Introduction to the Hall of Wind

The Summoners War Hall of Wind in Summoners War: Sky Arena is one of the elemental dungeons within Cairos Dungeon, available exclusively on Thursdays. It is a crucial location for farming Essences of Wind in Low, Mid, and High grades, which are required to awaken wind attribute monsters. The dungeon consists of 10 stages, ranging from B1 to B10, with each stage presenting increasing levels of difficulty. As summoners progress to higher floors, the chances of acquiring higher-grade essences improve, making it more efficient for advanced material farming.

Clearing stages in the Hall of Wind provides a variety of valuable rewards beyond just essences. These include Mana Stones and Experience, with chances to earn Crystals, Energy, and Secret Dungeons. Players may also receive Gold Angelmon, Yellow Angelmon, Rainbowmon (2 and 3), Unknown Scrolls, Mystical Scrolls, Summoning Stones, and Shapeshifting Stones. Higher floors typically yield more and better rewards, making them ideal for efficient resource gathering.

Overall, the Hall of Wind plays a vital and strategic role in progression for any summoner aiming to develop and strengthen their wind-attribute monsters in Summoners War: Sky Arena. As the primary source of Wind Essences—Low, Mid, and High—the Hall of Wind is essential for the awakening process, a major milestone that enhances a monster’s stats, unlocks or upgrades skills, and increases overall combat potential. Awakening is crucial for making monsters viable in more challenging PvE content such as Giants, Dragons, Necropolis, and the Trial of Ascension, as well as in PvP formats like Arena, Guild Battles, and Siege.

In addition to essences, the Hall of Wind offers a variety of supplementary rewards that contribute to a summoner’s broader account progression. These include Gold Angelmon for efficient experience gain, Rainbowmon for evolving monsters, Unknown and Mystical Scrolls for summoning new units, and Summoning Stones and Shapeshifting Stones, which can be used for special summons and cosmetic upgrades. There’s also a chance to unlock Secret Dungeons, allowing access to farmable monsters that can be used for skill-ups, fusion, or collection purposes.

Ultimately, consistently farming the Hall of Wind becomes a foundational aspect of mid-to-late game progression. Whether you’re awakening your first wind monster or preparing an entire team for high-end content, mastering this dungeon—through proper team building, strategic progression, and rune optimization—will directly impact your success across nearly every aspect of the game.

Key Strategies for Clearing Hall of Wind

Clearing the Hall of Wind in Summoners War: Sky Arena requires well-planned strategy and team composition, particularly from B6 onward, where the left crystal begins to fully restore the boss’s HP. The most crucial tactic for success is bringing monsters that apply HP Recovery Debuffs (Unrecoverable effects). Preventing the boss from healing is essential, especially in higher levels like B7 to B10.

Monsters such as Colleen (Fire Harpu), with a consistent 2-turn unrecoverable on her second skill, are particularly effective. Others like Sath (Fire Grim Reaper), who applies a 3-turn unrecoverable debuff, and the Succubi, especially the Light Succubus, are also strong choices. Death Knights, Jokers, Dark Harpu, and Werewolves provide variations of heal block utility as well, although consistency and turn timing are important considerations.

Adding Damage Over Time (DoT) effects to the team further helps by slowly wearing down both the boss and its supporting towers. Monsters such as Jojo, Wind Elementals, Wind Ninja, and Horus can apply continuous damage that complements heal block and chip away at the enemy’s large health pool. DoTs are especially useful in battles that last multiple turns, which is common in the Hall of Wind.

An alternative method involves using a team built for high burst damage, aiming to quickly eliminate the boss before its healing becomes a threat. This “nuke” strategy can be supported by attack buffs and defense break debuffs, increasing your team’s damage output dramatically. Monsters like Colleen and Fire Hellhound can offer attack buffs, while Shannon, Belladeon, and Lauren can apply defense breaks for more efficient takedowns.

Another approach is to target the left crystal, the healing tower, to stop the recovery loop entirely. Prioritizing this tower can remove the main source of the boss’s sustain, allowing the rest of the fight to progress smoothly. Using Attack Order settings in manual or AI team control can help direct your monsters to focus fire on this crystal.

Incorporating utility effects like attack bar reduction, AoE slow, and buffs further improves your team’s survival and control during the fight. For instance, Fire Sylph can reduce the healing tower’s attack bar to delay its turn, while Shannon’s AoE slow buys your team more time. Combining healers, buffers, debuffers, and damage dealers in a well-rounded team ensures stability and consistent progression through higher levels of the dungeon.

Ultimately, the most effective strategies center around heal prevention, team coordination, and control of the boss’s support towers. By aligning your monster roles to these core tactics, the Hall of Wind becomes a manageable and rewarding challenge.

