This is part one of a two-part guide. Part 1 covers General Rules of Thumb, 1* Monsters, and 2* Monsters. Chapter 2 covers 3*, 4*, and 5* Monsters.
What and Who Is This Guide For?
There are over 550 unique monsters in Summoners War, and this guide is to help you understand which mons are worth keeping, why you should build them, and (equally important) when you should build them. This guide will have tips for beginners and experienced players alike, so take a deep breath, and let’s dive in.
General Rules of Thumb
Here are some basic rules to help you answer the question, “Should I keep this mon?”
- Keep one of every unique, non-farmable nat 3*+ Light and Dark (LnD) mon you find
- Keep one of every unique nat 4*+ mon you find
- Keep one of every fusion mon you need
To be even more clear, let’s say you find a Wind Neostone Agent and a Water Neostone Agent. You should keep both of them, not feed one to the other. Let’s say you find a second (duplicate, or dupe) Wind Neostone Agent. Now you have two Wind Neostone Agents, and one Water Neostone Agent. You can safely feed only one of the Wind Neostone Agents, because you should still keep one of each element.
This is to save you from the soul-crushing moment in the future when they buff a mon or release new content that would be perfect for that nat 4* you pulled three copies of a year ago, which you foolishly fed all of them because you thought, “this mon sucks and is useless.” You don’t want to be that guy. If you want to be even safer, just save one of every non-farmable mon, period. A lot of people foddered Mav and then struggled to find him again once he was buffed and became a staple in TOA. You never know what’s going to happen. Better to be safe than sorry.
Generally speaking, 1* monsters are your fodder to evolve other monsters, but there are a few 1* mons we should talk about:
Angelmon & King Angelmon
Angelmon and King Angelmon grant more experience when used as fodder to level up another mon than typical mons do. They also grant bonus experience once awakened when fed to a monster of the same element. You can either feed 1* mons to level up your Angelmon and King Angelmon to 15 (if you have extra fodder), or put them in an experience building (e.g. Tranquil Forest, Crystal Lake) so they level up to 15 without wasting fodder.
When feeding Angelmon and King Angelmon to level up your mons, I recommend feeding no more than two at a time, and only use them on 3-4* mons of the same element. This will quickly get you the fodder you need to 5-6* your mons, and give you a decent chance of lightning (i.e. x1.5 experience bonus).
Devilmon are a precious resource, and you should make every effort to get them whenever you can. That means one per week from Glory Shop (Arena), one per month from TOAN 70, one per month from TOAH 70, and every event that offers a devilmon. Devilmon grant one skill up in a random skill to whichever mon you feed it to. Do not waste them on 1-3* mons and do not waste them on 4* mons that have a 3* mon in their family (e.g. Epikion Priests and Taoists). Save your Devilmon for your rare 5* mons and 4* mons that need skill ups to be great (e.g. Chasun, Galleon).
Lamor (Fire Low Elemental) and Samour (Wind Low Elemental) can be used to a decent effect to speed up your farming times by using them as your leader. Lamor grants +15% ATK to all allys, and Samour grants +10% CR to all ally mons, and they are both very cheap to awaken. For example, if you’re using Alicia to farm Faimon Hell, her leader skill does nothing for you, but you can add +15% ATK or +10% CR (if you messed up during FRR and only gave Alicia 75% CR) to speed up your runs and/or make them more consistent by using Lamor or Samour.
Slime is King. Slime is God. Slime.
Before I dive into 2* mons, I want to take a brief moment to talk about base stats. Generally speaking, the higher the initial (aka natural, or nat) star (*) level, the better base stats (HP, ATK, DEF) a mon will have. In other words, a nat 3* mon will generally have better base stats than a nat 2* mon, even when both are evolved and leveled to 6* 40. This means that while some 2-3* mons have potentially useful kits, they are not widely used due to their low base stats (and therefore lower final stats when max level).
