Summoners War Krakdon Fire Salamander Guide - Theria Games

Introduction to Krakdon (Fire Salamander)
Summoners War Krakdon Fire Salamander Guide: Krakdon is the awakened form of the Fire Salamander in Summoners War: Sky Arena. As a natural 3-star monster, Krakdon stands out among the elemental Salamanders, particularly when compared to Kaimann (Water) and Lukan (Wind), who are both natural 2-star monsters. This higher base grade grants Krakdon superior base stats, giving him an edge in terms of raw power and potential. Aligned with the Fire element, Krakdon is commonly categorized as a Defense-type monster, and many of his skills scale with his Defense stat, reinforcing this classification.
His skill set allows for sustained fights and control, making him an effective choice for content that benefits from durability and attrition-based strategies. Krakdon is known for his accessibility and quick build time, often being leveled and equipped effectively within a day. He is also recognized for his viability in clearing both rotations of the Trial of Ascension Hard (ToAH), even when using budget runes. Thanks to his combination of tankiness, ease of use, and useful skill set, Krakdon is widely considered the strongest among the three core elemental Salamanders.
How to Obtain Krakdon
Unknown Scroll
Mystical Scroll
Social Points
Mystical Summon
Fire Scroll
Faimon Volcano
Temple of Wishes
To obtain Krakdon, the awakened form of the Fire Salamander in Summoners War: Sky Arena, you must first acquire a Fire Salamander. This monster can be obtained through several summoning methods, including Unknown Scrolls, Mystical Scrolls, the Mystical Summon feature, Social Summons, Fire Scrolls, and the Temple of Wishes.
Additionally, the Fire Salamander is a farmable unit that can be found in the Faimon Volcano scenario. After obtaining the Fire Salamander, the next step is to awaken it into Krakdon. Awakening requires 20 Low Fire Essences, 2 Mid Magic Essences, and 10 Low Magic Essences. Once awakened, the Fire Salamander becomes Krakdon and gains a notable upgrade to his second skill, Stomp, which is enhanced to include a stun effect that incapacitates the enemy for 1 turn.
Stats
LevelMinLv. 25MinLv. 30MinLv. 35MinLv. 40NormalHP16803015241540953285556544557575ATK119214171291233396316538DEF133240192327261444355604AwakenedHP18153270262544553570606048458235ATK136244196333266452362615DEF143258206351280476381648At maximum level and fully awakened, Krakdon—the awakened form of the Fire Salamander—shows notable stat improvements over his unawakened version. At Level 40 with 6-star enhancement, the unawakened Fire Salamander has 7,575 HP, 538 ATK, 604 DEF, and 98 SPD. Upon awakening into Krakdon, these stats increase to 8,235 HP, 615 ATK, 648 DEF, and 99 SPD. Additionally, Krakdon gains standard awakened bonuses including 15% Crit Rate, 50% Crit Damage, 15% Resistance, and 0% Accuracy.
SPDCRI RateCRI DMGRESACCUnawakened9815%50%15%0%Awakened9915%50%15%0%Krakdon’s growth across various star levels is as follows: at Level 25 with 3 stars, he has 3,270 HP, 244 ATK, and 258 DEF; at Level 30 with 4 stars, 4,455 HP, 333 ATK, and 351 DEF; and at Level 35 with 5 stars, 6,060 HP, 452 ATK, and 476 DEF. Krakdon is categorized as a Defense-type monster, which is reflected in both his stat distribution and skill mechanics. This classification aligns with his role in battles where sustaining damage and controlling enemy actions are critical.
Skills
Flame Shock
Earthquake
Stomp Fire (Strengthened)
(Awakened)
Attacks the enemy and decreases their Attack Power for 2 turns with a 50% chance.
