Introduction to the Hall of Light

Welcome to the Summoners War Hall of Light guide! The Hall of Light is an essential dungeon in the Cairos Dungeon for progressing your light monsters. It is available to enter on Friday, Saturday, and Sunday, with Sunday being the ideal day to collect Light Essences. The primary goal of the Hall of Light is to gather Light Essences (Low, Mid, High), which are crucial for awakening your light attribute monsters. As you clear stages in the Hall of Light, you also have a chance to unlock Secret Dungeons.

These dungeons offer the opportunity to farm monster parts for key 2-star and 3-star light monsters, such as the Vagabond, Inugami, and Cowgirl. Be prepared to face the Guardian of Light, the dungeon’s boss, who is characterized by its incredibly high defense and relatively low health. Defeating the Guardian of Light will be essential for your progression, so plan your strategies accordingly.

Dungeon Mechanics and Enemies

The Hall of Light in Summoners War: Sky Arena consists of multiple levels, ranging from B1 to B10, with each stage requiring an increasing energy cost to enter. Higher levels generally offer better rewards. Throughout the dungeon, you will encounter multiple waves of enemies before reaching the final boss.

In the first round of B1 to B4, you will face Light Golems, while B5 and higher levels introduce a mix of Light Golems and Crystals. It is essential to prioritize eliminating the Crystals first, as they can deal significant damage, even though they are relatively slow. In the second round, you’ll encounter a Light Golem along with two large Crystals. As in earlier waves, focus on taking out the Crystals before they can attack due to their high damage potential. The final round is the Boss Stage, where you will face the Guardian of Light accompanied by two Crystal Towers.

Attacks all enemies and stuns them for 1 turn by chance. The damage increases as fewer enemies stand.

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

Get an extra turn if enemy falls. [Automatic Effect]

Guardian’s Defense has been increased by 500%!

Strengthen Defense Crystal Increases the Boss’s Defense for 3 turns.

The Guardian of Light is notable for its massive defense but low health. It uses three main skills that are consistent across all levels: Dead Man’s Purification, which attacks all enemies and has a chance to stun them for 1 turn. The damage increases as fewer enemies remain. Death Glare burns enemies with a cursed glare, inflicting Continuous Damage for 3 turns with a high chance. It has a 4-turn cooldown. Annihilate (Passive) causes the Guardian to gain an extra turn whenever an enemy falls, activating automatically.

The Boss Stage also features two Crystal Towers. The left Crystal Tower always provides a defense buff to the Guardian of Light, while the right Crystal Tower’s effect varies depending on the stage of the Hall of Light. Defeating the Guardian and its Crystal Towers requires strategy, as the combination of powerful enemy waves and the Guardian’s abilities can pose a significant challenge.

Strategy and Team Composition

To successfully conquer the Hall of Light in Summoners War, understanding the Guardian of Light’s mechanics is key. The Guardian has extremely high defense but low health, so strategies should focus on bypassing or ignoring its defense. Monsters with skills that ignore defense are particularly effective against the boss. Units like High Elementals (Fire, Water, Light) with their second skill, Tectonic Shift, and Lushen are great choices.

Additionally, Kahli and Shren are reliable units for ignoring defense. Another effective approach is using monsters that deal fixed damage, which is not influenced by defense. Ramagos (Wind Warbear), with his third skill Clean Shot, is a strong counter for this. Applying Continuous Damage (DoTs) is also a viable strategy due to the Guardian’s low health.

Monsters like Water Imps, Elementals, and Reapers are ideal for applying DoTs. For more accessible options, Wind Elementals and the Water Cowgirl can serve as viable alternatives to farmable dotters.

While using Defense Break can be helpful, it is generally not as effective as other harmful effects, though Fire Inugami can help lower the Guardian’s defense. Healing units are essential to keep your team alive, especially against the Guardian’s AoE attacks. It is also important to avoid triggering the Guardian’s Annihilate passive, which grants it an extra turn when an enemy falls.

In the early waves, your team will face different combinations of enemies. During the first round (B1-B4), you will encounter Light Golems. From B5 onwards, the first round will feature a mix of Light Golems and Crystals. Prioritize taking out the Crystals first, as they deal substantial damage, despite being slow. In the second round, you will face a Light Golem and two large Crystals. As before, focus on eliminating the Crystals before they can attack. The Boss Stage features the Guardian of Light and two Crystal Towers. The left Crystal Tower always provides a defense buff, while the effect of the right Crystal Tower varies depending on the stage.

When it comes to team composition, the setup will vary depending on your progress in the game. For the early game, focus on monsters that deal fixed damage like Ramagos (Wind Warbear). Units that apply Continuous Damage (DoTs), such as Water Imps, Elementals, or Reapers, can also be effective. Be sure to include a healer to sustain your team, and a team with Baretta, Veromos, and Belladeon with other damage dealers or support can work well by focusing on DoTs and healing.

For the mid to late game, teams that focus on ignore defense tend to be faster. Examples include teams with Lushen, Kahli, and Shren. A fast team composition might include two Lushen, Seara, Galleon, and Malaka, or another variation with two Lushen, Kahli, Bastet, and Bulldozer. For a slower but more farmable team for B10, a setup of Beretta (L), Belladeon, Ahman, Bernard, and Shannon focusing on DoTs has been effective.

