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Water Street Fighter
(Dhalsim)
GRADE: 4-STAR
TYPE: Attack
HOW TO GET: Street Fighter Collaboration Event
GOOD FOR: PvP
COLLABORATION MONSTER ONLY: See Kyle Water Poison Master
VIDEO | SKILLS | RUNES | STRENGTHS/WEAKNESSES | RANKING
MAX STATS (6* & Awakened)
HP: 9555 ATK: 747 DEF: 593 SPD: 101
AWAKENED BONUS
Comes Awakened
AWAKEN REQUIREMENTS
None
VIDEO GUIDE
WATER DHALSIM SKILLS
Skillups Needed: 10 (Use Family Skillups)
Yoga Punch: Stretches your arm to attack the enemy and Stuns the target with a 30% chance.
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Lv.2 Damage +5%
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Lv.3 Harmful Effect Rate +5%
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Lv.4 Damage +15%
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Lv.5 Harmful Effect Rate +15%
Multiplier - 380% the ATK stat before reduction
Drill Kick: Attacks the enemy 2 times, each attack having a chance to decrease the defense for 2 turns. (Reusable in 4 turn(s))
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Lv.2 Damage +10%
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Lv.3 Harmful Effect Rate +5%
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Lv.4 Damage +15%
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Lv.5 Cooltime Turn -1
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Lv.6 Harmful Effect Rate +15%
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Lv.7 Cooltime Turn -1
Multiplier - 280% x2 of the ATK stat before reduction
Anatman (Passive): Increases the damage by 100% if you get a turn without getting attacked for 1 turn, and gains another turn instantly after attacking. This effect is activated only once per turn [Automatic Effect].
Multiplier - s3 increases damage (not attack) by 100% if you were not attacked
Leader Skill: Increases the Attack Power of all allies in the dungeons by 33%.
WATER DHALSIM RUNES
Early-Mid Game
Focus on Atk, CR, CD, Acc
2 - Sets | Blade, Revenge
4 - Set | Fatal, Rage
End Game
Focus on Spd, Atk, CR, CD, Hp, Def, Acc
2 - Sets | Will
4 - Set | Violent
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.
If you’re looking for detailed rune and stat builds you should take a look at SWMaster’s Rune Farming Guide – I have been a member of their site since I was new to Summoners War and would highly recommend it to all players.
STRENGTHS/WEAKNESSES
Strengths:
•The WaterStreet Fighter, Dhalsim passive allows him to do big damage for Arena and Guild offense.
•His 2nd skill has defense break which improves his damage output.
•His passive heals himself by 20% each turn if he doesn't get hit.
Weakness:
•He isn't really good for dungeons since there are better damage dealers out there.
RANKING
GB12 (6/10): Dhalsim can be used as a damage dealer for early teams.
DB12 (7/10): He can be used here since the Dragon shouldn't be able to move allowing you to do big damage.
NB12 (0/10): He doesn't have enough multi hits to break through the boss' shield.
ToA (0/10): He doesn't offer enough CC to be useful here.
Rift of Worlds (0/10): He does not offer any uses here.
Labyrinth (0/10): Dhalsim isn't recommended here.
Dimensional Hole (0/10): He's not recommend here.
Arena (6/10): He can be used in Arena offense to do big damage.
Guild Wars (7/10): He can be used against certain comps to nuke down your opponent's treat monster.
RTA (0/10): He isn't recommended here as your opponent will hit him making his passive useless.