Julien, the Wind Phantom Thief is the Hall of Heroes monster for the month of February 2019! Don’t miss out as we give you tips on how to clear all floors.
Feb. 8th, 12 pm – Feb. 11th, 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★ [Phantom Thief] (Wind).
Summonerswar.co Thoughts and Recommendation
Considering last month’s Hall of Heroes to be one of the best, we kind of expect that this month’s HoH is a monster to be used as a fodder or skill-up on the superior monsters of its family. Building Julien is only recommended during the early phase of progression (Creating your first GB10 team), but his value drops considerably past mid-game when you’re already farming DB10 and NB10.
The upside of Julien is it has a strong stun potential, great multipliers and base attack, and Julien hits very hard against water elements while still offering a good amount of utility. Rune-wise, Both Rage and Fatal rune sets are great for him. Fatal works well because of his excellent base attack, while Rage does increase his overall damage slightly better.
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 [Phantom Thief] (Wind)
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 Julien, the Wind Phantom Thief, a reliable early-mid game damage dealer who also provides decent utility for the team. Although not as good as the previous HoH, we can still use him as skill-up for other Phantom Thieves we wish to build. Now let’s get ready to clear all 10 floors!
Luckily for this HoH, there are no immunity buffers which means all monsters including bosses are susceptible to Damage over time (DoTs). It is recommended to use a Crowd Control and Continuous Damage team with a buff stripper, so as to keep the enemies away from getting an attack turn.
Some farmable monsters that are highly recommended in your HoH team are Verdehile, Baretta, Mav, Spectra, and Homunculus (Attack and Support). 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. Bear in mind that Stage 3 (Mini Boss stage) has a chance to counterattack automatically when one of the Sky Dancers are hit, and Stage 5 has the capability to cleanse debuffs if you are unable to CC the Light Dryad. These type of monsters should be CCed ASAP to prevent any chances of losing the stage.
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 8/10. Clear all 10 floors and get 250 summoning pieces (5 summons) of Wind Phantom Thieves!
*All floors from B1-B10 have same units in stages 1-5
Stage 1 – 3 Water Phantom Thieves, 2 Wind Neostone Fighters
Stage 2 – 3 Fire Phantom Thieves, 2 Water Brownie Magicians
Stage 3 (Mini-Boss) – 1 Wind Monkey King, 2 Fire Sky Dancers
Stage 4 – 3 Light Phantom Thieves, 2 Dark Dice Magicians
Stage 5 – 3 Dark Phantom Thieves, 2 Light Dryad
Stage 6 (Final Boss) – 1 Wind Phantom Thief, 2 Phantom Thieves (elements vary each floor)
Stage 1: Prioritize controlling the Wind Neostone Fighters because they have the most threat in killing your monsters. After you have stun/freeze your enemies, this stage is a easily in the bag. Just continue dishing out the DoTs and apply slow debuffs.
Stage 2: With Verdehile and a water-type utility to CC the enemies, you can easily control the stage and apply continuous damage. Prioritize killing the Fire Phantom thief as it has a highest damage potential.
Stage 3 (Mini-Boss): This is the most crucial stage of this HoH. Wind Monkey King has the capability to automatically counterattack when his allies are hit, so you have to be extremely careful using your monsters with AoE skills. One way to counter is to apply Glancing and ATK debuffs so that the Monkey King will only deal insignificant damage towards your monsters.
Stage 4: Although this stage has less risk of killing your monsters, the Light Phantom thief can be very annoying when it casts invulnerability for 2 turns. It should be easier for your team to apply debuffs because there is no element disadvantage when attacking.
Stage 5: Similar to Stage 4, your team won’t have an element disadvantage because monsters are Light and Dark elements therefore it will be easy to apply debuffs and CC them. This time, watch out from the attacks of Dark Phantom Thief and make sure to use a buff stripper in case the passive skill activates. Also give equal importance in controlling the Light Dryad because it can cleanse and transfer debuffs to your monsters.
Stage 6: Control and disable the Wind Phantom Thief because this boss is capable of one-shotting your Water monsters. Like the mini-boss stage, Use Mav to provoke the boss and it can easily tank a single normal attack having 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.