Replacing Beretta with Veromos as the leader can improve survival with its leader skill and stuns. A different approach with one damage dealer (Lushen) and four support units (Hellea, Colleen, Veromos, and Baretta) can clear B10 in under 1:30 by focusing on Lushen for wave clearing and DoTs for the boss.

Always remember to prioritize taking out the Crystals early in the waves and build your team to either ignore the Guardian’s high defense or to deal damage through fixed damage or DoTs while ensuring your team can survive the dungeon.

Monster Recommendations

When preparing for the Hall of Light, it’s important to select monsters that can effectively counter the Guardian of Light’s high defense and deal with its low health. High Elementals (Fire, Water, Light) are some of the best options for ignoring defense, thanks to their second skill, Tectonic Shift. Fire High Elemental (Kahli), in particular, is known for reliable ignore defense and is often used in fast teams. The Light High Elemental also excels in this role.

(Fire High Elemental) can potentially one-shot the boss with an attack buff and decent runes.

(Dark High Elemental) has a 30% ignore defense with two chances, making her effective, though slower.

Lushen (Wind Joker), while not directly designed for ignoring defense, is great for clearing waves quickly before reaching the boss.

Shren is another unit with reliable ignore defense.

(Fire Warbear) offers good ignore defense, and the Fire Bounty Hunter can serve as a cheaper, early-game option.

For fixed damage, Ramagos (Wind Warbear) is a top choice. His third skill, Clean Shot, deals fixed damage that isn’t affected by defense, making him ideal for this dungeon.

When it comes to Continuous Damage (DoTs), monsters like Water Imps, Elementals, and Reapers are effective due to their ability to deal damage based on the enemy’s HP, which works well against the Guardian’s low health. Farmable options for DoTs include the Wind Elemental and the Water Cowgirl. Baretta (Fire Sylph) and Veromos (Dark Ifrit) also have reliable DoT abilities. Orochi (Wind Ninja) is another non-farmable unit with highly effective DoTs.

Although the Guardian’s defense is formidable, you can use Defense Break to boost your damage. Fire Inugami can lower the Guardian’s defense, although other harmful effects are generally more impactful. Galleon (Water Pirate Captain) and Lauren (Dark Harpy) are additional options for applying Defense Break, which can help accelerate clears.

For support and healing, it’s crucial to bring units that can keep your team alive, especially when facing the Guardian’s AoE attacks. Belladeon (Light Inugami) is an excellent healer and versatile for many situations. Colleen (Fire Harpu) provides healing, attack buffs, and attack breaks, making her a valuable support unit. Bernard (Wind Griffon) and Shannon (Wind Pixie) are both farmable and commonly used in various dungeons. Veromos (Dark Ifrit) is useful for his crowd control, cleanse, and leader skill, which boosts team survival. Konamiya (Water Garuda), Lulu (Water Howl), and Rakaja (Wind Yeti) are all potential early-game healers to consider.

Key farmable Light monsters obtained from Secret Dungeons include Vagabond (Light), a useful 2-star monster, Inugami (Light), especially Belladeon, and Cowgirl (Light), both important 3-star monsters.

When preparing your team, remember to prioritize taking out the Crystals in the early waves, as they deal significant damage. Your team composition will depend on your available monsters and where you are in the game. In the early stages, focusing on fixed damage dealers like Ramagos and DoT units will be effective, while in the later stages, fast teams using ignore defense mechanics, such as those with Lushen, will be more common for quicker runs.

Tips for Progression

In Summoners War, early progression can be made easier by focusing on some key strategies. Don’t underestimate your starting monsters, as they can still be useful in the late game. For example, Water Magic Knight (Lapis) is a great exp farmer, which can help you level up efficiently early on. Additionally, always remember to collect the free Devilmon from the Glory Shop every week, as they are essential for skilling up your monsters and ensuring you can build a strong roster.

Focus on the Hall of Light, open on Friday, Saturday, and Sunday, as it provides valuable light monsters and awakening materials. Clearing stages in this dungeon also gives you a chance to open Secret Dungeons, where you can farm parts for important 2-star and 3-star light monsters like Vagabond, Inugami, and Cowgirl, all of which are essential for your progress. If a player in your chat opens one of these Secret Dungeons, adding them as a friend will allow you to enter it as well. For additional progress, join a guild to request help from fellow members who can open Secret Dungeons for you.

One of the core principles of Summoners War is that almost every monster can be viable in the right circumstances, even common, low-star units. Colleen and Belladeon are among the best healers in the game and are much easier to skill up with duplicates, making them valuable additions to any team. Also, focus on key units like Lushen (Wind Joker) for PvP and Giant’s Keep 10, Galleon (Water Pirate Captain) for guild content and Dragon’s Lair 10, and Veromos (Dark Ifrit) for stability through crowd control and cleansing.

