
Introduction to Samour (Wind Low Elemental)
Wind Low Elemental
Samour
Support ★
Samour is a Wind-elemental monster in Summoners War, belonging to the Low Elemental family. As a natural 1-star unit, Samour is primarily classified as a Support-type monster, with abilities designed to assist allies rather than deal heavy damage. Despite its humble beginnings as a 1-star monster, Samour can be evolved to higher star grades, gaining improved stats and utility with each stage. Upon awakening, Samour retains its original name, distinguishing it from other monsters that often receive new titles post-awakening. As the Wind representative of the Low Elemental trio, Samour stands out for its role in early-game progression, fusion material needs, or as a niche unit in specific strategies where support from low-rank monsters is utilized.
This Summoners War Samour Guide provides essential insights into how to optimize Samour’s potential in your team.
How to Obtain Samour
Samour, the Wind Low Elemental, can be obtained in Summoners War through several in-game methods. Players have a chance to summon Samour using Unknown Scrolls, which often yield lower-star monsters, including 1-star units like Samour. It is also available through Social Summons, making use of points earned by interacting with friends in the game. Additionally, Samour may appear as a drop from battles in Kabir Ruins, providing an opportunity to collect the monster during scenario farming. Another potential method of acquisition is through the Magic Shop, where Samour may occasionally appear for purchase. These methods make Samour relatively easy to obtain, especially during early gameplay progression.
Awakening Samour
Essence of Water (Low)
Essence of Magic (Low)
To awaken Samour, the Wind Low Elemental in Summoners War, specific elemental essences are required. Players will need 10 Low Wind Essences and 5 Low Magic Essences to complete the awakening process. Upon awakening, Samour undergoes a visual transformation, gaining a new appearance while retaining the same name. One of the key benefits of awakening is the addition of a Leader Skill, which increases the Critical Rate of ally monsters by 10% in all battles. This boost can provide an edge in early combat situations, especially when critical hits play a role in clearing stages or defeating enemies efficiently. Awakening not only enhances Samour’s utility but also contributes to its overall progression as a support-type monster.
Samour’s Skills
Leader Skill
(Awakenend)
Sacred Water
Crushing Rocks
Increases the Critical Rate of ally monsters by 10%.Throws a condensed cloud of elements at the enemy to attack 2 times and reduces the enemy’s Attack Power for 2 turns with a 20% chance for each attack.
Multiplier: 190% x2Attacks with 4 strong consecutive strikes. Each strike has a 30% chance to decrease the enemy’s Defense for 2 turns. (Reusable in 3 turns)
Multiplier: 130% x4Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Weakening Effect +5%
Lv.5 Damage +10%
Lv.6 Weakening Effect +10%
Lv.7 Damage +10%
Lv.8 Weakening Effect +15%Lv.2 Weakening Effect +5%
Lv.3 Weakening Effect +5%
Lv.4 Damage +10%
Lv.5 Damage +10%
Lv.6 Damage +15%
Samour, the Wind Low Elemental in Summoners War, possesses a set of skills designed to weaken enemies and support allies through debuffs and consistent multi-hit attacks. Once awakened, Samour gains a leader skill that increases the critical rate of all ally monsters by 10%, providing a passive bonus beneficial in both PvE and PvP content.
Samour’s first active skill, Sacred Water, launches two consecutive attacks on a single enemy. Each hit has a 20% chance to decrease the target’s attack power for 2 turns, cutting their offensive damage potential in half. This debuff can hinder the enemy’s damage output, especially for skills that scale with attack power. As the skill levels up, it gains incremental boosts to damage and debuff application rate, eventually offering up to a 15% increase in both harmful effect rate and damage, enhancing its effectiveness in weakening opponents. The skill scales with the monster’s attack, with each hit dealing approximately 190% of Samour’s attack power.
The second skill, Crushing Rocks, strikes the enemy four times in succession. Each of these hits has a 30% chance to inflict defense break for 2 turns, reducing the enemy’s defenses and making them more vulnerable to follow-up attacks from allies. This skill is on a 3-turn cooldown after activation. Like Sacred Water, Crushing Rocks benefits from skill upgrades that enhance its damage and increase the likelihood of landing debuffs. Each hit of this skill deals around 130% of Samour’s attack power, making it effective for chip damage and for setting up enemy units for heavier strikes from damage dealers.
These skills are shared across the Low Elemental family, with Samour’s uniqueness lying in its Wind attribute and the specific leader skill it gains upon awakening.
Skill Ups for Samour:
To fully skill up Samour, the Wind Low Elemental in Summoners War, a total of 12 skill ups are required across its two active abilities. The most efficient way to achieve this is by using duplicate Low Elemental monsters as skill-up material, as they are easily obtainable through summoning and farming. This approach conserves valuable resources like Devilmons, which are better reserved for higher-star or harder-to-skill monsters.
Samour’s first skill, Sacred Water, benefits from 8 skill ups. These upgrades gradually increase its damage output and improve the chance of applying its Attack Power reduction debuff. The progression includes increments of +5% and +10% to damage, and boosts to the debuff application rate by 5%, 10%, and 15% at higher levels. These enhancements make the skill more effective in weakening enemies and supporting team survivability.
The second skill, Crushing Rocks, requires 6 skill ups. Improvements focus on both damage and the chance to apply the Defense Break debuff. With each upgrade, the skill gains additional harmful effect rate and increased damage, eventually reaching a 15% boost in damage at the final level. Enhancing this skill makes Samour more reliable in reducing enemy defenses, allowing allies to deal significantly more damage.
