Summoners War Allen Water Vagabond Guide - Theria Games

Introduction
Water Vagabond (Allen)
HP ★★
Allen, the Water Vagabond, is a two-star HP-type monster in Summoners War, belonging to the Vagabond family. As a Water-element unit, Allen exhibits elemental strengths and weaknesses that influence his effectiveness against other monsters. Players can acquire Allen through various methods, including Unknown Scrolls, Social Summons, Secret Dungeons, and purchases from the Magic Shop.
Upon awakening, Allen gains a new passive skill called “Strong Will.” This passive reduces the damage he receives by 50% when his HP falls below 30%, enhancing his survivability in prolonged battles. To awaken Allen, players must collect specific essences: 5 Mid Water, 10 Low Water, 10 Mid Magic, and 15 Low Magic.
Essence of Water (Mid)
Essence of Magic (Mid)
Essence of Water (Low)
Essence of Magic (Low)
While Allen may not be as favored as other Vagabonds due to his two-star rating, his potential increases significantly with his Second Awakening. This process enhances his skills and stats, making him a more viable option in various game scenarios. By understanding and utilizing Allen’s abilities effectively, players can integrate him into their strategies, especially in the early stages of the game or in specific niche roles where his support capabilities are advantageous. This Summoners War Allen Water Vagabond Guide explores how to get the most out of Allen and use him to support your progression.
Base Stats and Awakened Stats (Level 40)
Grade★★★★★★★★★★★★★★★★★★★★LevelMinLv. 20MinLv. 25MinLv. 30MinLv. 35MinLv. 40NormalHP1200228018153270262544553570606048458235ATK6412197175140238190323258439DEF72136109196157267214363291494At level 40, Allen (Water Vagabond) has distinct base and awakened stats that reflect his role as an HP-type monster. His base stats before awakening include 8,235 HP, 439 Attack, 487 Defense, and 97 Speed. These foundational numbers give him decent bulk and survivability, which are central to his intended function as a durable support unit.
Upon awakening, Allen’s stats improve across several areas. His HP increases to approximately 10,035, his Attack rises to 461, and his Defense climbs to 515. Additionally, his Speed slightly increases to 98. These enhancements bolster his performance in battle, allowing him to better absorb damage and contribute more effectively as a front-line tank or bruiser. His Crit Rate (15%), Crit Damage (50%), Resistance (15%), and Accuracy (0%) remain unchanged after awakening, which is typical for monsters of this type.
Grade★★★★★★★★★★★★★★★★★★★★LevelMinLv. 20MinLv. 25MinLv. 30MinLv. 35MinLv. 40AwakenedHP14552775222039903195543043507380591010050ATK67127102183147250200339271461DEF75142114205164279223379304516The stat improvements gained through awakening align well with Allen’s role, reinforcing his durability while slightly boosting his offensive potential. These changes make him more capable of sustaining in combat and supporting the team, particularly when paired with appropriate runes and further enhanced through Second Awakening.
Skills (Pre-Second Awakening)
Slash Rocks
Taunting Strike
Strong Will (Passive)
Swings a giant sword to deal damage and decrease the target’s Defense for 2 turns with a 40% chance. This attack will deal more damage according to your MAX HP
Multiplier: {ATK} + 0.18*{MAX HP}Attacks an enemy with a humiliating strike, provoking the target with an 80% chance. This attack will deal more damage according to your MAX HP.
Multiplier: 1.9*{ATK} + 0.26*{MAX HP}When your HP is lower than 30%, the damage you receive is reduced by 50%. [Automatic Effect]Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +20%Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Damage +10%
Cooltime Turn -1
Before his Second Awakening, Allen (Water Vagabond) possesses a skill set designed to enhance his durability and support capabilities through debuffs and utility scaling with his max HP.
