Light Barbaric King (Mimirr)

Base Form

Awakened Form

Overview

Type Attack
Get From Scroll of Light & Darkness, Temple of Wishes
Awakened Increases Critical Rate by 15%
Good For Raids, Guild Wars
Skill Up Info Worth fully skilling up, but use family skill ups instead of Devilmons

fire fire fire fire fire

Stats

Grade ★★★★ ★★★★★ ★★★★★★
Level Min Lv. 30 Min Lv. 35 Min Lv. 40
Normal
HP 2940 4995 3990 6780 5430 9225
ATK 203 345 276 468 375 637
DEF 178 303 242 412 329 560
Awakened
HP 3300 5610 4485 7635 6105 10380
ATK 223 380 304 517 413 703
DEF 185 315 252 428 342 582

 

SPD CRI RATE% CRI DMG% RES% ACC%
Unawakened 102 15 50 15 0
Awakened 103 30 50 15 0

 

Skills

Leader Skill: Increases the Attack Speed of ally monsters by 24% in Guild Battles.

Skill 1: Penalty [380%ATK]: Attacks the enemy with an axe to inflict 2 Continuous Damage effects for 1 turn with a 50% chance.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Harmful Effect Rate +10%
  • Lv.5 Damage +10%
  • Lv.6 Damage +10%

Skill 2: Wrathful Attack [620%ATK]: Attacks an enemy with a wrathful axe, leaving a Branding Effect for 2 turns, and increasing your attack gauge by 50%. The target with the Branding Effect will receive 25% increased damage. (Reusable in 3 turns)

  • Lv.2 Damage +5%
  • Lv.3 Damage +10%
  • Lv.4 Damage +10%
  • Lv.5 Cooltime Turn -1

Skill 3: Confine [740%ATK]: Attacks an enemy target, depleting it’s Attack Bar and stunning it for 1 turn. When this attack is on cool down, your Attack Speed increases and you recover 10% HP every turn. (Reusable in 5 turns)

  • Lv.2 Damage +5%
  • Lv.3 Damage +10%
  • Lv.4 Damage +10%
  • Lv.5 Cooltime Turn -1

Rune Recommendations

Early Game – Swift / Blade (SPD or ATK% / CRIT R% / ATK%)

End Game – Violent or Swift / Will (SPD or ATK% / CRIT D% / ATK%)

Bruiser – Violent / Will (SPD or ATK% / CRIT D% / HP%)

Site Review

Dungeons:
  • GB10 – (Rating: 7/10) Mimirr’s debuffs are a great addition to any GB10 team. However, it’s difficult for him to fit a role here. Early game players won’t really benefit from him due to his poor bulk, while end-game players will much rather go for AoE nukers instead. You can use him sort of a transition monster, but that’s about it.
  • DB10 – (Rating: 7/10) Branding is always good to have for speed teams, and Mimirr’s good damage, DoTs & complete attack bar reduction can come in clutch. However,
    he’s heavily outclassed by Stella, the Water Assassin. Not only does she offer a Brand, but her superior speed-scaling damage and element advantage makes it far easier to rune her up.
  • NB10 – (Rating: 7/10) A Violent Mimirr can do a surprisingly good job in NB10. His 2-turn Branding when maxed is amazing in increasing your damage output, while his other debuffs comes in handy in the mini-boss and Boss stages.
Scenario:

(Rating 7/10) You don’t really need him as a fodder farmer, but he does a good enough job if you’re lacking alternatives. He has enough self-sustain and speed to not get ganged on, while his damage is enough to one-shot every monster with relative ease.

Raids: 
  • R5 – (Rating: 8.5/10) Mimirr is one of the best Branders in the game, second only to Cadiz, the Dark Vampire. With a 2-turn cooldown for Brand and a complete attack bar reduction, plenty of people will be able to get a use out of him here. Speed isn’t that big of an issue since he gets a boost to it whenever his 3rd Skill is on cooldown, making him pretty easy to rune up.
  • Element Rift Beasts – (Rating: 8/10). The main reason why you’ll use him here is due to the Branding that he gives. However, he doesn’t really offer any other debuffs apart from that, so only use him here if you’re lacking other Branding options.
ToA: 

(Rating 7/10) Once again, his utility here is mainly as a Branding monster for your teams. You can use his 3rd Skill for some good crowd control though, and he’ll work as a backup attack bar reduction to Baretta.

PvP:

(Rating: 8.5/10) Mimirr truly shines in Guild War & Siege Battle settings, and this is thanks to his great kit. A 24% Speed Leader Skill is something that always comes in handy, and his strong CC control and Brand makes him a great partner to other annoyances like Orion & Theomars. Don’t underestimate his low base attack, his multipliers and utility more than makes up for it! With self-sustain & speed increase on on his 3rd Skill cooldown, a well-runed Violent Mimirr will have little difficulty getting his skills up for most of the fight while quickly healing back to full. You can also use him in World Arena as a surprise pick, and he’ll do just as good as a job here.

How to Counter:

His relative bulk for a damage dealer makes it difficult to properly one shot him, so don’t aim for that route if you encounter one on Defense. Mimirrs will be universally paired with speed damage comps, so you’ll never come across one in a bruiser team. If you’re faster, aim for the main damage dealer in the team and you’re set. If not, a Shield + Will comp should be sufficient to tank a hit before taking out the threats. Just make sure you have some way to counter his 3rd Skill. If not, you’re going to have a difficult time outspeeding and defeating that team.

Other advice:
  • Since you’re going to rely on his debuffs a lot, accuracy is absolutely crucial. Get as much as you can afford on him.
  • Some bulk will be appreciated on him. Take advantage of his relatively high base HP and defenses to make sure he can take a solid hit from the enemy.
Editor’s Note:

Mimirr is one of those monsters that seems worst on paper than in-game. He actually does a very good job as a sustained damage dealer while dishing out great CC and debuffs. You can find him runed up in a lot of high level player accounts since he can be used in end-game content like speed R5 teams and Guild War / Siege Battles. He’s definitely a monster that will be appreciated more if you have good runes on him though, so early game players can put him on hold until then.

Update Notes

10.28.16

  • Wrathful Attack – Damage increased by 9%
  • Confine – Damage increased by 6%. Increased the Attack Speed that increases when the skill is on cooldown.
8.1
Our Rating
7.31
User Rating

Monster Rating

  • Dungeon - 7/10
    7/10
  • Arena Offense - 8/10
    8/10
  • Arena Defense - 6.5/10
    6.5/10
  • Guild War Offense - 8.5/10
    8.5/10
  • Guild War Defense - 8.5/10
    8.5/10
  • ToA - /10
    0/10
  • Raid - 8.5/10
    8.5/10
Overall
8.1/10
8.1/10
7.3/10
Comments Rating 7.31/10 (3 reviews)

Pros

Excellent speed leader skill
Strong CC on 3rd Skill
Crit rate on awakening
Great branding on 2nd Skill
Relatively tanky for a damage dealer

Cons

Low base attack for a damage dealer
No stand out stats

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