Introduction to Hall of Dark

Welcome to the Summoners War Hall of Dark, a crucial dungeon within Cairos Dungeon in Summoners War: Sky Arena. Cairos Dungeon is a central farming area where players collect vital resources like runes and artifacts to power up their monsters. Within this expansive dungeon are various elemental halls, including the Hall of Dark, each designed to help players gather specific materials for monster progression.

The Hall of Dark is specifically used to collect Dark Essences—Low, Mid, and High—which are required to awaken dark-element monsters. Awakening increases a monster’s stats and often unlocks new abilities, making it a key part of progression. The Hall of Dark is available on Mondays, and all elemental halls, including this one, are accessible on Fridays and Saturdays, giving players multiple opportunities to gather what they need each week.

Inside the Hall of Dark, players will battle through several waves of enemies before facing the final boss: the Guardian of Darkness. This boss is known for using powerful Damage over Time (DoT) skills, which can quickly overwhelm unprepared teams. To clear the dungeon efficiently, it’s important to bring monsters with healing, cleansing, or DoT immunity, as well as strong burst damage to quickly eliminate the boss before the DoTs stack up.

Clearing higher levels of the Hall of Dark provides significantly better drop rates for Mid and High Dark Essences, which are critical for awakening stronger dark-attribute monsters. As you move up the floors—from B1 to B10—not only does the difficulty increase, but so does the quantity and quality of rewards. While lower floors like B1 to B3 primarily drop Low Dark Essences, the chances of receiving Mid Essences improve starting at B2, and High Essences begin appearing from B4 onward, albeit at a lower rate. However, by consistently farming higher floors such as B7, B8, B9, or B10, players improve their chances of acquiring these rare essences in greater amounts.

Moreover, farming the higher levels also gives access to additional rewards such as increased quantities of Unknown Scrolls, and chances at Mystical Scrolls, Angelmons, and Secret Dungeons, all of which add to the overall value of your runs. If your team is capable of consistently clearing higher stages like B10, it becomes an efficient way to not only stock up on dark essences but also build up useful materials for your overall monster development. In this way, mastering and regularly running the Hall of Dark at high levels becomes a core farming routine for any serious player looking to optimize their monster roster and maintain a competitive edge.

Hall of Dark Specifics

The Hall of Dark is one of the elemental dungeons located within the Cairos Dungeon in Summoners War. Its main function is to provide players with Dark Essences—Low, Mid, and High—which are essential materials used to awaken dark attribute monsters. Awakening boosts a monster’s stats and may unlock new abilities, making it a key step in monster progression.

The Hall of Dark is open for entry on Mondays, and like all elemental halls, it becomes accessible again on Fridays and Saturdays. Players progress through multiple stages filled with enemies before reaching the final boss, the Guardian of Darkness. The pre-boss stages contain dark golems and crystals, with the left crystal dealing Damage over Time (DoT) for 3 turns, posing a significant threat. It is generally more effective to eliminate the crystals before the golems, as they are more dangerous overall.

Dead Man’s Purification – Attacks all enemies and stuns them for 1 turn by chance. The damage increases as fewer enemies stand.

Death Glare – Burns Enemies with a cursed glare and inflicts Continuous Damage for 3 turns with a high chance. (Reusable in 4 turns)

Annihilate (Passive) – Get an extra turn if enemy falls. [Automatic Effect]

Left crystal abilities – Poisonous Crystal Inflicts Continuous Damage to all enemies for 3 turns.

At the end of the dungeon, players face the Guardian of Darkness, a boss that specializes in applying heavy DoT effects and capitalizing on enemy losses. The Guardian uses three abilities: Dead Man’s Purification, which attacks all enemies, has a chance to stun, and deals more damage when fewer enemies remain; Death Glare, which inflicts Continuous Damage for 3 turns on all enemies and has a cooldown of 4 turns; and Annihilate, a passive skill that grants the Guardian an extra turn when an enemy is defeated.

Clearing stages in the Hall of Dark rewards various drops. These include Unknown Scrolls, with increasing quantities on higher floors, and Dark Essences of various grades. Low Essences drop more frequently on B1 to B5, Mid Essences start appearing from B2, and High Essences, while very rare, begin dropping from B4 onward. Other potential rewards include Mystical Scrolls, Dark Angelmons, Rainbow Angelmons, and Secret Dungeon Monsters, which may include 2- to 3-star light monsters.

