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Fire Ninja
(Garo)
VIDEO GUIDE
GARO SKILLS
Skillups Needed: 10 (Use Devilmons)
Nina Star: Throws ninja stars to attack and inflicts Continuous Damage for 1 turn. This attack will deal more damage according to your Attack Speed.
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Damage +5%
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Damage +5%
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Damage +10%
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Damage +10%
Multiplier - {ATK}*({SPD} + 145)/65 of the ATK stat before reduction
Dragon Attack: Throws an uppercut punch to an enemy 2 times. Each attack has a 50% chance to stun the enemy. (Reusable in 3 turns).
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Damage +5%
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Effect Rate +5%
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Damage +10%
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Effect Rate +10%
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Damage +10%
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Cooltime Turn -1
Multiplier - 360% x2 of the ATK stat before reduction
Narrow Escape (Passive): Offsets the incoming damage that may cause you to die and increases your Attack Bar by 50%. This effect is activated only once in 1 turn. [Automatic Effect]
Multiplier - none
Leader Skill: Increases Attack Speed of ally monsters with the Fire element by 30%.
GARO RUNES
General Build
Focus on Spd, Atk, CR, CD, Hp, Def, Acc
2 - Sets | Revenge
4 - Set | Vampire
ATK%
SPD
CD% / CR%
*ONLY use CR on slot 4 if you can't get enough Crit Rate substats. Keep in mind these are just general recommendations, you will need to alter your rune and stat builds based on what content you want to use this monster for and what team you are using him with.
STRENGTHS/WEAKNESSES
Strengths:
•The Fire Ninja, Garo is a great one threat monster.
•His damage is based on both SPD and ATK power.
•His 2nd skill does big damage while also stunning your opponent.
•His 3rd skill makes him hard to kill since it offsets it and boosts your ATK bar.
•Put him on Vampire/Revenge, and he'll keep healing himself up making him a great sustain monster.
•He has a huge attribute SPD leader skill.
Weakness:
•His main weakness is multi hits. His passive only offsets one hit and not many.
RANKING
GB12 (0/10): Garo serves no real use for Giants B12.
DB12 (0/10): Even though he does big damage, you mainly want aoe speed teams in Dragons B12.
NB12 (0/10): He doesn't have any enough multi hits to break through the boss' shield.
ToA (2/10): He lacks enough CC to be useful here. He is only useful in the Akroma stages.
Rift of Worlds (8/10): He's a strong fire monster for the Wind Rift Beast.
Labyrinth (3/10): He lacks enough CC to be useful here.
Dimensional Hole (0/10): He is not recommended here.
Arena (6/10): His passive makes him pretty good for Defense.
Guild Wars (10/10): He is a great GW monster for both offense and defense. Pair him with Orion and Susano and he becomes a nightmare to deal with.
RTA (8/10): He's a good single target damage dealer here, and his passive and sustain makes him more difficult to take down.
COMBO WITH GARO
Give these monster combo a try to get the most out of Garo!