His first skill, Slash Rocks, allows him to swing a large sword at a single enemy target. This attack has a 40% base chance to apply a Defense Break debuff for 2 turns. The damage dealt by this skill scales with both his Attack and his Max HP, making it more effective when Allen is built tanky with some offensive stats. Skill enhancements for Slash Rocks can improve its effectiveness by increasing the damage by a total of 30% and the harmful effect rate by up to 60%. These upgrades make the Defense Break application more reliable, which can significantly support his team’s overall damage output in both PvE and PvP encounters.
The second skill, Taunting Strike, delivers a humiliating attack that has an 80% base chance to provoke the enemy, forcing them to use only their default attack on Allen for one turn. Like his first skill, the damage from Taunting Strike also scales with his Max HP, further reinforcing his role as a tank. The skill has a 3-turn cooldown initially, which can be reduced to 2 turns when fully skilled up. Skill enhancements for Taunting Strike provide a total of 20% additional damage, 20% increased effect rate for the provoke, and a 1-turn cooldown reduction. This makes Allen more effective at drawing attention from enemies and disrupting their strategies, especially when built with adequate speed and resistance.
Allen’s third skill, Strong Will, is a passive ability gained through awakening. It automatically reduces incoming damage by 50% when his HP drops below 30%. This passive greatly enhances his survivability in extended fights or when targeted by burst damage, allowing him to endure longer and continue applying debuffs or provoke effects.
Overall, Allen’s pre-Second Awakening kit emphasizes survivability, control, and utility, making him a viable early-game tank or support option in various content. When fully skilled up and paired with appropriate rune builds, he can provide valuable debuffs and soak up significant damage for his team.
Second Awakening (2A) – Allen 2A
Grade★★★★★★★★★★★★★★★★★★★★LevelMinLv. 20MinLv. 25MinLv. 30MinLv. 35MinLv. 40AwakenedHP16803180255045903660624049958475678011535ATK88167133240192327261444355604DEF96182145262209356285484387659Before his Second Awakening, Allen (Water Vagabond) possesses a skill set designed to enhance his durability and support capabilities through debuffs and utility scaling with his max HP.
Slash Rocks
(Awakened)
Taunting Strike
(Awakened)
Strong Will (Passive)
(Awakened)
Swings a giant sword to deal damage, decreases the target’s Defense for 2 turns and then provokes for 1 turn with a 20% chance. This attack will deal more damage according to your MAX HP.
Multiplier: 1.3*{ATK} + 0.21*{MAX HP}Attacks the enemy with a humiliating strike to provoke the target for 1 turn. This attack will deal more damage according to your MAX HP. (Reusable in 2 turns).
Multiplier: 2.2*{ATK} + 0.29*{MAX HP}When your HP is at 30% or lower or you are attacked by a provoked target, the damage you receive is reduced by 50%. [Automatic Effect]Damage +5%
Damage +15%
Effect Rate +10%Damage +5%
Damage +15%
His first skill, Slash Rocks, allows him to swing a large sword at a single enemy target. This attack has a 40% base chance to apply a Defense Break debuff for 2 turns. The damage dealt by this skill scales with both his Attack and his Max HP, making it more effective when Allen is built tanky with some offensive stats. Skill enhancements for Slash Rocks can improve its effectiveness by increasing the damage by a total of 30% and the harmful effect rate by up to 60%. These upgrades make the Defense Break application more reliable, which can significantly support his team’s overall damage output in both PvE and PvP encounters.
The second skill, Taunting Strike, delivers a humiliating attack that has an 80% base chance to provoke the enemy, forcing them to use only their default attack on Allen for one turn. Like his first skill, the damage from Taunting Strike also scales with his Max HP, further reinforcing his role as a tank. The skill has a 3-turn cooldown initially, which can be reduced to 2 turns when fully skilled up. Skill enhancements for Taunting Strike provide a total of 20% additional damage, 20% increased effect rate for the provoke, and a 1-turn cooldown reduction. This makes Allen more effective at drawing attention from enemies and disrupting their strategies, especially when built with adequate speed and resistance.
Allen’s third skill, Strong Will, is a passive ability gained through awakening. It automatically reduces incoming damage by 50% when his HP drops below 30%. This passive greatly enhances his survivability in extended fights or when targeted by burst damage, allowing him to endure longer and continue applying debuffs or provoke effects.