Each stage has a different energy cost and boss level. B1 costs 4 energy and features a level 8 boss. B2 also costs 4 energy with a level 10 boss. B3 costs 5 energy with a level 15 boss, and B4 costs 5 energy with a level 20 boss. B5 costs 6 energy with a level 30 boss, while B6 also costs 6 energy and has a level 40 boss. B7 maintains the 6 energy cost with a level 50 boss. B8 increases to 7 energy with a level 55 boss, B9 also costs 7 energy and features a level 60 boss, and B10 costs 7 energy with the final boss at level 65.

Progressing through the Hall of Dark requires strategic preparation to counter DoT effects and to sustain through increasing enemy difficulty, especially in the higher stages. Farming the Hall consistently ensures a steady supply of awakening materials for dark-element monsters.

Hall of Dark Drops

In the Hall of Dark, players can expect to receive a variety of valuable drops upon completing each stage. Unknown Scrolls are commonly rewarded, and the number of scrolls increases progressively with higher stage completions. Low Dark Essences are frequently dropped in the lower stages, particularly from B1 to B5, and tend to appear in larger quantities at higher stages. Mid Dark Essences begin dropping from B2 and above, offering players the opportunity to start collecting mid-grade awakening materials early in their progression.

High Dark Essences start to appear from B4 onward, although they are much rarer compared to lower-grade essences. In addition to essences, several other valuable and rare items may be obtained. These include the Mystical Scroll, which provides a chance to summon a higher-grade monster; the Dark Angelmon, used for leveling dark monsters; and the Rainbow Angelmon, a universal experience booster—all of which are rare drops within the dungeon.

There is also a chance to unlock a Secret Dungeon after completing a run. This dungeon allows players to collect summoning pieces for a 2- to 3-star light monster, adding extra value to each attempt in the Hall of Dark. Consistent farming of this dungeon not only ensures a stable supply of awakening materials but also offers the potential for rare bonus rewards.

Strategy and Monster Recommendations

When preparing for the Hall of Dark, especially in higher stages like B6 and above, it’s essential to consider both the dungeon’s mechanics and the boss’s abilities. The Guardian of Darkness is known for inflicting heavy Damage over Time (DoT) effects, which can quickly wear down your team if not addressed. To counter this, players can adopt two primary strategies: bringing a cleanser to remove harmful effects or focusing on high burst damage to defeat the boss quickly before the DoTs become overwhelming.

In the earlier waves before the boss, the dark crystals pose a greater threat than the dark golems, particularly the left crystal, which consistently inflicts a 3-turn DoT. Focusing on eliminating the crystals first helps reduce incoming damage and control the fight more effectively.

Several farmable monsters are effective in tackling Hall of Dark B6 and above.

Shannon (Wind Pixie) is a reliable support unit who offers attack and defense buffs, along with speed and glancing debuffs.

Konamiya (Water Garuda) is valuable for cleansing all debuffs and healing the team, providing stability against continuous damage.

Raoq (Fire Inugami) serves as a strong single-target damage dealer and is obtainable via secret dungeon on fire day.

Sieq (Fire Hellhound) offers a team crit rate and attack power buff, boosting overall damage output.

Bernard (Wind Griffon) increases the team’s speed and applies attack break, which helps mitigate boss damage.

Ahman (Light Bearman) provides consistent healing based on critical hits, improving team survivability.

Belladeon (Light Inugami) is highly useful for her defense break and heal, making dungeon clears faster and safer.

Baretta (Fire Sylph), obtainable through fusion, brings a speed lead, DoTs, and attack bar reduction, all of which are useful tools in longer fights.

A solid example of a fully farmable team composition for Hall of Dark B10 includes Baretta (Leader), Belladeon, Konamiya, Shannon, and Bernard. In this team, Baretta provides a crucial speed lead and damage over time to chip away at the boss. Belladeon handles defense break and healing, ensuring both offense and sustain. Konamiya plays the role of the cleanser and healer, countering the Guardian’s DoTs. Shannon boosts the team’s survivability and control with buffs and debuffs, and Bernard supports with speed buffs and attack break. Together, these units form a balanced and effective lineup capable of clearing the higher floors of the Hall of Dark efficiently.

Additional Tips

When farming the Hall of Dark in Summoners War, finding the right balance between speed, efficiency, and resource gain is crucial. This dungeon is designed to challenge your team’s ability to handle Damage over Time (DoT) effects while rewarding you with essential awakening materials like Dark Essences and other valuable items. The final boss, the Guardian of Darkness, relies heavily on DoT-based attacks, which can quickly wear down your team if not addressed.