Multiplier: 3.5*{ATK} + 15
Attacks all enemies with a powerful earthquake and decreases the Attack Bar by 50% each. This attack will deal more damage according to your Defense. (Reusable in 6 turns)
Multiplier: 2.0*{ATK} + 2.1*{DEF}Inflicts damage to the enemy and stuns the target for 1 turns. The damage of this skill will increase according to your Defense. (Reusable in 3 turns)
Multiplier: 2.4*{ATK} + 3.0*{DEF}Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +20%Damage +10%
Damage +10%
Damage +10%
Cooltime Turn -1
Cooltime Turn -1Damage +10%
Damage +10%
Damage +10%
Krakdon, the awakened Fire Salamander in Summoners War: Sky Arena, has a skill set designed to control enemies and deal damage based on his Defense stat, reinforcing his role as a Defense-type monster.
His first skill, Flame Shock, is a single-target attack with a 50% chance to decrease the enemy’s Attack Power for 2 turns. The skill’s damage scales with his Attack Power, using a multiplier of 3.5 times his ATK plus 15. As it is leveled up, it gains increased harmful effect rates and additional damage, reaching up to +30% in damage and +50% in effect rate through skill upgrades.
The second skill, Stomp, changes significantly upon awakening. Before awakening, this skill reduces the enemy’s Attack Speed and deals increased damage based on both ATK and DEF. Upon awakening into Krakdon, this skill is enhanced to instead stun the target for 1 turn. The multiplier remains the same—2.4 times ATK plus 3.0 times DEF—and the cooldown is 3 turns. Skill upgrades increase the damage output by up to 30%.
Krakdon’s third skill, Earthquake, is an area-of-effect attack that targets all enemies, reducing their Attack Bar by 50% with an initial 100% activation chance. This skill’s damage scales primarily with Defense, using a multiplier of 2.0 times ATK plus 2.1 times DEF. It has a 6-turn cooldown at base, which can be reduced to 4 turns through skill upgrades. Damage is also increased by up to 30% when fully leveled.
Krakdon’s skills synergize well with high Defense builds, allowing him to act as both a disruptor and sustained damage dealer in prolonged battles.
Skill Ups
Krakdon, requires a total of 15 skill-ups to fully enhance all of his abilities. Since Salamanders, including the Fire Salamander form before awakening, are commonly available through summoning and can be farmed in areas such as Faimon Volcano, they provide a practical and efficient way to improve Krakdon’s skills. This approach helps preserve Devilmons, which are generally reserved for rarer or harder-to-obtain monsters. Additionally, Krakdon is used as a fusion material, making extra copies of the Fire Salamander readily available during gameplay, further supporting the use of duplicates for skill-ups.
Rune Recommendations
Krakdon, the awakened Fire Salamander in Summoners War: Sky Arena, benefits from a variety of rune builds depending on your stage in the game and how you plan to use him. His effectiveness hinges on his ability to land crowd control and debuffs, making accuracy and survivability key factors in his rune setup.
In the early game, Krakdon can be built with Swift and Blade runes focusing on Attack% for all main stats (Atk%/Atk%/Atk%). This provides a quick and straightforward damage-dealing build that’s easy to set up. As you transition into early to mid-game, Despair and Focus sets become more useful, emphasizing Speed, Defense, and Accuracy. This combination enhances Krakdon’s crowd control potential, particularly through stuns and attack bar manipulation.
Build4-Set(s)2-Set(s)FocusEarly GameN/AEnergy, GuardHp, DefMid Game Violentor
SwiftEnergy, Endure, Focus, Nemesis or WillSpd, Hp, Def, Acc
For mid-game progression, Swift and Focus sets (Spd/HP%/Acc%) are a solid choice, prioritizing HP% in substats to increase survivability while maintaining enough accuracy to land debuffs. In the late game, Despair/Revenge (Spd/Atk%/Atk%) and Violent/Focus (Spd/HP%/HP%) become more viable, offering both control and frequent turns. When used in Trial of Ascension Hard (ToAH), particularly in higher stages like floor 100, Violent sets are often preferred. Main stats such as Spd/Def%/Def% or Spd/Def%/HP% work well, with an ideal speed range of 160–180, around 9,000 HP, and 1,100 DEF for durability. Accuracy remains crucial for landing Krakdon’s debuffs.
For general debuffing and utility roles, Focus runes with high accuracy are useful. Builds such as Focus with Acc% on slot 6 and Def% on slots 2 and 4, or Guard x2/Focus, enhance his reliability in support-focused teams. Other viable combinations include Energy x2/Focus (Spd/HP%/Acc%) to balance survivability and debuff application.