Overall, Allen’s pre-Second Awakening kit emphasizes survivability, control, and utility, making him a viable early-game tank or support option in various content. When fully skilled up and paired with appropriate rune builds, he can provide valuable debuffs and soak up significant damage for his team.
Strengths
Allen, the Water Vagabond, possesses several notable strengths that make him a solid utility option, especially for early and mid-game players in Summoners War: Sky Arena. One of his most accessible advantages is how easy he is to skill up. As a two-star monster, duplicate Vagabonds are readily available through various summoning methods and Secret Dungeons, allowing players to enhance his abilities without using valuable Devilmons.
Allen’s kit benefits greatly from high HP builds. Both his first and second skills—Slash Rocks and Taunting Strike—scale their damage with his Max HP. This means that even without focusing on Attack stats, Allen can still contribute respectable damage while maintaining a tanky build. His first skill, Slash Rocks, not only deals HP-based damage but also offers a chance to apply a Defense Break for two turns, enhancing team-wide damage potential. The second skill, Taunting Strike, has a high base chance to provoke the enemy, further reinforcing his role as a frontline disruptor who absorbs enemy attention.
Perhaps the most defining strength in Allen’s kit is his passive skill, Strong Will, which activates when his HP falls below 30%. At this threshold, all incoming damage is reduced by 50%, allowing him to withstand heavy hits that would otherwise knock out similar-grade monsters. This passive makes him particularly effective in prolonged battles where sustain and damage mitigation are essential.
While Allen may not be a top-tier monster in terms of widespread PvP usage, he can still be surprisingly impactful when built correctly. With an HP-heavy build and full skill-ups, he can deal damage comparable to some higher-tier bruisers, especially when combined with team synergy and support from healers or debuffers. He fits particularly well in team compositions for Second Awakening dungeons, where his provoke and damage reduction can help manage waves of enemies. When paired with monsters like Vigor—who can provide speed boosts, heals, and defense breaks—Allen can help create a balanced bruiser team capable of handling sustained combat.
Weaknesses
Allen, the Water Vagabond, has a number of limitations that may hinder his viability compared to other monsters in Summoners War: Sky Arena, especially within the Vagabond family. One of his most notable drawbacks is his base Speed of 97, which is relatively low and limits his turn frequency, particularly in Speed-oriented teams or content that rewards faster rotation of turns. This can reduce his overall utility, especially when relying on timely provokes or defense breaks.
Allen’s skill set, while functional, is often viewed as underwhelming in both PvE and PvP settings. His second skill, Taunting Strike, is his only provoke ability, which restricts his control potential when compared to other Vagabonds like Kai’en, who possess multiple provoke options. This single-source provoke makes Allen a less effective choice for teams that rely on consistent crowd control. Additionally, his provoke chance is not guaranteed without full skill-ups, which may lead to inconsistent performance during crucial moments.
As a two-star monster, Allen starts off with a statistical disadvantage compared to other Vagabonds like Roid, Kai’en, Darion, and Jubelle, all of whom are three-star base monsters with more well-rounded or impactful skill sets. This disparity in base grade translates to slightly lower base stats and a more limited potential ceiling, even after awakening or Second Awakening.
Another concern is the functionality of Allen’s passive skill, Strong Will. While it offers a 50% damage reduction when Allen’s HP drops below 30%, the threshold itself can be problematic. If Allen receives a high burst of damage that drops his HP from above 30% to zero in a single hit, the passive won’t activate at all. This makes him vulnerable to heavy nukes or focus-fire in Arena or Dungeon settings, where enemies can eliminate him before the passive even has a chance to provide value.
In terms of overall utility, Allen primarily offers defense break through his first skill and provoke through his second. While both debuffs are useful, they are relatively common and can be found on monsters with better scaling, higher speed, or more impactful secondary effects. Allen does not provide team buffs, healing, stripping, or revive mechanics, all of which are often sought after in competitive team compositions.
