Fire Beast Monk (Kumar)

Base Form

Awakened Form


Type HP
Get From Mystical Scroll, Mystical Summon, Temple of Wishes, Fire Scroll, Legendary Scroll
Awakened Strengthen Skill: [Crushing Blow]
Good For PvP in general
Skill Up Info Worth fully skilling up with Devilmons

fire fire fire fire fire


Grade ★★★★★ ★★★★★★
Level Min Lv. 35 Min Lv. 40
HP 4995 8475 6780 11535
ATK 247 420 336 571
DEF 276 468 375 637
HP 5625 9570 7650 13005
ATK 257 436 349 593
DEF 295 500 400 681


Unawakened 95 15 50 15 0
Awakened 96 15 50 15 0



Leader Skill: Increases the Critical Rate of ally monsters in the Dungeons by 33%.

Skill 1: Crushing Blow [370%ATK]: Strikes the enemy and increases your attack speed for 2 turns with a critical hit.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%


Skill 1: Crushing Blow (Strengthened) [110%ATK + 18%HP]: Smashes the enemy and inflicts Continuous Damage on the target for 2 turns with a 50% chance. The damage of this skill is proportionate to your MAX HP and this attack will increase your Attack Speed for 2 turns if it lands as a Critical Hit.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%


Skill 2: Meditate [40%HP]: Removes harmful effects granted on yourself and recovers 40% of the MAX HP through meditation. This skill will heal the ally with the lowest HP ratio instead, if your HP is more than 50%. (Reusable in 5 turns)

  • Lv.2 Cooltime Turn -1
  • Lv.3 Cooltime Turn -1


Skill 3: Trick of Fire [29%HP]: Attacks all enemies with a spell that summons the power of fire and Silences them for 2 turns with a 75% chance. The damage of this skill is proportionate to your MAX HP. (Reusable in 5 turns)

  • Lv.2 Damage +10%
  • Lv.3 Harmful Effect Rate +10%
  • Lv.4 Damage +10%
  • Lv.5 Harmful Effect Rate +15%
  • Lv.6 Cooltime Turn -1

Rune Recommendations

Early Game – Swift / Energy (SPD or HP% / HP% / HP%)

End Game – Violent / Will or Revenge (SPD or HP% / HP% / HP%)

Offensive – Violent / Will or Revenge (SPD or HP% / Crit D% / HP%)

Site Review

  • GB10 – Not recommended. While Kumar will have no issues surviving a couple hits, he doesn’t exactly bring much to the table. The best he can do is take out the towers and give a single-target heal every few turns. You’re better off using something better.
  • DB10 – (Rating: 6.5/10) A decent bruiser for DB10 for newer players, he can provide a good amount of DoTs against the towers to take them out. However, it’s not like he’ll be able to provide a substantial amount of damage or support, so it can be argued that he’s just taking up a spot of a better monster.
  • NB10 – Not recommended. Lack of multi-hits or useful debuffs. Colleen is a far better support over him.

(Rating 8/10) Any decently-runed Kumar will be able to solo Faimon Hell with relative ease. His 3rd Skill will one-shot everything on the 1st and 2nd stages, while he has the bulk needed to finish off pretty much anything.

  • R5 – Not recommended. The only useful debuff he provides is a heal block, and that’s already prevalent by the myriad of Colleens & Death Knights in Raids.
  • Element Rift Beasts – Not recommended. Sure, you can use him in the Fire Beast as a Minion killer, but it won’t be consistent considering his 4-turn cooldown when maxed.

(Rating 7/10) His best use is against any healer-heavy comp in ToA, where his AoE heal block does come in handy. Apart from that though, there aren’t a lot of people that will think of using Kumar over here.


(Rating: 8.5/10) Kumar used to be one of the most well-known Lushen counters in the game. He could easily survive the amps of any Lushen attack, while killing them with a combination of DoTs and Trick of Fires. However, that time has long since past. Kumar’s damage almost seems dated at this point of time, and any double Lushen comp shouldn’t have any difficulties landing a heal block or two to waste his Meditate. With the rise of Psamathe comps, most Kumars aren’t able to survive a barrage of attacks from the powerful Water damage dealer. As the final nail in the coffin, the Rakan & Laika buffs awhile back have made them far superior counters to Lushen over him.

However, not everything is bad for the Fire Beast Monk. He is still a good Nat 5* to have in PvP Offense and arguably Guild War Defense. His excellent supportive stats makes him a true fire bruiser that can survive a lot of hits, while he still dishes out respectable damage to any non-Water heavy comps. You can pair him up with an AoE armor breaker so that he can maximize his Trick of Fire damage, or put him in any bruiser comp with a defenses breaker and hope he can punch his way to victory.

How to Counter:

Ironically, Kumar’s greatest counter is his own debuff: A single Heal Block. Nuker teams shouldn’t worry about his heal, while bruiser teams just need to bring a heal blocker to completely negate any Meditation used by him. The majority of Kumars in the game will be built on full HP build, so they often do not have as much defenses as one might think. Use that to your advantage, and avoid bringing monsters like Kahli & Bulldozer against him since they’re unlikely to take him out. For most players, Kumar just doesn’t have the necessary burst damage to take down threats (unless he gets like 3 Violent procs), so you can often leave him last.

Other advice:
  • Speed and Crit Rate are both crucial on Kumar. Get as much as you can so that he gets a good amount of turn cycling and damage.
  • Some defense ain’t so bad either. If you can spare some DEF% substats around, he’ll be more than happy to take it.
Editor’s Note:

Kumar’s one of those monsters that people don’t really notice how far they have fallen until it’s too late. He used to be considered a top-tier Nat 5* monster, just slightly under Ritesh due to the latter’s defense break potential. However, with the changes to the world around him, Kumar’s kit suddenly seems outdated. Most players I know have downgraded their Kumars to give them second or third-tier runes, or just outright stop using him in general. By the end of 2017, Kumar just doesn’t have what it takes to stay relevant, while his Wind & Water brothers are going stronger than ever. He is by no means a bad monster, in fact, I’d still put him on the better end of Nat 5* monsters you can get. He is still a good Lushen counter, but any decent Lushen team past C1 won’t really be phased by him.

Sadly, it’s difficult to say a lot of positive things about this once majestic beast when there’s just so many better alternatives over him. Expect his use to continue to deteriorate in the meta-game, but newer players will still find a ton of use out of him.

Our Rating
User Rating

Monster Rating

  • Dungeon - 7/10
  • Arena Offense - 8/10
  • Arena Defense - 8.5/10
  • Guild War Offense - 8/10
  • Guild War Defense - 8/10
  • ToA - 7/10
  • Raid - /10


A great supportive monster for PvP fights. However, he isn’t as good as he was in the past.

Comments Rating 6.2/10 (12 reviews)


Great base HP and defense
AoE heal block
Strong heal


Low base speed
Useless leader skill
Lacks uses outside of PvP
Outclassed by other fire damage dealers like Rakan & Laika

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