Summoners War Jubelle Dark Vagabond Guide - Theria Games

Introduction to Jubelle
Jubelle, the Dark Vagabond in Summoners War, is a 3-star Defense-type monster of the Dark attribute. He can be acquired through Light and Darkness Scrolls, Secret Dungeons, or the Temple of Wishes. Summoners War Jubelle Dark Vagabond Guide highlights his primary role as a control and defensive unit, making him particularly valuable in PvP formats like Guild Wars. Jubelle excels at provoking enemies, reducing critical hit damage received, and utilizing his high HP scaling for damage, which makes him a reliable choice for disrupting enemy strategies and providing consistent defense for his team.
His first skill, Slash Rocks, deals damage based on his Defense and has a chance to inflict a Defense Break for two turns. His second skill, Taunting Strike, attacks an enemy and provokes them for one turn. When fully skilled up, the provoke chance reaches 100% with a reduced cooldown, making it a reliable form of control.
Jubelle’s passive skill, Wanderer, significantly enhances his durability by reducing the chance of receiving critical hits by 50%. Additionally, each time he is attacked, the cooldown of his other skills is reduced by one turn. This synergy allows him to cycle through skills more frequently, especially the provoke, which enables a lockdown strategy against high-damage enemies.
Overall, Jubelle’s kit makes him a useful defensive unit, particularly against crit-reliant teams. His provoke and passive create opportunities for disrupting enemy strategies while maintaining sustained utility throughout a battle.
Base Stats and Awakening
Grade★★★★★★★★★★★★★★★★★★LevelMinLv. 25MinLv. 30MinLv. 35MinLv. 40NormalHP19203465277547253780642051308730ATK107192154261209355284483DEF128231185315252428342582AwakenedHP21753930313553404275726058059885ATK109196157267214363291494DEF145262209356285484387659Second AwakeningHP240043203450588047107995639010875ATK128231185315252428342582DEF160288230392314533426725Jubelle, the Dark Vagabond in Summoners War, is a Defense-type 3-star monster who gains notable stat boosts upon awakening. At Level 40 unawakened, his base stats are 8730 HP, 483 ATK, 582 DEF, and 97 Speed. His other base values include 15% Crit Rate, 50% Crit Damage, 15% Resistance, and 0% Accuracy.
SPDCRI RateCRI DMGRESACCUnawakaned9715%50%15%0%Awakaned11315%50%15%25%Upon awakening, Jubelle receives a significant increase in Speed, gaining 15 additional points, bringing his Speed to 113. His other Level 40 awakened stats rise to 9885 HP, 494 ATK, and 659 DEF, with the same secondary stats: 15% Crit Rate, 50% Crit Damage, 15% Resistance, and 0% Accuracy.
To awaken Jubelle, the required materials are 5 Mid Darkness Essences, 10 Low Darkness Essences, 10 Mid Magic Essences, and 15 Low Magic Essences. These enhancements make Jubelle faster and more durable, reinforcing his role as a reliable control and provoke tank in PvP scenarios.
Skills
Slash Rocks
Taunting Strike
Wanderer (Passive)
Swings a giant sword to deal damage and decrease the target’s Defense for 2 turns with a 40% chance. This attack will deal more damage according to your MAX HP.
Multiplier: {ATK} + 0.18*{MAX HP}Attacks an enemy with a humiliating strike, provoking the target with an 80% chance. This attack will deal more damage according to your MAX HP.
Multiplier: 1.9*{ATK} + 0.26*{MAX HP}Decreases the chances of receiving a Critical Hit by 50%, and decreases the cooltime of your skill each time you’re attacked. [Automatic Effect]Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +20%Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Damage +10%
Cooltime Turn -1
Jubelle, the Dark Vagabond, has a versatile skill set focused on defense disruption and crowd control, with added utility after his Second Awakening. His first skill, Slash Rocks, allows him to swing a large sword at an enemy, dealing damage that scales with both his Attack and Max HP. It has a 40% chance to inflict Defense Break for 2 turns. The damage multiplier before Second Awakening is approximately ATK × 1.0 + Max HP × 0.18. After Second Awakening, this increases to ATK × 1.3 + Max HP × 0.21. Skill-ups improve damage and increase the harmful effect rate.
His second skill, Taunting Strike, targets a single enemy with an attack that has an 80% chance to provoke them. Before Second Awakening, it has a 3-turn cooldown and the damage multiplier is approximately ATK × 1.9 + Max HP × 0.26. Skill-ups increase the provoke rate, damage, and reduce the cooldown by 1 turn. After Second Awakening, Taunting Strike provokes the target for 1 turn, and if the target is already provoked, the effect is extended by 1 turn up to a maximum of 3 turns. The cooldown is also reduced to 2 turns, making this skill much more consistent in locking down enemies.