While Allen can still serve a role in niche teams or be used for specific Second Awakening dungeon teams, his general usability is limited. His performance can be inconsistent without significant investment in runes and full skill-ups, and even then, other units may provide more versatility or reliability for similar roles. Players looking to optimize their team compositions will often find more effective options in other Vagabonds or tanky debuffers.
Rune Recommendations
When it comes to runing Allen, the Water Vagabond in Summoners War, the focus should be on enhancing his tankiness and enabling consistent use of his provoke and defense break abilities. In the early game, a simple triple Energy set is highly effective. This build uses HP% on slots 2, 4, and 6 to maximize survivability, with substats prioritizing HP%, DEF%, and Accuracy%. The aim here is to make Allen durable enough to sustain hits while applying his debuffs.
As players transition into the mid-game, a Swift + Energy rune combination becomes viable. With Speed on slot 2, HP% on slot 4, and Accuracy% on slot 6, Allen can take more turns and land his provoke and defense break more frequently. This build increases his reliability in crowd control roles, particularly in dungeons or PvP where faster debuff application is crucial. Key substats at this stage include HP% and Accuracy%, with some attention to DEF% and Speed.
In the late game, Allen benefits significantly from a Violent + Revenge setup. This combination provides more frequent turns through Violent procs and increases his potential to counterattack and provoke enemies using Revenge. Two common builds emerge here: HP%/HP%/HP% for maximum tankiness, or HP%/Crit Damage%/HP% for players who want to capitalize on his HP-scaling damage and turn him into a semi-damage dealer. Substats should emphasize HP%, Accuracy%, Resistance%, and DEF%. Speed can also be useful to ensure he’s not outpaced by enemies.
Triple Revenge is another viable option for late-game utility, especially if Allen is positioned as a counter-provoke unit in PvP settings or Second Awakening dungeons. In this build, stacking high HP and Resistance improves his survivability while giving him a consistent chance to disrupt enemy turns.
Regardless of the rune set, maintaining an Accuracy level between 55% to 65% is recommended to ensure reliable application of his provoke and defense break debuffs. This allows Allen to fulfill his supportive control role more effectively, especially when facing high-Resistance enemies. For stat prioritization, HP% remains the top priority, followed by Crit Rate%, Crit Damage%, Accuracy%, and DEF%.
Overall, Allen’s rune builds are designed to emphasize his durability and utility, with options to enhance his offensive contribution through HP-scaling damage. As players progress, transitioning from a pure tank build to more complex setups like Violent/Revenge allows Allen to stay relevant and effective across different stages of the game.
Monster Synergy
Allen, the Water Vagabond, finds potential synergy with monsters that emphasize sustain, provoke synergy, and HP-based bruiser strategies. One example team composition that highlights his strengths includes pairing Allen with Ariel (Water Archangel) and Camilla (Water Valkyrja). In this setup, Allen functions as a tanky bruiser who can contribute consistent HP-scaling damage and utility through provoke and defense break, while Ariel and Camilla provide healing, sustain, and pressure through destroy effects. This kind of composition is particularly effective in outlasting opponents through attrition and control.
In some variations, Camilla can be replaced with a monster like Chilling (Wind Jack-o’-lantern), especially when facing enemies that rely heavily on buffs. Chilling brings buff removal to the team, adding flexibility to Allen’s setup while retaining Ariel as the primary sustain unit. This flexibility allows Allen to maintain his core role while adjusting the team’s utility based on opponent threats.
Allen may also work effectively in Second Awakening dungeons such as Sacreon, especially alongside monsters like Vigor (Wind Werewolf). Vigor’s HP-scaling damage, defense break, and speed boost complement Allen’s own HP-based damage and provoke capabilities, forming a frontline that can control and whittle down enemies over time. While this pairing is not exclusive to Allen, it does reflect a general synergy between HP-based bruisers and control-oriented units.
