Warbear is a natural 2 stars monster (★★) in Summoners War (Fire, Wind and Dark)
Water and Light Warbear are natural 3 stars monster (★★★) in Summoners War
[tab name=”Warbear (General)”]
Natural: 2 stars (★★)
Awaken name: Ursha
Obtainable from: Unknown Scroll, Social Summon, Telain Forest, Magic Shop
Speed: 101
Natural: 3 stars (★★★)
Awaken name: Dagora
Obtainable from: Unknown Scroll, Mystical Scroll, Mystical Summon, Social Summon, Mt. White Ragon
Speed: 101
Natural: 2 stars (★★)
Awaken name: Ramagos
Obtainable from: Unknown Scroll, Social Summon, Secret Dungeon, Chiruka Remains, Magic Shop
Speed: 101
Natural: 3 stars (★★★)
Awaken name: Lusha
Obtainable from: Scroll of Light & Darkness, Secret Dungeon
Speed: 101
Natural: 2 stars (★★)
Awaken name: Gorgo
Obtainable from: Secret Dungeon
Speed: 101
[/tab]
[tab name=”Ursha (Fire)”]
Name: Ursha
Type: HP
Awakens from: Warbear (Fire)
Awaken bonus: New Skill [Counterblow]
Speed: 102
Skill 1: Thrash: Thrashes the enemy, inflicting damage proportionate to your MAX HP. The attack has a 50% chance to reduce the enemy’s Attack Gauge by 25%.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +5%
- Lv.4 Damage +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +20%
Skill 2: Roar: Inflicts damage proportional to your MAX HP to all enemies and decreases their Attack Power for 2 turns. (Reusable in 5 turn(s))
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Cooltime Turn -1
Awakened Only
Counterblow: Provokes all enemies with a 70% chance, and counterattacks every time you receive damage for 3 turns. (Reusable in 6 turn(s))
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.4 Cooltime Turn -1
- Energy(Hp%/Hp%/Hp%) – Early game
- Violent/Energy(Hp%/Hp%/Acc%) – Offensive Ursha
- Swift/Focus(Spd/Hp%/Acc%) Try to look for Hp% substats – Ninja Ursha (fast and accurate)
Others sets of runes might be possible
- Decreases attack AoE and taunt AoE
- High HP and decent Attack compared with other Warbears.
Weaknesses:
- Not very used in late game
- Provokes could be more useful if Ursha have any healing skills as the other Warbears.
Rating/Score | |
---|---|
Dungeon | |
Arena Offense | |
Arena Defense | |
Overall | |
---|---|
Average score from all categories. |
[/tab]
[tab name=”Dagora (Water)”]
Name: Dagora
Type: HP
Awakens from: Warbear (Water)
Awaken bonus: New Skill [Spirit’s Will]
Speed: 102
Skill 1: Thrash: Thrashes the enemy, inflicting damage proportionate to your MAX HP. The attack has a 50% chance to reduce the enemy’s Attack Gauge by 25%.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +5%
- Lv.4 Damage +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +20%
Skill 2: Crouch: Recovers your HP by 30% and increases Defense for 2 turns. (Reusable in 5 turn(s))
- Lv.2 Recovery +10%
- Lv.3 Recovery +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Cooltime Turn -1
Awakened Only
Skill 3: Spirit’s Will (Passive): Revives with 20% HP at the last dying breath using the power of unbreakable will. [Automatic Effect] (Reusable in 9 turn(s))
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.4 Cooltime Turn -1
- Energy x3(Hp%/Hp%/Hp%) – Early game
- Energy x2/Endure(Hp%/Hp%/Resist%) – Early/mid game for arena defense
Others sets of runes might be possible
- Can clear solo Faimon Normal and Hard by itself.
- Good defense monster in early game for Arena
Weaknesses:
- The only damage is the basic attack
- If it gets affected by unrecoverable effect, Dagora is totally countered.
