Introduction to the Hall of Magic

The Summoners War Hall of Magic is an essential dungeon within the Cairos Dungeon in Summoners War: Sky Arena, home to the Keeper of Magic. This dungeon serves as the primary location for summoners to collect Essence of Magic in three grades: Low, Mid, and High. These essences are vital materials required for awakening monsters, a key part of progressing in the game.

Unlike the other elemental halls—such as the Hall of Fire, Hall of Water, Hall of Wind, Hall of Light, and Hall of Darkness—the Hall of Magic is open every day, providing a consistent source of the magic essences needed for monster awakenings. The Hall of Magic consists of ten levels, ranging from B1 to B10, with the difficulty increasing as you progress through the floors, culminating in the highly challenging B10.

The main objective when exploring the Hall of Magic is to gather the different grades of Magic Essence, which are essential materials required to awaken your monsters and improve their strength. Awakening monsters is a critical part of advancing in Summoners War: Sky Arena, as it significantly boosts a monster’s stats and unlocks additional skills that can make them much more powerful in battle.

By obtaining Low, Mid, and High Magic Essences from various levels within the Hall of Magic, you ensure that you have the necessary resources to awaken your monsters and enhance their overall effectiveness, allowing them to take on tougher challenges in both PvE and PvP content.

Without these essences, the progression of your monsters will be limited, which is why farming the Hall of Magic efficiently is vital to continue improving your team and advancing through the game. As you progress through the levels, you’ll encounter increasingly difficult challenges, but the rewards—especially the higher-tier Magic Essences—are key to ensuring that your monsters are ready to tackle even more challenging content and help you push further in the game.

Dungeon Mechanics

The Hall of Magic dungeon consists of three rounds of battles across its ten levels, with each round featuring different types of enemies and challenges.

In Round 1, players face Golems in the lower levels, specifically B1 through B4. From B5 and higher, the first round is occupied by Crystals.

Round 2 introduces a combination of golems (Fire, Water, Wind) and two crystals. A key strategy here is to prioritize eliminating the crystals first, as they deal significantly more damage than the golems.

In Round 3, the final battle pits players against the Keeper of Magic, accompanied by two crystal towers.

The Keeper of Magic has three consistent skills across all levels: Dead Man’s Purification, which targets all enemies and has a chance to stun them for 1 turn, with damage increasing as fewer enemies remain; Death Glare, a cursed glare that inflicts Continuous Damage for 3 turns, with a high chance of landing, and a 4-turn cooldown; and Annihilate (Passive), where the Keeper automatically gains an extra turn whenever an enemy is defeated.

The two crystal towers in the final round have varying abilities depending on the stage. The left crystal tower always performs a single-target damaging shot, while the right crystal tower’s ability changes by stage. In B1, it uses the Ignore Defense Crystal, inflicting an attack that ignores defense.

In B2, it uses the Shock Crystal, which stuns one enemy for 1 turn.

In B3, the Immunity Crystal removes harmful effects from the Boss and grants Immunity for 3 turns.

In B4, the Invincible Crystal reduces all damage to the Boss to 0 for 2 turns, making it crucial to destroy this crystal immediately.

In B5, the Disturb Recovery Crystal disturbs HP recovery for all enemies for 2 turns with a fixed chance.

In B6, the Weaken Defense Crystal decreases the defense of all enemies for 2 turns.

In B7, the Strengthen Defense Crystal increases the Boss’s defense for 3 turns.

In B8, the Weaken Attack Crystal reduces the attack power of all enemies for 2 turns.

In B9, the Strengthen Attack Crystal increases the Boss’s attack power for 3 turns.

In B10, the Disturb Recovery Crystal disturbs HP recovery for all enemies for 2 turns with a fixed chance, similar to B5.

These mechanics and abilities are vital to understand for optimizing strategies in the Hall of Magic and efficiently completing the dungeon.

Strategy Guide

To tackle the Hall of Magic, it is essential to assemble a team that can deal significant damage to the Keeper of Magic, who is relatively squishy but requires focused attention. Additionally, including support monsters with healing capabilities and the ability to remove harmful status effects is highly beneficial for maintaining your team’s survivability throughout the dungeon.

For the first few stages, the strategies are fairly straightforward. In B1, you can use your damage dealers, such as the Hellhound, to easily clear the stage. The right crystal in this stage has an Ignore Defense skill, so ensure you manage your defense. In B2, the Keeper of Magic has low health, allowing you to burst him down quickly, while the right crystal uses the Shock Crystal skill, which stuns one enemy for 1 turn.