Jubelle’s passive skill, Wanderer, plays a crucial role in his ability to disrupt opponents. It reduces the chance of him receiving a Critical Hit by 50% and decreases the cooldown of his skills by 1 turn every time he is attacked. Following Second Awakening, this passive gains an additional effect—if Jubelle is hit by a non-critical attack, his Attack Bar increases by 30%. This synergy between his provoke ability and passive leads to a continuous control loop when built tanky, enabling what many refer to as a “perma provoke” strategy.
Overall, Jubelle’s skill set is built around countering critical-reliant damage dealers, sustaining through consistent provoke cycles, and maintaining control through passive turn cycling, especially after his Second Awakening.
Second Awakening (2A)
Slash Rocks
(Awakened)
Taunting Strike
(Awakened)
Wanderer (Passive)
Swings a giant sword to deal damage and decrease the target’s Defense for 2 turns. This attack will deal more damage according to your MAX HP.
Multiplier: 1.3*{ATK} + 0.21*{MAX HP}Attacks the enemy with a humiliating strike to provoke the target for 1 turn, and increases the Provoke effect by 1 turn, up to 3 turns, if you attack the provoked enemy. This attack will deal more damage according to your MAX HP. (Reusable in 2 turns).
Multiplier: 2.2*{ATK} + 0.29*{MAX HP}Decreases the chances of receiving critical hits by 50%, and decreases the cooldown of your skill each time you’re attacked. In addition, increases your Attack Bar by 30% if you get attacked by non critical hits. [Automatic Effect]Damage +5%
Damage +15%Damage +5%
Damage +15%
Jubelle, the Dark Vagabond, gains a substantial boost in utility and combat effectiveness after his Second Awakening (2A), transforming him into a powerful control-oriented tank. His skill upgrades focus on enhancing provoke consistency, increasing damage scaling, and significantly improving turn cycling.
His first skill, Slash Rocks, retains its original function of dealing damage and applying a Defense Break for 2 turns, but the damage multiplier is improved to scale better with his stats. Post-2A, the multiplier becomes ATK × 1.3 + Max HP × 0.21, allowing Jubelle to deal more consistent damage, especially when built with high HP. Skill-ups now increase damage by a total of 20%, split into 5% and 15% increments.
Taunting Strike, his second skill, also receives a notable enhancement. It continues to provoke the target for 1 turn, but now includes a conditional extension—if the enemy is already provoked, the effect is increased by 1 additional turn, stacking up to a maximum of 3 turns. This enables near-permanent crowd control against a single target. The cooldown is reduced to 2 turns, and the damage multiplier is improved to ATK × 2.2 + Max HP × 0.29, giving the skill more impact both in utility and raw output. Skill-ups improve the damage further by 20%.
His passive skill, Wanderer, remains a defensive cornerstone of his kit. It reduces the chance of receiving a critical hit by 50% and lowers his skill cooldowns by 1 turn each time he is attacked. After 2A, it gains a new feature—whenever Jubelle is hit by a non-critical attack, his Attack Bar increases by 30%. This additional effect greatly enhances his ability to cycle turns quickly, maintaining pressure through constant provokes and improving his overall battlefield presence.
Together, these changes allow Jubelle to fulfill a unique role in many team compositions. His ability to control enemies through extended provokes, combined with his passive’s protection against critical hits and enhanced turn cycling, make him a powerful dark element tank capable of disrupting key threats and sustaining team control over the course of long battles.
Rune Recommendations
Jubelle, the Dark Vagabond, benefits from rune builds that enhance his durability, provoke consistency, and sustained utility across various stages of the game. His skillset, especially after Second Awakening, focuses on HP-scaling damage, provoke mechanics, and cooldown reduction through his passive, making him ideal for disruptive control in PvP and support roles in PvE.
In the early game, a reliable setup is Energy x2 + Focus, using HP% on slots 2 and 6 and Accuracy% on slot 4. This build increases Jubelle’s survivability while ensuring he can reliably land defense breaks and provoke effects. Key substats to prioritize at this stage include HP%, Defense%, Resistance%, and Accuracy%.
Build4-Set(s)2-Set(s)FocusEarly Game TankN/AEnergy, GuardHp, DefMid-Late Game Tank Attacker Violent, Rage Guard,Blade,Revenge, EndureHp, CR, CD, AccProvoking Revenge BuildN/ARevenge,
Revenge, EnergyHp, Def, Acc
As players move into the mid game, speed becomes more valuable for better turn cycling and control. A strong option is Swift + Focus, using Speed on slot 2, HP% on slot 4, and Accuracy% on slot 6. This build emphasizes faster access to his provoke and takes advantage of his passive’s cooldown reduction by allowing him to cycle turns more frequently. Important substats to focus on include Speed, HP%, Resistance, and Accuracy%.