Rating/Score | |
---|---|
Dungeon | |
Arena Offense | |
Arena Defense | |
Overall | |
---|---|
Average score from all categories. |
[/tab]
[tab name=”Ramagos (Wind)”]
Name: Ramagos
Type: HP
Awakens from: Warbear (Wind)
Awaken bonus: New Skill[Clean Shot]
Speed: 102
Skill 1: Thrash: Thrashes the enemy, inflicting damage proportionate to your MAX HP. The attack has a 50% chance to reduce the enemy’s Attack Gauge by 25%.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +5%
- Lv.4 Damage +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +20%
Skill 2: Crouch: Recovers your HP by 30% and increases Defense for 2 turns. (Reusable in 5 turn(s))
- Lv.2 Recovery +10%
- Lv.3 Recovery +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Cooltime Turn -1
Awakened Only
Skill 3: Clean Shot: Attacks an enemy, inflicting the amount of HP you’ve lost as damage. You gain an extra turn if the enemy dies. (Reusable in 6 turn(s))
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Energy(Hp%/Hp%/Hp%) – Early game
- Energy x2/Endure(Hp%/Hp%/Resist%) – Early/mid game for arena defense
Others sets of runes might be possible
- Clean Shot can do tons of damage.
- High HP.
- Easy to get in early game, on of the best options for begginers.
Weaknesses:
- Needs 80-100% resistance for Arena defense, otherwise Ramagos will suffer with unrecoverable effects.
- Easy to counter.
- IA triggers first Crouch rather than Clean Shot when Ramagos is around 50-60% HP.
Rating/Score | |
---|---|
Dungeon | |
Arena Offense | |
Arena Defense | |
Overall | |
---|---|
Average score from all categories. |
[/tab]
[tab name=”Lusha (Light)”]
Name: Lusha
Type: HP
Awakens from: Warbear (Light)
Awaken bonus: New Skill [Risky Dash]
Speed: 102
Skill 1: Thrash: Thrashes the enemy, inflicting damage proportionate to your MAX HP. The attack has a 50% chance to reduce the enemy’s Attack Gauge by 25%.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +5%
- Lv.4 Damage +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +20%
Skill 2: Crouch: Recovers your HP by 30% and increases Defense for 2 turns. (Reusable in 5 turn(s))
- Lv.2 Recovery +10%
- Lv.3 Recovery +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Cooltime Turn -1
Awakened Only
Skill 3: Risky Dash: Inflicts damage proportional to the enemy’s MAX HP. Consumes 10% of your HP. (Reusable in 5 turn(s))
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Energy(Hp%/Hp%/Hp%) – Early game
- Swift/Energy(Spd/Hp%/Hp%)
- Energy x2/Endure(Hp%/Hp%/Resist%) – Early/mid game for arena defense
Other sets of runes might be possible
- Risky Dash do a good amount of damage.
- No weaknesses against Fire, Wind and Water
Weaknesses:
- Riky Dash consume HP
Rating/Score | |
---|---|
Dungeon | |
Arena Offense | |
Arena Defense | |
Overall | |
---|---|
Average score from all categories. |
[/tab]
[tab name=”Gorgo (Dark)”]
Name: Gorgo
Type: HP
Awakens from: Warbear (Dark)
Awaken bonus: New Skill [Charge]
Speed: 102
Skill 1: Thrash: Thrashes the enemy, inflicting damage proportionate to your MAX HP. The attack has a 50% chance to reduce the enemy’s Attack Gauge by 25%.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +5%
- Lv.4 Damage +5%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +20%
Roar: Inflicts damage proportional to your MAX HP to all enemies and decreases their Attack Power for 2 turns. (Reusable in 5 turn(s))
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Cooltime Turn -1
Awakened Only
Skill 3: Charge: Attacks with a 70% Critical Rate bonus and stuns the enemy if the attack lands as a Critical Hit. (Reusable in 5 turn(s))
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Energy(Hp%/Hp%/Hp%) – Early game
- Energy x2/Blade(Spd/Hp%/Hp%) – To make more effective 3rd skill
Others sets of runes might be possible
- Decreases attack AoE and taunt AoE
- 3rd skill stuns offently
Weaknesses:
- No healing skills
Rating/Score | |
---|---|
Dungeon | |
Arena Offense | |
Arena Defense | |
Overall | |
---|---|
Average score from all categories. |
[/tab]
[end_tabset]