Redfinger | Introduction to the Main Characters in Summoners War

Summoners War features a variety of magical creatures, each with unique skills. For beginners of this game, it can be challenging to choose the right creatures. Therefore, the Redfinger Android emulator platform has conducted a detailed analysis based on the commonly used creatures by players, aiming to help novice players quickly understand the game.

Summoners War

Death

Death is an extraordinary AoE (Area of Effect) attacker, possessing a unique triggering effect and a leader skill that grants a 30% attack boost. These qualities make Death exceptionally formidable during the early and middle phases of the game, particularly when navigating underground and secret areas teeming with groups of monsters to vanquish. As my very first awakened and 5-star pet, Death served as the backbone of my initial five-star team. Nonetheless, as the game progresses, Death's potency wanes somewhat. Its speed deficiency proves to be a disadvantage in the current meta, where speed holds paramount importance, particularly in the arena. I have experimented with alternative builds focusing on speed and accuracy to emphasize control, but such configurations inevitably compromise its inherent strengths. Consequently, its first and second skills lose much of their effectiveness, rendering Death less impactful overall. Consequently, I predominantly employ Death as a team leader when delving into underground and secret areas.

Windbird

The Wind Garuda, known as Windbird, can be acquired through mysterious summoning scrolls, friendship summoning, and dungeon drops. Windbird possesses a distinct role compared to the Light Garuda that players initially possess. This magical creature specializes in precise targeting and wields three stunning skills. While its regular attack may vary, the other two skills guarantee hits, allowing an awakened Windbird to seize control of an opponent's magical creature for two turns. Moreover, when its regular attack reaches maximum skill level, it possesses a notable 54% chance to stun the target. By utilizing concentration, Windbird can extend its control to a minimum of three turns with a 50% or higher chance. Through skillful upgrading, its Lightning Ball and Thundering Strikes can also reduce skill cooldowns, granting the ability to exert unlimited control over an enemy.

Consequently, Windbird's primary purpose is to completely subdue formidable offensive magical creatures wielded by opponents. In the arena, when confronting adversaries commanding five or six-star dragons, phoenixes, or similar powerful creatures, deploying Windbird will deny them any opportunity to attack from the outset until their defeat. Even the most potent active and passive skills prove futile against its might! Nevertheless, one must exercise caution against opponent's support creatures capable of removing abnormal states. It becomes imperative to prioritize neutralizing these support creatures before anything else. Combining two Windbirds presents a formidable strategy, allowing direct control over two of the opponent's magical creatures. However, it is not advisable to field a team comprised entirely of four Windbirds for uninterrupted control throughout the battle, as Windbird lacks the necessary attacking power and will succumb easily to the defending side's defense towers.

Snowman

Snowman, initially regarded as one of the most useless two-star magical creatures in the game's early stages, lacks significant damage output, possesses low defense, and has a limited amount of HP. Even when upgraded to three stars, Snowman's combat effectiveness remains underwhelming, relegating it to a mere bystander on the battlefield. It lacks defensive skills and is deemed too fragile to function as a tank. Consequently, if your intention is to develop Snowman as a defensive magical creature, you may find yourself heading in the wrong direction.

However, Snowman distinguishes itself from other magical creatures with its unique combination of double attacks for both its first and second skills. This grants Snowman twice the opportunity to trigger negative effects compared to regular magical creatures. When equipped with Despair Runes, the chance of stunning opponents with its first and second skills reaches approximately 35%. By utilizing Focus Runes, this probability increases to over 50%. In essence, Snowman transforms into a formidable control character capable of exerting powerful influence on the battlefield.

Furthermore, the awakened form of Snowman possesses strong healing abilities. Its passive skill enables the restoration of approximately 20% of the team's HP, with an additional 5% recovery for each surviving team member. With a full team, Snowman can heal roughly 35% of the team's HP with each activation. What sets it apart is that despite not being particularly resilient among defensive magical creatures, Snowman exhibits higher defense and HP growth compared to most attack and support magical creatures. This increased durability renders it quite challenging to defeat, transforming Snowman into a potent ally capable of controlling the battlefield and providing essential support to the team's overall HP.

Summoners War

Ninja

The Wind Ninja, commonly referred to as the Wind Ninja, can be obtained through mystical summoning scrolls and summoning rituals. It holds a pivotal role as the leader of wind speed teams, specializing in inflicting damage on single targets, delivering burst damage, and reducing the opponent's attack bar. This character is crucial for wind speed teams. The Wind Ninja possesses average base stats, with high HP growth but lower attack and defense growth. Its offensive capabilities heavily rely on the skill Cyclone, an incredibly potent single-target attack. Cyclone can unleash six hits of approximately 70% damage each on the target and has a chance to apply continuous damage on critical hits, making it highly effective against water-based magical creatures. However, its overall damage output is slightly inferior to that of the Wind Imp, although the Wind Imp rarely survives for more than three turns. Despite this, the Wind Ninja remains highly regarded and useful.

One of the most notable attributes of the Ninja series is their leader skill. The Wind Ninja's leader skill enhances the attack speed of magical creatures of the same element by 30%. Given that battles in Summoners War follow a turn-based system, having the advantage of attacking first holds significant value. It enables players to control the field or reduce the opponent's numbers effectively. Consequently, attack speed is highly sought after. When combined with the Wind Bearman and Wind Griffon, the Wind Ninja can execute a second-turn strategy, mitigating the impact of its other weaknesses in the arena.

Conclusion

When choosing magical creatures, it's not only about considering the strength of their skills but also taking into account the player's own situation. This way, progress will be faster, and the game will provide more enjoyment.

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Summoners War