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Wind Inugami
(Ramahan)
VIDEO GUIDE
RAMAHAN SKILLS
Skillups Needed: 9 (Use Family Skillups)
Scratch: Attacks with giant claws to weaken the enemy's defense with a 50% chance and attacks consecutively with a 30% chance.
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Lv.2 Damage +10%
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Lv.3 Damage +10%
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Lv.4 Damage +10%
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Lv.5 Harmful Effect Rate +10%
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Lv.6 Harmful Effect Rate +10%
Multiplier - 370% of ATK stat before reduction
Seize: Attack the enemy and removes all beneficial effects on the target. (Reusable in 4 turns)
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Lv.2 Damage +10%
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Lv.3 Damage +10%
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Lv.4 Damage +10%
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Lv.5 Cooltime Turn -1
Multiplier - 550% of ATK stat before reduction
Smother: Deals damage proportionate to your Defense to the enemy target. If the target dies, you instantly gain another turn. The damage also increases as the enemy's HP status decreases. (Reusable in 5 turns).
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Lv.2 Damage +10%
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Lv3. Damage +10%
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Lv.4 Cooltime Turn -1
Multiplier - {DEF}*(12.0 - 4.1*{Target Current HP %})
Leader Skill: Increase the Attack Speed of ally monsters with Wind attribute by 23%.
2ND AWAKENED SKILLS
Skillups Needed: 5 (Use 2A Raoq)
Scratch: Attacks the enemy with razor-sharp claws and decreases their defense for 2 turns with a 50% chance. Also decreases the ATK bar by 15% with a 50% chance
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Lv.2 Damage +20%
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Lv.3 Harmful Effect Rate +10%
Multiplier - 1.8*{ATK} + 2.7*{DEF}
Seize: Attack the enemy and removes all beneficial effects on the target. Recovers the attack bar by 30% if you attack the enemy with no beneficial effects. (Reusable in 3 turns)
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Lv.2 Damage +10%
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Lv.3 Attack Bar Recovery +10%
Multiplier - 2.5*{ATK} + 4.0*{DEF}
Smother: Deals damage proportionate to your Defense to the enemy target. If the target dies, you instantly gain another turn. The damage also increases as the enemy's HP status decreases. (Reusable in 4 turns).
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Lv.2 Damage +15%
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Lv3. Cooltime Turn -1
Multiplier - {DEF}*(14.0 - 5.2*{Target Current HP %})
Leader Skill: Increase the Attack Speed of ally monsters with Wind attribute by 23%
RAMAHAN RUNES
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.
DEF%
End Game
Focus on Spd, Def, HP, CR, CD, Hp, Def, Acc
2 - Sets | Will
4 - Set |Violent
Early-Mid Game
Focus on Spd, Def, CR, CD
2 - Sets | Blade, Guard, Revenge
4 - Set | Violent, Rage
STRENGTHS/WEAKNESSES
Strengths:
•The Wind Inugami, Ramahan is a great tanky damage dealer.
•His 1st skil DEF breaks which is great for setting up the enemy for big damage.
•His 2nd skill strips which is always beneficial against immunity.
•His 3rd skill does big damage and does more damage as the enemy loses health.
•He gains a turn if he can kill a monster with his 3rd skill.
Weakness:
•Defense break is his worst enemy.
RANKING
GB12 (8/10): Ramahan is a good starting damage dealer in Giants B12. You will need an immunity monster like Fran or Lulu to protect him from the Boss' DEF break.
DB12 (2/10): He has elemental disadvantage and isn't recommended for Dragons B12.
NB12 (0/10): He lacks multi hits to break through the boss's shield.
SF10 (6/10): Ramahan can be used as a damage dealer in Steel Fortress B10 if you are low on damage dealers.
PC10 (6/10): He has a similar role in Punisher Crypt B10 as in SF10.
ToA (0/10): He doesn't have CC to be useful here.
Rift of Worlds (8/10): Ramahan can be used as a front line tanky, damage dealer for R5.
Labyrinth (1/10): He is recommended here.
Dimensional Hole (1/10): He isn't recommended here.
Arena (7/10): He is useable here as damage dealer. You'll need a lot of damage on him and another nuker to farm arena.
Guild Wars (8/10): He is a strong GW monster to strip buffs, def break, and deal damage. Avoid towers that have DEF break monsters.
RTA (5/10): He's a good start as a damage dealer since he offers more than just damage. Again avoid using him against comps with heavy DEF break teams.