Although Allen’s provoke-based kit is not as extensive as some other Vagabonds, his utility can be amplified in teams built around sustain and incremental damage, especially when supported by healers, defense buffers, or other units that can capitalize on defense break. This allows Allen to be slotted into specific niche team compositions where his durability and utility bring value over time.
Where to Use Allen
Allen, the Water Vagabond, offers some utility in specific areas of Summoners War: Sky Arena, particularly in the early game and during the Second Awakening process. His base stats, including a decent HP pool and a passive that reduces incoming damage when his HP drops below 30%, make him a viable tank for beginner players. Early game builds focused on maximizing HP through triple Energy runes can help Allen soak up damage while contributing with provoke and defense break debuffs.
He is a required unit in the Sacreon Dimension, specifically the Castle of Forgotten Heroes, to complete the Second Awakening questline. His utility in this dungeon is centered around his ability to survive prolonged battles and provide moderate control and damage from his HP-scaling abilities.
Allen can also function in niche Arena Offense compositions, particularly those that adopt a bruiser strategy. In such teams, he may be paired with sustain-heavy units like Ariel or Camilla, where his role is to provide bulk, control through provoke, and chip damage through his HP-scaling attacks. These teams aim to outlast the enemy through attrition rather than burst damage.
In Guild Wars and Siege Battles, Allen may find situational use as a frontline bruiser or tank. His passive allows him to endure high burst damage, particularly when his HP dips into the activation threshold. This can be useful against opponents who rely on quick nukes, as Allen may survive a finishing blow and remain standing to provoke or apply defense break.
Some players have considered Allen as an alternative to other tanky units like Talc when countering specific threats such as Savannah, due to his passive providing damage reduction even under defense break. However, this is a niche application and may depend heavily on rune quality and team synergy.
While Allen has a few potential use cases in the early game and certain PvP scenarios, his overall viability in the mid-to-late game is limited. He faces strong competition from other units in the Vagabond family and beyond who offer more consistent crowd control, utility, or survivability. As such, Allen is generally regarded as a low-priority investment outside of completing his Second Awakening.
Conclusion
Allen (Water Vagabond) in Summoners War has mixed reviews and is generally considered to have limited effectiveness, especially in the later stages of the game. Early on, he can serve as a reliable tank for beginners, thanks to his decent HP pool and a passive that reduces damage when his HP falls below 30%. Building him with Energy runes and focusing on HP% in the early game helps maximize his tankiness, making him a solid option for early progression. Additionally, he is required for completing the Sacreon Dimension to undergo his Second Awakening, making him essential for that part of the game.
As players progress, there are some niche uses for Allen. He has been shown in bruiser Arena Offense teams alongside sustain units like Ariel and Camilla, where his role is to contribute damage and provide control through his provoke and defense break abilities. His passive skill, which reduces incoming damage when his HP is low or when attacked by a provoked target, can also make him viable in certain Guild Wars and Siege Offense setups as a tank.
However, Allen is often regarded as one of the weakest Vagabonds. His two-star base rank and his underwhelming skills compared to the other Vagabonds, who are three-star monsters, contribute to his general lack of impact in mid-to-late game content. Many players report that building Allen leads to regret, as he doesn’t bring enough to the table compared to other units like Jubelle or Darion, who offer more consistent utility and effectiveness. Allen’s limited role as a provoker and his dependency on low HP for his passive to trigger makes him less reliable, especially in high-level content where other monsters outclass him.
Rune builds for Allen focus on maximizing his tankiness with Energy runes in the early game, and later, Violent+Revenge runes are recommended to help him cycle turns and take advantage of counter-attacks. Accuracy is also an important stat to enhance his ability to land debuffs. In terms of synergy, Allen pairs well with other bruisers or sustain units, as seen in the Ariel and Camilla team.
While Allen does have some niche applications, particularly in the early game and specific team compositions, his overall effectiveness is limited. He is often outclassed by other Vagabonds and is not considered a priority for mid-to-late game content. Players are generally advised to invest in stronger alternatives, and Allen’s use is largely restricted to early game and specific situations, such as the Sacreon Dimension and potentially some Tower of Ascension stages.