Recommended Monsters

When building a team to tackle the Hall of Wind in Summoners War: Sky Arena, selecting the right monsters is essential—especially from B6 and higher, where the boss gains strong healing support from the left tower. The most critical monster roles include those with HP Recovery Debuffs (Unrecoverable effects), support units that provide utility and sustain, and damage dealers to eliminate the boss efficiently.

Among heal blockers, Colleen (Fire Harpu) stands out as a top-tier option. Her second skill applies a 2-turn unrecoverable debuff, which is both reliable and easy to use on auto. She’s commonly run with Swift/Focus runes to ensure consistent debuff application. Sath (Fire Grim Reaper) is another powerful pick with a 3-turn unrecoverable on his third skill and can be used effectively with Despair/Focus runes for added control. Fire Werewolf can also provide a 1-turn heal block and has potential to solo lower levels when built with speed; however, the short duration of his debuff makes timing more critical.

Other notable options include Light Succubus, who brings consistent heal block and additional debuffs, Jojo (Fire Joker) with a 2-turn heal block on his first skill and bomb damage, and Dark Harpu, whose second skill also applies a 2-turn heal block. Water and Dark Werewolves also offer heal block potential, making them flexible choices depending on availability.

Support monsters play a key role in boosting survivability and control. Shannon (Wind Pixie) is widely used for her AoE slow, attack buff, and defense debuff, which all contribute to better boss control and faster clears. Belladeon (Light Inugami) provides defense break, healing, and buff removal, making her a strong general-purpose support. Bernard (Wind Griffon) brings speed boosts and attack bar increases that help manipulate turn order in your favor. Veromos (Dark Ifrit) offers passive cleansing, improving survivability against debuffs. The Wind Mystic Witch can block regeneration for 3 turns, providing additional healing control. Megan, though not specific to wind dungeons, can add attack and defense buffs to further strengthen the team.

For damage dealing, reliable nukers and monsters with Damage over Time (DoT) effects are ideal. Fire Sylph (Baretta) contributes AoE damage, attack bar reduction, and stuns, and is typically built on Despair sets for maximum crowd control. Raoq (Fire Inugami) delivers strong single-target burst damage and gains additional turns through his passive, increasing team efficiency. Wind Joker (Lushen) can be used to quickly clear early waves, though he’s not always optimal against the boss unless the team is built for a fast clear. Hwa (Fire Rakshasa) is also effective thanks to her attack bar control, attack speed debuff, and continuous damage.

A balanced and effective team generally includes a dedicated heal blocker, one or two support units for buffs and utility, and damage dealers to eliminate the boss and towers quickly. Prioritizing speed, accuracy, and synergy between monster skills and rune builds will greatly improve your success rate and clear speed in the Hall of Wind.

Progression Tips

To progress effectively through the Hall of Wind in Summoners War: Sky Arena, it’s important to approach it with a structured plan that evolves alongside your account growth. Begin by tackling the lower floors (B1–B6) to get familiar with the dungeon’s mechanics—most notably, the Wind Guardian’s healing ability and the left tower’s healing function that activates starting at B6. These early stages are more forgiving and allow you to test team compositions while starting to collect Wind Essences.

A key step in progression is building a dedicated heal blocker, as this becomes essential from B7 onward, where the boss can recover significant amounts of HP. Colleen (Fire Harpu) is one of the best farmable options for this role, with a reliable 2-turn Unrecoverable debuff on her second skill. Equipping her with Swift/Focus runes enhances her speed and accuracy, helping her land debuffs consistently. If Colleen isn’t available or you’re exploring alternatives, monsters like Sath (Fire Grim Reaper), Fire Werewolf, or Succubi can also fulfill the role, provided they’re built with enough speed and accuracy.

Reaching the point where you can auto B7 consistently should be a major early goal. B7 is a pivotal floor due to its higher drop rate for Mid and High Wind Essences, making it an efficient farming spot. Once your team can handle this floor reliably, essence farming becomes significantly easier and less time-consuming.

As your team develops, it’s important to add supportive roles around your heal blocker. Include damage dealers, especially fire-type monsters like Raoq (Fire Inugami), who benefit from elemental advantage and deal solid single-target damage. Complement this with support monsters such as Shannon (Wind Pixie), who provides AoE slow and buffs; Belladeon (Light Inugami), for defense break and healing; and Bernard (Wind Griffon), who boosts speed and attack bar. Integrating monsters that apply DoTs also adds consistent damage over time, which helps break through the boss’s high HP pool.