That being said, there are a few 2* Monsters that are commonly used due to their unique skill sets, decent base stats, and ease of acquisition. Going forward, I’m going to separate mons into four categories: PvE (mons that will help you progress in the PvE content, which includes your first progression goals as a new player), PvP (mons that are valuable to have in Arena, GW, and RTA), Niche (mons that can be useful in unique situations, but are low priority compared to PvE and PvP category mons), and Fusion (mons needed for fusion).
2* PvE Mons
- Colleen: Like Shannon, Colleen brings some useful buffs and debuffs to your team. Colleen is an ever-present mon in NB10 and Raid teams. Check our our Raid Guide for more on how to build your Raid team.
- Konamiya: Konamiya can be your +1 in GB10 and DB10, is useful later on in Raids, and can be used to great effect in PvP when you speed tune your team. Check out our DB10 Guide for more info on how to build your first DB10 team.
- Shannon: The Wind Pixie is a staple member of beginner’s GB10 and TOAN teams. She brings a team ATK+DEF buff, glancing and AOE slow debuffs, which are important buffs/debuffs to help your team survive. Check out our GB10 Guide for more info on how to use Shannon.
- Tarq: Tarq is a commonly used unit in late game B10 teams. His S3 reduces the cooldowns of two allies as they attack together on a target. He is not worth building until late game, so don’t bother if you don’t have amazing runes.
- Ursha: With an 85% single target -25% ATB on S1, 100% AOE ATK break on S2, and 70% AOE provoke on S3, Ursha can fit nicely into a TOA team.
2* PvP Mons
- Sieq: The Fire Hellhound has a few things going for him that make him a decent addition to a PvP team: high base ATK (823 at 6* 40), high SPD (110), decent skill modifiers (360% on S1, 370% x 2 on S2), and two useful team buffs on S3 (ATK + CR%). Sieq is one of the tutorial mons, but don’t worry if you fed him; he’s a common drop in Faimon.
2* Niche Mons
- Cheryl: The only 2* reviver, Cheryl can be found via a Secret Dungeon on Sunday’s. I’d only recommend Cheryl if you made the mistake of foddering your Teon and don’t have any other revivers
- Decamaron: ATK break on S1, DOT on S2, immune to freeze and stun, and deals extra damage based on enemy HP. He isn’t all that great, but can be useful in Water B10.
- Gorgo: All of his skills do damage based on his max HP and he brings an AOE ATK break and single target stun. At 11,205, his base HP is decent enough for him to be worth a shout for a surprise defensive mon in PvP.
- Lulu: A decent, reliable early game healer, Lulu isn’t worth 6*ing but can bring stability to your team early on in your Summoners War career.
- Rakaja: On top of a solid AOE heal, Rakaja brings a slow and a stun, both of which are multi-hit skills. Could be useful in NB10 or Raids.
- Ramagos: Ramagos is situationally useful in PvP (vs. Camilla and fire heavy teams), he can carry you (early game) through scenarios and Arena alike, but he’s also a noob trap. While he can farm Hydeni 5 Hell and Aiden 1 Hard with ease at 5*, he does everything slowly. I personally advise new players to focus on Water Magic Knight and farm Faimon 1 Hard in 1/3 of the time or less.
- Roid: Everyone loves and talks about his brother Darion, but Roid is actually a decent mon. The ATB reset and irresistible taunt on S3 are solid, and he brings both DEF and ATK break on his other skills.
2* Fusion Mons
- Tantra: Susano / Sigmarus fusion
- Chichi: Jojo / Sigmarus fusion
- Konamiya: Arang / Sigmarus / Katarina fusion
- Lukan: Baretta / Katarina fusion
- Cogma: Mikene / Katarina / Veromos fusion
- Kacey: Argen / Veromos fusion
- Seal: Akia / Veromos / Xiong Fei fusion
- Sieq: Qebehsenuef / Xiong Fei fusion
- Fynn: Ling Ling / Xiong Fei fusion
That wraps up our introduction to monsters and some of the more useful nat 2* monsters. For information on useful nat 3, 4, and 5* mons, check out Chapter 2.
Comment below and share any additional information you think is missing from this guide. We’ll continue to add more detail as we deem necesary. Thanks for reading!