In B3, the Keeper becomes slightly tougher, and the right crystal provides immunity, making status effects ineffective, so it’s important to focus on burst damage. Bringing at least one healer with AoE healing is recommended. The right crystal here is an Immunity Crystal, which removes harmful effects and grants immunity for 3 turns.

B4 is a more challenging stage due to the Invincible Crystal on the right, which reduces all damage to the Keeper to zero for 2 turns. It’s crucial to destroy this crystal immediately to be able to damage the boss. A more sustain-focused team, ideally with two healers, is necessary. Healers such as Water Fairy, Water Howl, Water Garuda, or Fire Undine can help keep your team alive. Be cautious of the Annihilate passive, which can easily wipe out your party if one of your damage dealers falls.

In B5, Continuous Damage skills become highly effective, so bringing monsters with these abilities is key. At this level, having monsters that are at least 4 stars is recommended. Good options include Water Imp, Water Reaper, and Wind Harpy. The right crystal in this stage has a Disturb Recovery Crystal skill, hindering the enemies’ healing.

Starting from B6, it’s important to use monsters that can handle higher difficulty, with a Weaken Defense Crystal on the right in this stage, reducing the enemies’ defenses for 2 turns. B7 has the Strengthen Defense Crystal, which boosts the defense of the boss for 3 turns, making it essential to focus on reducing the boss’s defense. In B8, the right crystal applies a Weaken Attack Crystal skill, which weakens the attack power of all enemies for 2 turns. In B9, the Strengthen Attack Crystal boosts the boss’s attack power, requiring you to manage your damage output carefully.

For B10, a nuke team is the best approach to deal with the high difficulty of this stage. A popular team composition includes Lushen, Galleon, Water Homunculus, and Lagmaron. Other recommended teams include Hwa, Lucasha, Galleon, Sig, and Stella, which are capable of clearing the dungeon in approximately 45 seconds. The Disturb Recovery Crystal skill from the right crystal in this stage significantly hampers healing, so be prepared for a high-damage fight. The Keeper of Magic in B10 has 222K HP and 1630 DEF, so bringing the right damage-dealing monsters is crucial to overcome this challenge.

For stages B6 and higher, Water Imp with Focus (Accuracy%) + Fatal (Crit Rate%) runes is a common and effective strategy, supported by 2x support monsters, such as Neal (Light Fairy), Fire Epikion Priest, or Water Garuda, to help maintain damage output and survivability.

By adapting your strategy based on the crystal skills and the increasing difficulty of the stages, you can steadily progress through the Hall of Magic and collect the essential Essence of Magic for monster awakenings.

Beginner Teams for Hall of Magic B10

For beginners aiming to clear Hall of Magic B10 in Summoners War: Sky Arena, assembling a team that balances damage output and support is crucial. While the exact details of a “Farmable Beginners Team” guide are not provided, there are several monster compositions and strategies that are well-suited for new players.

A commonly recommended strategy for B10 involves using 3x Water Imp as primary damage dealers, paired with Focus (Accuracy%) + Fatal (Crit Rate%) rune sets to maximize their damage output. These monsters benefit from the Fire-based Keeper of Magic, as Water Imps have an elemental advantage. To ensure survivability, adding 2 support monsters, such as Neal (Light Fairy), Fire Epikion Priest, or Water Garuda, helps with healing and other utility, ensuring your team can endure longer fights.

Alternatively, a team composition involving Sigmarus as a powerful damage dealer, alongside 2 Lushen, a DEF Breaker like Kuna or Luer, and a final monster (either a damage dealer or support), can also work well for beginners. The DEF Breaker ensures that the Keeper of Magic takes increased damage, while Lushen provides strong AoE damage to speed up the fight. Including a Single Target Nuker as the final slot further boosts your damage output, making it easier to clear the stage.

For teams to perform effectively, it’s important to ensure that the monsters have at least 4 stars and high-quality runes, especially in B5 and beyond, where the difficulty increases. The effectiveness of these teams will depend on the rune quality and monster skill levels, so proper preparation is essential.

To summarize, viable beginner teams for Hall of Magic B10 could include:

3x Water Imp (with Focus/Fatal runes) + Neal (or a similar healer) + Fire Epikion Priest (or a similar support).

Sigmarus + 2 Lushen + a Defense Breaker (such as Belladeon, if available) + another damage dealer or support.