Across all builds, key substats to prioritize are Accuracy, Speed, and Defense%. HP% is also valuable, especially in ToAH and other content where Krakdon needs to endure long battles. His skill set, which includes stun, attack bar reduction, and attack power decrease, makes accuracy essential to maximize his crowd control potential and effectiveness as a disruptive support.
Early to Mid-Game Usage
Krakdon, the awakened Fire Salamander in Summoners War: Sky Arena, offers valuable utility and control for players in the early to mid-game. His entire skill set is designed around debuffing and crowd control, making him a reliable choice for players looking to stabilize runs and manage enemy threats. His first skill, Flame Shock, has a 50% chance to decrease the enemy’s Attack Power for 2 turns, reducing incoming damage.
Upon awakening, his second skill, Stomp, transitions from reducing Attack Speed to applying a 1-turn stun, allowing him to disable priority targets. His third skill, Earthquake, attacks all enemies and decreases their Attack Bar by 50% with a high initial activation chance, offering strong turn denial in both PvE and Trial of Ascension content.
Krakdon’s early to mid-game rune builds focus on maximizing his control potential through Accuracy and Speed. Sets like Swift/Blade with Attack% on all main stats can be used in the earliest stages for some added offensive power. As players progress, builds like Despair/Focus (Spd/Def%/Acc%) or Swift/Focus (Spd/HP%/Acc%) become more effective, emphasizing survivability and debuff consistency. For a support-focused build, Energy x2/Focus (Spd/HP%/Acc%) helps increase durability while maintaining high accuracy. Guard sets can also be used to boost his defense-based scaling, with a stat priority that includes Speed, Accuracy, Defense%, and HP%.
In early Trial of Ascension, Krakdon is particularly useful due to his ability to stun enemies and reduce their Attack Bar, which proves effective against many bosses and difficult enemy waves. His third skill’s attack bar reduction is valuable for controlling boss mechanics and delaying dangerous enemy turns, while his stuns provide crowd control in multi-enemy stages. He is not typically a core damage dealer or a primary farming unit, but his contribution lies in his control abilities and defensive support role.
While his effectiveness may taper off in the late game due to competition from stronger and more specialized monsters, Krakdon remains a strong utility option during early progression. His blend of debuffs and defensive scaling can help players stabilize teams in Trial of Ascension and early dungeon floors, especially when building around budget rune sets.
Strengths
Krakdon, the awakened Fire Salamander in Summoners War: Sky Arena, stands out as the most powerful among the three standard elemental Salamanders due to his status as a natural 3-star monster. This higher natural rank grants him superior base stats, including increased HP and significantly higher attack compared to Lukan (Wind) and Kaimann (Water), while maintaining comparable defense and identical speed. His stat advantage provides a solid foundation for his overall performance.
Krakdon excels in utility, making him a strong choice for content that benefits from crowd control and turn manipulation. His second skill, Stomp, gains a stun effect after awakening, replacing its original attack speed reduction with a more impactful 1-turn stun. This makes him valuable in scenarios requiring control over single-target threats. His third skill, Earthquake, targets all enemies, reducing their Attack Bar by 50% with a 100% base activation rate. Both Stomp and Earthquake scale with Krakdon’s defense, allowing him to deal consistent damage while building for survivability.
His kit includes a 50% chance to apply an Attack Power debuff for 2 turns with his first skill, Flame Shock, which adds to his crowd control and utility. Krakdon is particularly useful in the Trial of Ascension Hard (ToAH), where his combination of stuns, attack bar control, and debuffs can help manage difficult stages, including boss fights. He can serve as a farmable alternative to monsters like Woochi or Verad, offering similar utility for players who lack premium options. His ability to reduce attack bars is especially effective against bosses and unstunnable enemies such as Atharos, helping maintain control even in more challenging content.
