Wind Hellhound (Gamir)
Awakened Name: Gamir
At early game Gamir would be a good nuker. You can use him as your main damager in the arena, toa, scenarios, and dungeon. However at mid game and late game, he is just too squishy to be useful. One shot and he will die easily. You can rune him Fatal/Energy with speed on slot 2, Attack % on slot 4 and 6. Well if you have monsters with endure like for example the Light Neostone Agent, this guy would be pretty useful. Make the enemy monster hit him until almost dead and because of the endure casted on him he won’t die. His passive skills will largely increase his attack power the lower his HP is. Rune him Rage/Blade or Fatal/Blade.
You can also use his high base speed to attack first, and hit a great deal of damage to the enemy. If you go into this path rune him with Swift/Blade(SPD/ATK/ATK). If he failed to attack first, Gamir is useless.
I would suggest to keep him until 5* only because there are better wind nuker that you will be getting at later game.
So where you can use Gamir?
He will be your primary nuker in the early game because he really hits hard.
Food. Good at early game.
Wind Hellhound (Gamir) - Monster Info
Stats(max level 6 ★)
Stats @ max level 6 ★ 6915
Stats @ max level 6 ★ 790
Stats @ max level 6 ★ 395
Bite your enemy and recover 30% of the inflicted damage as HP.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +5%
- Lv.6 Damage +5%
- Lv.7 Damage +15%
Bite your enemy continuously to inflict great damage. (Reusable in 3 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Damage +10%
- Lv.5 Cooltime Turn -1
Enrage (Passive) (Awakened)
The lower your HP, the higher your Attack Power will be. [Automatic Effect]
New skill: Acquire [Enrage (Passive)]
Full DPS - Rage/Blade (ATK/CD/ATK)
Speedy - Swift/Energy(SPD/ATK/ATK)
Pros - Double Heal
Cons - Squishy