To handle this, players generally adopt one of two strategies. The first is to bring a cleanser, a monster that can remove harmful effects, ensuring your team survives through the boss’s repeated DoT applications. The second approach focuses on nuking—bringing high-damage monsters to eliminate the boss quickly before the DoTs have a chance to accumulate and overwhelm your team.

The stages leading up to the boss also present specific challenges. Each wave consists of a combination of dark golems and dark crystals, with the crystals posing a significantly higher threat. The left crystal is especially dangerous, as it reliably applies a 3-turn DoT, which can add up quickly if not dealt with immediately. For this reason, a sound strategy is to target and eliminate the crystals before moving on to the golems. Doing so minimizes the incoming damage and sets your team up for a cleaner boss encounter.

While B10 is the highest stage and offers the greatest potential for rare drops, including High Dark Essences, it may not always be the most efficient option depending on what you’re farming for. Players focused on acquiring Mid Dark Essences might find B7 or B8 to be more efficient. These stages tend to have faster clear times and can be more energy-efficient, particularly for teams that may not yet be optimized for higher-level runs.

If your team is strong and well-runed, B10 becomes a viable and often preferable choice. The potential rewards—such as Mystical Scrolls, Dark Angelmons, Rainbow Angelmons, and higher quantities of essences—can make the longer clear times worthwhile. Additionally, Unknown Scrolls become more frequent in higher stages, providing more opportunities to summon useful monsters or acquire fodder for leveling and evolving.

Your clear speed is another important factor to consider. If your team can reliably clear B10 in under two minutes, farming this stage might offer the best long-term value due to its superior drop table. However, if your runs are inconsistent or take too long, farming a slightly lower stage like B7 might yield better results overall, especially when it comes to collecting Mid Essences quickly. Since each run consumes energy, faster clears allow for more runs in the same timeframe, potentially yielding more essences and items, even if the individual drop quality is slightly lower.

Another factor to consider is your current resource needs. If you’re primarily awakening 4-star or lower dark monsters, you might not need a large quantity of High Essences yet, making B7 or B8 a better choice. On the other hand, if you’re preparing to awaken multiple 5-star dark monsters or planning ahead for future summons, accumulating High Dark Essences from B10 can be a smart move even if the drop rate isn’t guaranteed. Farming B10 consistently also gives you a better chance at acquiring rare rewards and secret dungeon keys, which can unlock exclusive monsters.

Ultimately, the best floor to farm in the Hall of Dark depends on a combination of factors including your team composition, rune quality, clear speed, and essence requirements. It’s often a good idea to experiment with different floors to find what gives you the most consistent value over time. Whether you’re farming for immediate awakening materials or stockpiling for future use, having a clear strategy tailored to your needs will help maximize your efficiency and progression in the Hall of Dark.

Conclusion

In conclusion, the Hall of Dark is a critical part of the Cairos Dungeon in Summoners War, designed to help players acquire Dark Essences—Low, Mid, and High—that are essential for awakening dark attribute monsters. This elemental dungeon is accessible on Mondays, and it also becomes available on Fridays and Saturdays, when all elemental halls open to give players more flexibility in farming.

As you progress through the Hall of Dark, you’ll encounter several waves of enemies leading up to the final boss, the Guardian of Darkness. This boss specializes in inflicting Damage over Time (DoT) effects on your team, which can quickly become overwhelming if not managed properly. To counter this, players should either bring a cleanser to remove harmful effects or use a high-damage team that can eliminate the boss quickly before the DoTs take their toll.

In the earlier stages of the dungeon, special attention should be given to the dark crystals, which are more dangerous than the accompanying dark golems. The left crystal in particular is a consistent threat, as it inflicts DoT for 3 turns, making it a priority target during these encounters.

Clearing stages in the Hall of Dark offers a range of valuable rewards. Unknown Scrolls become more abundant on higher floors, and Low Dark Essences are commonly found in the lower stages, especially from B1 to B5, with larger amounts dropping at higher stages. Mid Dark Essences begin appearing from B2 onward, providing a steady source for awakening mid-tier monsters.

High Dark Essences, which are needed for awakening more advanced monsters, begin to drop from B4 but remain rare compared to the lower-tier essences. Players also have a chance to obtain Mystical Scrolls, Dark Angelmons, and Rainbow Angelmons as rare drops. Additionally, completing a run in the Hall of Dark may trigger a Secret Dungeon, allowing players to collect summoning pieces for a 2- to 3-star light monster.

Effectively farming the Hall of Dark requires an understanding of the boss’s mechanics and smart team building. Whether through consistent debuff cleansing or overwhelming damage, preparing your team to deal with the dungeon’s threats is key to gathering the awakening materials you need for your dark attribute monsters.