    Players should focus on ensuring their monsters have the right stats and runes for success. For more in-depth strategies and rune recommendations, seeking out the “GUIDE: Hall of Magic B10 Farmable Beginners Team” can provide additional details tailored to helping beginners clear the dungeon.

    Additional Tips

    When tackling the Hall of Magic, it’s important to approach each stage with a strategy that accounts for the increasing difficulty of the dungeon. One key aspect of the dungeon is to focus fire on the crystals, particularly in the second round and the boss stage. Crystals can deal significant damage, so eliminating them first, especially in the second round, will help minimize the threat they pose. Pay close attention to the right crystal’s abilities, as these change depending on the stage, and plan your actions accordingly. For instance, in B4, the Invincibility Crystal should be destroyed quickly to allow damage to the boss.

    From B5 onwards, continuous damage skills become crucial. These abilities can steadily chip away at the Keeper of Magic’s health and potentially deal damage to the crystals. It’s also vital to bring monsters that can cleanse or remove harmful status effects, as the Keeper of Magic’s skills, like stuns and continuous damage, can hinder your team. Having the ability to cleanse these debuffs will help maintain control during the battle.

    Keep in mind the Annihilate passive of the Keeper of Magic, which grants an extra turn whenever an enemy is defeated. This makes it especially important to either eliminate enemies at the same time or ensure your team is resilient enough to survive follow-up attacks. In B4, losing a damage dealer to this passive can easily wipe out your team, so be cautious of this mechanic.

    As you progress through the Hall of Magic, you’ll need to adjust your team composition and strategy. What works for the early floors (B1-B3) may not be effective in B4 and higher. Higher floors, such as B4 and beyond, offer better rewards in the form of Mid and High Magic Essences, making it worthwhile to aim for these levels, despite their increased difficulty. B10, in particular, is the hardest but provides the best rewards.

    A balanced team that includes damage dealers to quickly eliminate the Keeper and support monsters like healers, cleansers, and buffers will be essential for success. Synergies between monster skills should also be a priority—monsters that can apply defense break will enhance the damage output of your attackers, while other buffs or debuffs can turn the tide of battle.

    When deciding on your team composition, consider the balance between speed and success rate. A slightly slower but more reliable team is often better than a faster team that might fail more often, especially when energy efficiency is important. Additionally, farmable monsters like Water Imps, Water Garuda, and Neal (Light Fairy) can be very effective and are readily available to help you progress through higher levels.

    By keeping these strategies and tips in mind, you can optimize your approach to the Hall of Magic, ensuring that you’re able to efficiently farm the Essences of Magic required for monster awakenings and enhance your progress in Summoners War.

    Conclusion

    In conclusion, the Hall of Magic is a vital dungeon in Summoners War: Sky Arena for obtaining Magic Essences (Low, Mid, and High), which are essential for monster awakening. Unlike other elemental halls, the Hall of Magic is open every day and consists of ten levels (B1 to B10), each with increasing difficulty. To succeed in this dungeon, it’s important to understand the mechanics of each stage, especially the abilities of the Keeper of Magic and the two supporting crystals. The abilities of the right crystal change with each floor, so it’s necessary to adjust your strategy accordingly. A key tip is to focus fire on the crystals first to minimize their damage and maintain control of the battle.

    Effective strategies in the Hall of Magic involve assembling a balanced team with strong damage dealers to quickly take down the relatively fragile Keeper, as well as support monsters that provide healing and remove harmful status effects. From B5 onwards, continuous damage skills become increasingly important for chipping away at the Keeper’s health. The Keeper’s Annihilate passive can complicate battles, especially on harder floors like B4, where a damage dealer’s death can trigger devastating follow-up attacks.

    While lower levels (B1-B5) are suitable for farming Low Magic Essences, higher levels (B4 and above, particularly B10) offer better chances to obtain Mid and High Magic Essences. B10 is generally considered the optimal floor for acquiring these higher-tier essences, while B7 may yield more Low Magic Essences and Unknown Scrolls. The choice between B7 and B10 will depend on individual goals and farming speed.

    For those aiming to clear B10, farmable monster compositions featuring Water Imps and accessible support units like Neal (Light Fairy), Fire Epikion Priest, or Water Garuda are effective. Additionally, teams with Sigmarus, Lushen, and a defense breaker are viable options, provided the monsters have strong rune setups.

    Mastering the Hall of Magic is crucial for progressing in Summoners War: Sky Arena. By understanding the dungeon’s mechanics, building teams that capitalize on monster synergies, and adapting strategies to higher floors, summoners can efficiently farm Magic Essences to awaken their monsters and strengthen their gameplay.