In the late game, the most common and effective build is Violent + Revenge, with HP% on all three slots (2/4/6). This setup maximizes Jubelle’s turn cycling and gives him more opportunities to provoke and apply debuffs, while Revenge increases the chance to counterattack with his provoke skill. If built for more offensive pressure, some opt for HP% / Crit Damage% / HP%, assuming they have enough Crit Rate and HP from substats to support it. Accuracy is still essential to maintain provoke consistency, ideally reaching around 70% or higher. Some players may replace the Revenge set with Focus if accuracy is lacking.
Other viable late-game variations include Triple Revenge, emphasizing constant counterattacks and provoke uptime, or combinations like Will + Revenge, Nemesis + Revenge, or Destroy + Revenge, depending on specific PvP strategies. These builds provide added utility against cleave teams or healing-based compositions.
Overall, Jubelle’s rune builds should prioritize high HP, with Speed, Accuracy, and Resistance supporting his control role. Crit Rate and Crit Damage can be added if pursuing a more offensive variant, though his main value lies in utility, disruption, and sustainability. His flexibility allows for both tanky crowd control and supportive frontline applications, especially effective in Guild Content, Tower defenses, and some PvE scenarios.
Stat Priorities
Jubelle, the Dark Vagabond, thrives on a stat priority that supports his role as a disruptive tank and provoke controller. His skills scale primarily off his max HP, making HP% the most critical stat across all game stages. Prioritizing HP% on slots 2, 4, and 6 enhances both his damage output and survivability, especially in prolonged fights where his provoke and passive cooldown reduction shine.
Accuracy is also a key stat for Jubelle. His second skill, Taunting Strike, relies on landing a provoke debuff, and a high accuracy rate is essential to ensure its consistency. Reaching around 70–85% Accuracy is often ideal, especially in PvP or higher-level PvE content where resistance rates increase. Many players opt for Focus runes or aim for strong substats to help meet this requirement.
Speed becomes more valuable in mid to late game as faster turn cycling allows more frequent access to provoke and defense break. Speed is particularly effective when using rune sets like Swift or Violent, enabling him to apply crowd control more often and take better advantage of his passive, which reduces cooldowns when attacked.
While not essential in early builds, Crit Rate% and Crit Damage% become viable options in certain late-game builds that lean into hybrid damage roles. These stats are often secondary and should only be prioritized if Jubelle already has high HP and sufficient Accuracy. Crit-based builds may use HP%/Crit Dmg%/HP% to maximize output while still leveraging HP-scaling skills.
Defense% is occasionally considered for further durability but generally takes a backseat to HP%. It can be useful in substats to complement his tankiness.
In summary, Jubelle’s stat priority should focus on HP% and Accuracy as core requirements, with Speed as a valuable secondary stat. Crit Rate%, Crit Damage%, and Defense% can be situationally useful, particularly in late-game or specialized builds. This balance ensures Jubelle remains a reliable frontline unit capable of disrupting enemies and absorbing pressure while maintaining strong utility.
Strengths and Weakness
Jubelle, the Dark Vagabond, is a formidable defense-oriented monster in Summoners War, excelling in both survivability and battlefield control. His skills are designed to capitalize on his high HP, making him a resilient presence in various game modes.
Strengths:
Jubelle’s second skill, Taunting Strike, boasts an 80% chance to provoke the target, effectively disrupting enemy strategies. His passive ability, Wanderer, reduces the chances of receiving critical hits by 50% and decreases skill cooldowns by one turn each time he’s attacked, enhancing his durability and turn cycling. The synergy between his provoke and passive can lead to a strategy often referred to as “perma provoke.” Additionally, both of Jubelle’s attacking skills scale with his maximum HP, allowing him to deal substantial damage while maintaining high survivability. Upon awakening, his attack speed increases by 15, further improving his effectiveness.
Jubelle is particularly effective against monsters that rely on passive critical hit effects or are typically built with high crit rate, such as Ahman, Verdehile, Theo, and Perna. He is especially useful in Guild Wars, performing well in Guild War Defense, and is a strong choice for 4-star Siege Towers. Due to his tankiness, Jubelle cannot be reliably countered by Copper, Covenant, or Khali in Guild Siege Defense. After Second Awakening, his Wanderer passive gains an additional effect: it increases his Attack Bar by 30% if he is attacked by a non-critical hit, improving his turn cycling.