Despite some limitations in late-game PvP or more competitive PvE scenarios, Krakdon remains a reliable choice for mid-level progression, especially with budget rune sets. He is often featured in successful ToAH teams and is capable of contributing significantly on floors 90 and above. Additionally, Krakdon plays a role in monster fusion, being required for summoning the Fire Succubus, which is part of the chain to fuse Dark Ifrit. His versatility, debuff potential, and defensive scaling make him a valuable asset for players aiming to clear difficult PvE content without relying on high-end units.
Weaknesses
Krakdon, the awakened Fire Salamander in Summoners War: Sky Arena, has several notable weaknesses that may impact his long-term viability, especially as players progress into more advanced stages of the game. One of the most prominent limitations is his relatively low base speed of 99 at level 40, which can make it difficult for him to take early turns without strong speed substats or rune sets. This can hinder his effectiveness in controlling the enemy team, particularly in faster-paced encounters.
His second skill, Stomp, changes from reducing attack speed to stunning upon awakening. While the stun can be powerful in many situations, it becomes less useful against enemies immune to crowd control. In certain scenarios, especially prolonged fights or boss stages where stun immunity is common, the original attack speed reduction might offer better utility. This shift may not always be considered an upgrade, depending on the content.
Krakdon’s overall role is more focused on support and utility through debuffs rather than direct damage, which could be a disadvantage in content that requires burst damage or sustained DPS. While his kit is effective for crowd control and attack bar manipulation, he doesn’t contribute significantly to raw damage output, making him less favorable in teams that rely on offensive pressure.
Being a natural 3-star monster also presents challenges. While this gives him better base stats than his 2-star counterparts, it can make him harder to summon through typical methods, especially when compared to the more easily obtainable Water and Wind Salamanders. Additionally, although Krakdon performs well in mid-game content such as Trial of Ascension, his utility tends to decline in the late game, where many players opt for more specialized or powerful units. There are other defensive monsters available that offer better synergy, more consistent control, or superior survivability.
Krakdon may also be seen as replaceable in some teams, with alternatives like Lapis offering similar utility while contributing more to damage. Even when built with decent stats such as 9,000 HP and 1,100 DEF, he can still be vulnerable in high-damage scenarios, especially against bosses like Lyrith who counterattack or have revenge mechanics.
In summary, Krakdon’s weaknesses include his low base speed, limited damage potential, vulnerability despite defensive scaling, and reduced relevance in the late game. His stun-focused control may not always be preferable to other forms of debuffing, and while effective in specific roles, he is often overshadowed by more versatile or powerful monsters as the game progresses.
Conclusion
In conclusion, Krakdon (Fire Salamander) is a monster with a niche but potentially impactful role, particularly in the early to mid-game of Summoners War. As a natural 3-star monster, he stands out among the normal element Salamanders, boasting higher base stats in HP and attack compared to his Water (Kaimann) and Wind (Lukan) counterparts. His skill set focuses on utility and debuffing, making him a versatile option for controlling enemies.
His first skill, Flame Shock, has a chance to decrease enemy attack power, adding value to his support role. After awakening, his second skill, Stomp, stuns the target for one turn, providing crowd control. His third skill, Earthquake, reduces the attack bar of all enemies by 50% with a high initial chance, making it an effective tool for manipulating turn order in battles. Both Stomp and Earthquake scale with his defense, enhancing his utility further.
For early to mid-game, Krakdon is best used with Despair and Focus runes, focusing on Speed, Defense, and Accuracy to maximize his debuffing and crowd control potential. He can be an essential asset in Trial of Ascension (ToA) progression, where his ability to stun and reduce attack bars is especially valuable. Krakdon also serves as a viable farmable alternative to other control-oriented monsters like Woochi or Verad, offering a reliable way to manage enemy attack bar manipulation.
While Krakdon shines in the early to mid-game, his effectiveness diminishes in the late game. His base speed of 99 is considered a weakness, and despite his debuffing potential, he does not offer substantial damage output. Other Despair users may outshine him in later stages, making him less viable as a long-term monster. Despite this, Krakdon remains a solid pick for players focusing on defense-scaling debuffers with crowd control, especially for conquering early Trial of Ascension content. Additionally, he serves as fusion material for the Fire Succubus, which is part of the Dark Ifrit fusion line, adding further value to his role in a player’s roster.