

★★★★★
Support
Mystical Scroll, Mystical Summon, Temple of Wishes, Wind Scroll. Legendary Scroll
Increases Attack Speed by 15
PvP in general, ToA, Raids, GB10
Worth fully skilling up with Devilmons apart from 1st Skill
Stats
Grade | ★★★★★ | ★★★★★★ | |||
---|---|---|---|---|---|
Level | Min | Lv. 35 | Min | Lv. 40 | |
Normal | |||||
HP | 4275 | 7260 | 5805 | 9885 | |
ATK | 285 | 484 | 387 | 659 | |
DEF | 285 | 484 | 387 | 659 | |
Awakened | |||||
HP | 4635 | 7875 | 6300 | 10710 | |
ATK | 309 | 525 | 420 | 714 | |
DEF | 309 | 525 | 420 | 714 |
SPD | CRI RATE% | CRI DMG% | RES% | ACC% | |
Unawakened | 97 | 15 | 50 | 15 | 0 |
Awakened | 113 | 15 | 50 | 15 | 0 |
Skills
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
Rune Recommendations
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% |
Site Review
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.
Other advice:
- 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
Editor’s Note
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.
Scepter
Patch Notes
Updated 2018.1.30
- Illusion of Time: Added Effect: Removes all harmful effects on all allies
- One-of-a-kind team cooldown refresh
- 2nd Skill hits hard, especially in PvE
- Excellent general speed leader skill
- Great base defense
- Good base speed of 113
- 1st Skill doesn’t do anything
- Base HP is average
- Unnecessarily high base attack
- The only monster with an AoE Skill Reset on all allies
- Universal SPD Leader skill
- Overall good defensive stats
- Very weak if it's the last mob standing
- Doesn't contribute much in PvP other than refreshing CDs
- 3rd Skill is dependent on allies
A very unique monster which have the ability to reset all CDs for all allies. Coupled with a universal SPD leader skill and overall tanky base stats, Jamire is indeed a very versatile monster.
-third skill work miracles, its like 2 rounds of ultimate skills at the arena, or double phoenix from baretta on toa, or two of chasun's fallen blossom maybe two chloes fanatism. You can use it to do so many things.
-second skill hits on enemies hp, good damage, and dont need attack runes for it.
-do great on tank runes
-doesnt need too much speed (should be the last one to attack so AI dont fk up)
-Jamire opens a lot of possibilites but wont carry you like the other dragons.
Mine = Vio/guard – HP/DEF/HP
I use Jamire a lot.
Amazing last skill
Fastest dragon
Great when paired up
Can't solo
Needs other monsters
Needs a buff for 1st skill make it decrease defense or stun with a fixed chance, to separate it from the others.
Got in 2017. Second Nat 5. Over 200 speed with over 1k defense and over 20k hp and you are golden. Mine is swift focus speed defense hp!
good speed leadrs skill nice third skilll with every ally recovers their abilities. second good with damage based on enemies hp and weakening their attack power. can be very tanky.
first skill sucks. should be updated tostun enemies when hitting them. not a hard hitter.
Additional Comments (optional)
OP 3rd skill
nice leader
2nd skill op for hall of water
usefull everywhere
good basics
nice speed
tanky
useless 1st skill
nothing else
Rune him violent/guard hp% crit. dmg.% hp%. He anyway deals much damgage, about 24 k( in hall of water 250k with his 2nd skill). Really usefull with bombers. If you have two bombers and jamire it ist really funny to see 4 bombs on one mob. Awsome leader. He is OP.