His second skill, Taunting Strike, now provokes the target for 1 turn, and if attacking a provoked enemy, it increases the Provoke effect by 1 turn, up to 3 turns, significantly enhancing his control capabilities. With these improvements, Jubelle becomes harder to deal with and can effectively lock down a monster with provoke while also cycling turns efficiently.
Weaknesses:
Jubelle’s primary weakness lies in the potential failure of his provoke, which can disrupt his control strategy. He is considered mostly useful in Arena Offense and situational. While his base stats are generally balanced, his defense and HP are not exceptionally high compared to other monsters, making him vulnerable to certain high-damage threats. Jubelle might struggle against light tanks, as his damage output is less effective against monsters with high resistance or immunity to debuffs.
Compared to Jultan, the Dark Werewolf, Jubelle’s defense break and provoke are on separate skills, whereas Jultan has a defense break attached to every hit with his passive, allowing for more consistent application of defense break. Additionally, Jubelle’s effectiveness can be limited in certain game modes where consistent provoke is less impactful.
Monster Synergy and Team Compositions
Jubelle, the Dark Vagabond, demonstrates strong synergy with a variety of monsters in Guild Wars and Siege content, particularly in 4-star towers where his control and tanking capabilities shine. His provoke from Taunting Strike, along with his passive that reduces the chance of receiving critical hits and lowers skill cooldowns when attacked, allows him to act as a frontline disrupter. After Second Awakening, this passive also grants him a 30% Attack Bar increase when hit by non-critical attacks, enabling him to cycle turns faster and maintain provoke uptime.
In Guild Siege, Jubelle pairs well with units like Harmonia and Vigor. Harmonia brings sustain and healing, while Vigor adds defense break and speed buff, creating a durable and control-oriented composition. Another effective team seen in 4-star tower defense includes Garo, Jubelle, and Racuni. Racuni provides cleanse and turn cycling, and Garo adds evasiveness and finishing potential. Jubelle and Racuni can even duo many 4-star siege towers due to their synergy and survivability.
In Guild War defense, a team like Khmun, Jubelle, and Betta has proven effective. Khmun provides shielding and consistent damage, while Betta brings healing, buffs, and revive potential. Jubelle fits into this team by acting as the tank and disruptor, helping to extend fights and stall attackers.
Jubelle’s skill set also complements bruiser-type monsters. His defense break from the first skill allows bruisers to hit harder when he moves first. He has also been used in teams with units like Roid, the Wind Vagabond, who can take advantage of the defense break and the extended control Jubelle provides.
Overall, Jubelle thrives in team compositions focused on sustainability, control, and attrition. His kit allows him to anchor defenses and maintain tempo in prolonged fights, making him a reliable option in PvP-focused content.
Conclusion
In conclusion, Jubelle, the Dark Vagabond, is a defense-type monster valued for his control, durability, and consistent performance in PvP scenarios—particularly Guild Wars and Siege. His kit revolves around provoking enemies, reducing critical hit damage received, and accelerating his own cooldowns and turn cycle, making him a dependable frontline controller.
Jubelle performs best with rune sets like Violent + Revenge or triple Revenge, with builds prioritizing HP% in all main slots to amplify both his damage and survivability. Early game players may find success using Energy + Focus, while Swift + Focus is suited for mid-game. In later stages, Crit Damage builds can be explored for increased output, provided there’s enough HP and Crit Rate from substats.
His key stats are HP% and Accuracy to land his provoke reliably, with Speed as a secondary focus to improve turn cycling. In some advanced builds, Crit Rate and Crit Damage are added to make him more threatening offensively. Targeting around 75–85% Accuracy is generally effective for provoking control.
Jubelle’s strengths include his 80% provoke chance, HP-scaling damage, a passive that reduces the chance of receiving critical hits by 50%, and cooldown reduction whenever he’s attacked. After his Second Awakening, he becomes even more effective—his provoke can extend up to 3 turns when targeting already provoked enemies, and he gains a 30% Attack Bar boost when hit by non-critical attacks, enhancing his tempo in battle.
Though his provoke-centric strategy can falter if the debuff fails to land, and his HP is lower than some other defense-type units, his overall utility and synergy with other PvP-oriented monsters compensate for these drawbacks. He fits well in compositions alongside units like Harmonia, Vigor, Racuni, and Garo, and is often used in defenses such as Khmun, Jubelle, and Betta. His ability to land defense breaks also supports allied damage dealers effectively.
With his Second Awakening upgrades, Jubelle becomes a reliable and annoying presence for enemy teams to deal with. His high base speed, provoke lock potential, and self-sustaining cooldown cycle make him a strong choice for players looking to build a durable, control-based team for Guild Wars and Siege content.