Investing in the Sanctum of Energy and the Mysterious Plant in the Glory Shop early will greatly benefit your long-term progression, as these structures increase your maximum energy and energy refill rate, crucial for sustained gameplay. Maxing them out should be a priority. In the early stages, starting with cookie-cutter teams for dungeons like Giant’s Keep and Dragon’s Lair can help you get a feel for dungeon mechanics. Common teams include Veromos, Shannon, Bernard, Belladeon, and Darion for Giant’s Keep, and Verdehile, Belladeon, Galleon, Lapis, and Veromos for Dragon’s Lair.

You’ll also want to work on second awakenings for your 2-star and 3-star monsters as soon as possible, using the Dimension Hole. Second awakenings provide significant stat boosts and abilities, making these monsters even more powerful.

Playing daily is essential for progress. Summoners War rewards consistent play with exp boosts, scrolls, and crystals, so make sure to participate in daily challenges and login bonuses. To maximize your rewards, aim for C rank or better in World Boss for better loot, including Legendary Scrolls, Light & Darkness Scrolls, and the chance for a Devilmon. For Legendary Runes, keep those with poor sub-stats, as they can be rerolled later using Reappraisal Stones.

In the early game, prioritize farmable monsters like Wind Pixie, Wind Griffon, Light Inugami, Light Bearman, and Light Vagabond, which are generally replaceable only by high-star monsters in the long run. These monsters are primarily farmed in the Secret Dungeons on Sundays, and their drop rates improve in later stages of the game. For awakening materials, focus on Hall of Magic and elemental halls like Hall of Light and Hall of Wind B4 to get low and mid essences. Don’t worry too much about Giants or Dragons early on unless absolutely necessary.

It’s also important not to focus too much on winning in the arena early in the game. Instead, participate to earn Glory Points, which can be used to buy Devilmon (180 Glory Points for each Devilmon) or invest in the Mysterious Plant. Additionally, losing intentionally can sometimes lower your rank and make it easier to face weaker opponents.

By efficiently managing your progression, including leveling up monsters, farming essential materials, and building up your core team of farmable monsters, you will set yourself up for success. For example, early game teams often consist of Ahman (Light Bearman), Belladeon (Light Inugami), Darion (Light Vagabond), Shannon (Wind Pixie), and Bernard (Wind Griffon). These units can be leveled to 5-star and provide valuable support for various early-game content. For Hall of Light, focus on using monsters that can either ignore defense or deal continuous damage (DoTs) like Ramagos (Wind Warbear) or Water Imps to clear waves efficiently.

Once you reach level 28, buy all available slots in the Magic Shop. Refresh it regularly using excess mana to find good 5-star or 6-star runes, especially focusing on percentage runes in slots 2, 4, and 6. Early farmable teams, as mentioned, will be essential for clearing early dungeons, and farming the Hall of Light B4 for essences while keeping an eye on Secret Dungeons for key monsters should be prioritized.

By staying dedicated and adapting to new challenges, you’ll steadily progress in Summoners War and be well on your way to building a powerful team.

Conclusion

In conclusion, progression in Summoners War revolves around strategic planning and efficient use of resources. Early on, it’s crucial to recognize the value of starting monsters like Water Magic Knight (Lapis), which is an excellent exp farmer, and the importance of Devilmons, which are essential for skilling up your monsters. In the early stages, focus on investing Glory Points in the Sanctum of Energy and Mysterious Plant to increase your energy capacity and refill rate, providing long-term benefits as you progress through the game.

A key aspect of early progression is obtaining important farmable light monsters from Secret Dungeons in the Hall of Light, including Light Inugami (Belladeon), Light Vagabond (Darion), and Light Bearman (Ahman). These monsters play a central role in many early and mid-game teams. For efficient farming, Hall of Light B4 on Sundays is highly recommended, as it offers both light essences and a chance to obtain these essential monsters.

As you progress, aim to build a cookie-cutter team for Giant’s Keep. A common early setup includes Veromos, Shannon, Bernard, Belladeon, and Darion. It’s also crucial to have a dedicated farmer to level up monsters efficiently, with early suggestions including Water Magic Knight, Wind Warbear, and Water Warbear. Additionally, make sure to buy Devilmons in the Glory Shop every week to keep your monster upgrades progressing smoothly.

When tackling the Hall of Light, the Guardian of Light’s high defense but low HP requires a focused strategy. Effective methods include using monsters that ignore defense, such as High Elementals (Fire, Water, Light) with their second skill, Tectonic Shift, or those that deal fixed damage, like Ramagos (Wind Warbear) with his third skill, Clean Shot.

Monsters that apply continuous damage (DoTs), like Water Imps, Elementals, and Reapers, are also strong due to their scaling damage based on the enemy’s HP. In the mid-to-late game, faster clears often involve multiple Lushens and other ignore defense units like Kahli and Shren. Also, be sure to prioritize eliminating crystals in the early waves of the Hall of Light due to their high damage output.

Ultimately, Summoners War is a long-term game, where daily play provides significant advantages. By understanding monster viability, staying aware of upcoming balance changes, and considering second awakenings, you can ensure steady progression. While certain monsters are pivotal for success, feel free to experiment with different team compositions based on your available monsters, as flexibility is key in adapting to various challenges.