Progress in the Hall of Wind often comes down to rune quality and monster development. While you may be able to clear certain levels manually with under-leveled or under-geared monsters, autoing consistently requires solid runes (at least 4, ideally 5 or better) and monsters that are fully awakened and leveled, ideally to 5 or 6. Prioritize leveling and runing your most important units—especially your heal blocker and support monsters—to ensure they can survive and perform their roles in longer fights.

It’s also helpful to experiment with different team compositions as your monster collection grows. Finding the right mix of roles—heal block, damage, buffs, debuffs, and control—will allow you to tailor your team for better performance. In the early stages, you may find more consistency by autoing lower floors like B5 or B6, which can still yield decent rewards at a faster and more reliable rate. As your team becomes more powerful, shift your focus to higher floors for better essence drops.

Finally, keep in mind that success in the Hall of Wind is tied to your broader account progress. Core content like Giants B10 provides access to key rune sets that benefit your entire roster, so improving in those areas will naturally lead to better results in elemental dungeons. By focusing on essential units, rune farming, and strategic team building, you’ll be able to clear the Hall of Wind more efficiently and awaken your wind monsters without unnecessary struggle.

Hall of Wind Drop Rates

The Hall of Wind in Summoners War: Sky Arena provides a variety of rewards, with the primary focus being the Essence of Wind in Low, Mid, and High grades. These essences are critical for awakening wind attribute monsters and are the main reason summoners farm this dungeon. After each successful run, players receive a reward chest that can include Wind Essences, Mana Stones, Experience, and occasionally Crystals.

As players progress to higher levels of the dungeon, the quality and quantity of rewards improve. Lower levels (B1–B5) frequently drop Low Essences, while Mid Essences begin appearing from B2 onward. High Essences start to drop from B4, though they are considered rare, even at higher stages. B7 and above are generally regarded as more efficient for farming due to the increased chance of obtaining higher-grade essences.

In addition to essences, reward chests can include a variety of valuable items such as Gold Angelmon, Secret Dungeon pieces for 2–3 wind monsters, Unknown Scrolls, Mystical Scrolls, Rainbowmon (2 and 3), Summoning Stones, and Shapeshifting Stones. The number of Unknown Scrolls awarded tends to increase with each floor, though some higher floors like B9 and B10 may stop dropping them altogether. Rare drops such as Yellow Angelmon and Mystical Scrolls are possible across all levels but remain uncommon.

Overall, higher floors provide a more rewarding farming experience due to the increased chances of receiving Mid and High Essences, as well as access to rarer bonus rewards. However, even at these levels, High Essences may still drop infrequently, reinforcing the importance of consistent farming and a team capable of clearing higher stages reliably.

Conclusion

In conclusion, effectively farming the Hall of Wind in Summoners War: Sky Arena centers around managing the Wind Guardian’s strong healing, particularly from B6 and higher, where the left tower begins fully restoring the boss’s HP. The most essential strategy is bringing monsters that apply HP recovery debuffs—either heal block or unrecoverable—to prevent the boss from regenerating health.

Key monsters known for consistent heal block include Colleen (Fire Harpu) with a reliable 2-turn debuff, Sath (Fire Grim Reaper) who applies a 3-turn unrecoverable, Jojo (Fire Joker) with a 2-turn heal block, and the Light Succubus, who brings strong healing denial alongside other debuffs. Building one of these monsters early on should be a priority to ensure consistent clears, especially from B7 onward.

For smooth progression, it’s best to start at lower floors (B1–B6) to become familiar with the dungeon’s mechanics and gradually scale up as your monster box and rune quality improve. A major early goal is reaching the point where you can auto B7 reliably, as this level offers a better chance of dropping Mid and High Wind Essences, making it more efficient for awakening wind attribute monsters.

To strengthen your team, pair your heal blocker with fire-element damage dealers—which benefit from elemental advantage—and support units that provide buffs, debuffs, and sustain. Useful support options include those with attack and defense buffs, speed manipulation, defense breaks, and healing. Including monsters with Damage over Time (DoT) effects can further accelerate boss takedown by steadily reducing its large HP pool.

In terms of rewards, the Hall of Wind primarily drops Essences of Wind (Low, Mid, and High), along with additional items such as Mana Stones, Gold Angelmon, Secret Dungeon pieces, Mystical Scrolls, Rainbowmon, Summoning Stones, and Shapeshifting Stones. While higher floors (B7 and up) do offer improved chances for better essences, High Essences remain rare even at advanced levels. Lower-tier items like Unknown Scrolls may appear less frequently at B9 and B10 compared to earlier stages.

Overall, success in the Hall of Wind depends on building a focused team that can shut down healing, dish out damage, and stay sustained through the fight. By steadily improving your team, targeting efficient farming floors, and focusing on core monster roles, you’ll make steady progress in awakening wind monsters and maximizing your dungeon farming efficiency.