|Level||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increases the Attack Speed of ally monsters by 24%.
Skill 1: Thunder Bolt [460%ATK]: Shoots a Lightning arrow at the enemy.
- Lv.2 Damage +5%
- Lv.3 Damage +10%
- Lv.4 Damage +15%
Skill 2: Thunder Break [(375%ATK + 15%(Enemy’s MAX HP)) + (75%ATK + 3%(Enemy’s MAX HP))]: Inflicts damage proportionate to the enemy’s MAX HP and decreases the Attack Power for 2 turns with a 40% chance. Enemies around the target enemy will also suffer additional damage. (Reusable in 3 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Harmful Effect Rate +20%
Skill 3: Illusion of Time: Removes all harmful effects of all allies and all ally skills will become instantly available. (Illusion of Time) will not be affected by cooldown reducing or increasing skills. (Reusable in 7 turns)
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
|Early Game||Swift + Energy or Guard||SPD or HP% / HP% / HP% or DEF%|
|End-Game||Violent + Will or Shield||SPD or HP% / HP% / HP% or DEF%|
|Damage Build||Violent + Will or Shield||SPD or HP% / CRIT D% / HP% or DEF%|
Dungeons: Jamire’s refreshes are great for newer players in GB10, since it greatly increases the up-time of healing skills, debuffs and more. However, it becomes much harder to use him the further you progress in the game. With faster speed teams, the impact his cooldown reset has goes down substantially. Eventually, it gets to the point where he becomes pretty useless, since it’ll be difficult to synchronize the 3rd Skill when the rest of the team has cooldowns up. Past early game, the only reason why you’ll use him in GB10 is for his decent damage on his 2nd Skill.
Raids: With a rare speed leader skill, great bulk and cooldown refresh, Jamire’s a great option for a frontline tank in raids. While he does only offer one debuff, the 2nd Skill does a surprising amount of damage due to its HP-scaling attacks. The cooldown reset also helps to increase both the survivability of your team (heals) and damage output (attacks). The latter works especially well when you bring strong nukers like Katarina or Bethony. Overall, he offers a niche that no other monster can provide, and will work well if you have the necessary team for it. With the addition of his AoE cleanse, Jamire is now more fit than ever for a role in R5 teams.
ToA: Despite being more unconventional, Jamire’s a crucial monster in speed manual ToAH teams. He is normally paired with bombers or strong AoE nukers, where the refresh allows you to run speed teams against the normally impossible ToAH monsters. His 2nd Skill also does a huge chunk of damage to the boss, much higher than even Spectra’s own Special Assault. Top everything off with a superior speed leader over Baretta, and you got yourself a great ToAH monster in your hands.
PvP: Jamire’s unique refresh transitions even better in PvP. He works well with monsters with one-shot potential, be it AoE or single-target. In Arena Offense, you can use him in the place of Bernard in a double-Lushen / Megan team, essentially making it a quadruple Amputation attack! Guild Wars wise, most people run him in a Jamire-Nuker-Buffer team to take out two threats in two turns. The nuker here can range from defense-based monsters like Bulldozer and Copper to attack-based ones like Lushen, Katarina and Bethony.
Alternatively, you can also run him with monsters like Theomars, since his refresh will also reset Theomar’s endure passive. Be creative with how you want to use him, and he’ll shine well.
How to Counter
If you’re unable to take out an enemy threat in the first turn, there’s little stopping Jamire from using his refresh skill. As such, your best bet is to always try to outspeed the team and take out the main damage threat on the enemy’s defense. If he’s paired with a Perna, Psamathe or Theomars, you can always run Tesarion to counter them, since the cooldown reset won’ protect them from the oblivion status. Lastly, the silence debuff will stop Jamire from using his 3rd Skill, forcing him into his weak first-skill for the duration of the debuff.
- Despite his speed awakening, speed on Jamire isn’t that crucial. Just make sure he’s slower than your nukers and you’re good to go
- Note that the bulk of his damage on his 2nd Skill comes from crit damage, not attack. This makes it meaningless for him to be built on an attack rune set
One thing many players fail to take note of is that his 3rd Skill is immune to cooldown resets himself! This means Zaiross or Ganymede’s cooldown reset is useless against the skill since it won’t be placed on cooldown. Jamire’s generally a cool monster to have built in your roster, mainly because of how unique his 3rd Skill is. He’s pretty much the only way you can run a “double” Lushen team in guild wars too, and you know how potent that is in arena. He’s a monster that’s definitely worth building for any player, so long as you have the right monster and buffer team.
- Illusion of Time: Added Effect: Removes all harmful effects on all allies