Wind Bearman (Dagorr)

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Name: Bearman
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Awakened Name: Dagorr
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Grade: ★★★
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Type: Attack
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Affinity: Wind
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Good/Food: Good
Dagorr is actually one of my best attacker during my early stages of playing summoners war. First let’s take a look on his stats, he got 9885 HP @level 40. That’s pretty decent considering that he is an attack type. His attack is 692 pretty low but still decent. The defence is a little bit of problem, he got only 461. Speed is decent too. So overall stat wise he is good.
Now let’s take a look on his skills. First skill will provoke the enemy with 85% chance. Because of this provoke and his high HP pool, put at least one or two HP % and the rest are ATK %. Second skill increases the attack power of allies for 2 turns and remove 2 harmful effects. Because of this cleanse capability, he is viable option for Giant dungeon run. The third skill is an aoe skill that deals damage and decrease the attack bar of enemies by 30%. That would make him a perfect option for giant run.
For the runes i would recommend Full Energy and then on slot 2 would be Speed, slot 4 HP %, and at slot 6 would be ATK %. You can rune him Violent/Revenge too. Fatal/Blade or Rage/Blade would do just fine depending on where you want to use Dagorr. But for Giant, use full energy.
So where you can use Dagorr?
Dagorr can be use anywhere as a support attacker.
Final Verdict:
Very Good Monster. Use to fusion Water Ninja
Wind Bearman (Dagorr) - Monster Info
Stats(max level 6 ★)
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HP
Stats @ max level 6 ★ 9885
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ATK
Stats @ max level 6 ★ 692
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DEF
Stats @ max level 6 ★ 461
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SPD
101
Skills
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First Skill
Uppercut
Strikes and provokes the enemy for 1 turn with a 50% chance
- Lv.2 Harmful Effect Rate +5%
- Lv.3 Damage +5%
- Lv.4 Harmful Effect Rate +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +15% -
Second Skill
Cry of Battlefield
Increases the Attack Power of all allies for 2 turns and removes 2 harmful effects. (Reusable in 4 turns)
- Lv.2 Cooltime Turn -1 -
Third Skill
Flashing Strike (Awakened)
Strikes the enemy's camp to inflict damage on all enemies, decreasing their Attack Bar by 30%. (Reusable in 6 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1 -
Fourth Skill
Dagorr Leader Skill: Increases the Defense of ally monsters with Wind attribute by 30%.
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Awakened Bonus
New Skill: [Flashing Strike]
Summon From
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Source
Unknown Scroll
Mystical Scroll
Mystical Summon
Social Summon
Temple of Wishes
Secret Dungeon
Wind Scroll
Legendary Scroll
Rune Recommendations
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Runes
Rich Man's Build - Violent/Revenge (SPD/HP/ATK)
Poor Man's Build - Energy/Energy/Energy (SPD/HP/ATK)
Feedback
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Personal
Pros - Nice skill set
Cons - Long Cooldown