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Wind Twin Angels
(Sadiel and Zeryah)
VIDEO | SKILLS | RUNES | STRENGTHS/WEAKNESSES | RANKING
GRADE: 5-STAR
TYPE: Support
HOW TO GET: Mystical Scroll, Temple of Wishes, Wind Scroll, Legendary Scroll
GOOD FOR: GB10, GAH, ToA, Lab, PvP
SUMMONERS WAR ADVANCE GUIDES
VIDEO GUIDE
KARUEL AND LANOAH SKILLS
Skillups Needed: 12 (Devilmon Worthy)
SADIEL SKILLS
Horn of Charge: Increases the ally target's Attack Bar by 15%.
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Damage +5%
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Effect +5%
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Damage +15%
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Effect +15%
Multiplier : none
Aim Shot: Attacks the enemy to decrease its Attack Bar by 30% with a 30% chance.
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Damage +5%
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Effect +5%
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Damage +15%
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Effect +15%
Multiplier : 3.8*{ATK}
Horn of Cheer: Removes 1 harmful effect from all allies. (Reusable in 5 turns).
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Damage +5%
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Effect +5%
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Damage +15%
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Effect +15%
Multiplier : 4.1*{ATK}
ZERYAH SKILLS
Scatter Shot: Attacks all enemies to stun for 1 turn with a 50% chance. (Reusable in turns).
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Damage +5%
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Effect +10%
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Damage +15%
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Cooltime Turn -1
Multiplier : 2.8*{ATK}
Horn of Initiation: Increases all allies' Attack Speed for 2 turns. (Reusable in 5 turns).
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Damage +5%
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Damage +5%
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Damage +15%
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Cooltime Turn -1
Multiplier : none
Charge Shot: Attacks all enemies to remove all beneficial effects and decreases the Attack Speed for 2 turns. (Reusable in 5 turns).
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Damage +5%
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Damage +15%
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Damage +15%
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Cooltime Turn -1
Multiplier : 4.2*{ATK}
Leader Skill: Increase the Defense of ally monsters by 33%
KARUEL AND LANOAH RUNES
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:
•Sadiel and Zeryah are great combo monsters in Summoners War!
•They have built in violent procs every turn!
•They are uniquely adapted to situations depending on your opponent.
•They have great support skills along with crowd control abilities.
Weaknesses:
•They are a jack of all trades but a master of none.
RANKING
GB10/GAH (8/10): They are great units in Giants to be able to slow the boss down, strip the atk buff, and reduce ATK bar.
DB10/DAH (8/10): They have elemental disadvantage and aren't recommended in Dragons.
NB10/NAH (0/10): They don't have multi hits to be useful in Necro.
SF10/SAH (6/10): They are good in early game to slow down the enemies and reduce ATK bar in Steel Fortress.
PC10/PAH (5/10): They can be used in the early game in Punisher Crypt.
ToA (8/10): They have a lot of CC potential in Tower of Ascension if you put them on despair.
Rift of Worlds (3/10): They could be used here but there are better monsters for the job.
Labyrinth (8/10): They have the same role here as in ToA.
Dimensional Hole (8/10): They are very useful in the elemental restriction stage.
Arena (8/10): They can be used on Defense to tank enemies and provide a lot of CC and support.
Guild Wars (8/10): They are a good both offensively and defensively to handle a wide variety of situations.
RTA (8/10): They are very useful in RTA as they offer a lot of utility and can be annoying to deal with.