down such as Racunni/Khmun comps but make sure their runes are top notch and they are paired with good support.
How To Counter: Firstly, banning any of her sibling counterparts will effectively reduce their capabilities together as a combo. But overall and alike the rest of the Boomerang Warriors, Maruna is quite squishy with her low base HP and can easily be taken down. With her middle grade base speed, she wont’ be out-speeding any opponents alone. Strike hard and fast if they are on defense.
- Works well with Bastet and Megan for ATB and ATK Power boost.
- Mediocre to decent all around Base Stats. A little low on the base HP.
- Choice of Chakram Dancer to pair her with will depend on opponents team composition but Shaia is a great combo together with her.