Skill-ups directly improve Samour’s utility and consistency in battle, reinforcing its role as a support-focused debuffer.
Samour’s Stats
Normal:
LevelGradeHPATKDEF15★1200926820★★181513910325★★★262520114830★★★★357027320235★★★★★484537127440★★★★★★6585505373Samour, the Wind Low Elemental in Summoners War, is a Support-type monster with base stats that evolve as it is leveled and awakened. Before awakening, Samour has standard base values for secondary stats: 15% critical rate, 50% critical damage, 15% resistance, and 0% accuracy. Its base speed remains consistent at 100, both before and after awakening.
At lower levels and star grades, Samour’s HP, attack, and defense stats scale gradually. For example, at level 15 as a 1-star monster, Samour’s HP ranges from approximately 600 to 1200, ATK from 46 to 92, and DEF from 34 to 68. At level 20 (2-star), stats increase to around 960–1815 HP, 73–139 ATK, and 54–103 DEF. A specific example at level 20 shows Samour with 2040 HP, 161 ATK, and 112 DEF.
Awakened:
LevelGradeHPATKDEF15★13501067420★★204016111225★★★294023116130★★★★400531522035★★★★★544542829940★★★★★★7410582406When fully awakened and max-leveled at 6 stars (level 40), Samour has fixed stats of 6978 HP, 551 ATK, and 384 DEF, maintaining its base speed of 100. These stats reflect its primary role as a support unit, with a balance between survivability and utility.
While stat builds can vary depending on how Samour is used, key stat priorities for rune optimization typically include critical rate%, critical damage%, attack%, speed, and HP%. These prioritize its ability to apply multi-hit debuffs and support damage dealing in synergy with its skills.
Rune Recommendations
Swift
Violent
Focus
For Samour, the Wind Low Elemental in Summoners War, effective rune builds focus on enhancing survivability, improving debuff application, and boosting overall damage potential. Recommended general rune sets include Swift + Focus and Violent + Focus, offering a balance between turn cycling, accuracy, and sustained support. These sets are typically paired with main stats of HP% on slots 2 and 4, and Accuracy% on slot 6, ensuring that Samour remains durable while maintaining a reliable chance to apply debuffs through its multi-hit skills.
When selecting rune substats and flexible main stats, priority should be given to Critical Rate%, Critical Damage%, Attack%, Speed, and HP%. This order supports a hybrid function—enabling Samour to deal more consistent damage while still performing as a utility-based support monster. High accuracy from the Focus set or substats is especially valuable, as it directly improves the likelihood of applying Attack Break and Defense Break effects from Samour’s abilities. Combining durability with efficient debuff uptime allows Samour to contribute meaningfully in various content scenarios.
Conclusion
Samour, the Wind Low Elemental, is a unique and often overlooked unit in Summoners War. As a natural 1-star monster, Samour is one of the earliest units players can encounter and summon. Though low in base rarity, Samour has surprising depth and utility when developed properly. Samour belongs to the Low Elemental family, which includes three elemental versions—Lamor (Fire), Tigresse (Water), and Samour (Wind). All three share identical active skills but differ in elemental typing and their awakened Leader Skills.
Samour is classified as a Support-type monster, which shapes how it’s used and how players should build it. As a Support monster, Samour focuses more on utility, debuffs, and survivability rather than raw damage. It plays a valuable role in battles by weakening enemies, setting up your other monsters for more effective attacks. Despite its modest origin as a 1-star monster, Samour can be evolved to higher star grades and fully awakened, unlocking its full potential.
Samour’s awakened form retains the same name, and its appearance changes slightly to reflect its new form. The most important gain from awakening is its Leader Skill, which increases the Critical Rate of ally monsters by 10%, making it particularly useful in early stages of the game or niche content where critical hits can swing the outcome of battle. Samour is readily obtainable through several in-game methods, making it accessible to both new and experienced players. The most common way to summon Samour is through Unknown Scrolls, which are frequently earned through farming, missions, and rewards.
Additionally, Social Summons, which rely on points gained from friend interactions, offer another way to get Samour without spending premium resources. Another method of acquiring Samour is as a drop from certain scenario stages, particularly Kabir Ruins, where 1-star monsters, including the Low Elementals, can appear as post-battle drops. Finally, Samour can also be found in the Magic Shop, where it occasionally appears for purchase. This accessibility makes it easy to collect multiple copies for skill-ups or to awaken other monsters in the Low Elemental family.
Awakening is a vital step in unlocking Samour’s true capabilities. To awaken Samour, you will need 10 Low Wind Essences and 5 Low Magic Essences, which can be farmed from the Hall of Wind and Hall of Magic, respectively, on specific days of the week. Upon awakening, Samour gains a Leader Skill that increases the Critical Rate of all allies by 10%. This skill can be beneficial in the early game when rune stats are limited and can slightly improve consistency in critical-based damage strategies.
While this Leader Skill may not be as powerful as those from higher-star units, it’s still a valuable asset in the early game or for players using critical-based strategies. Awakening also results in a visual upgrade to Samour’s model, providing a distinct and more polished look to differentiate it from its base form.
Samour comes equipped with two active skills and, once awakened, a Leader Skill. These abilities are focused on applying debuffs to weaken enemies and set up favorable combat scenarios for your team. Leader Skill (Awakened) increases the Critical Rate of ally monsters by 10% in all battles. This skill can be beneficial in the early game when rune stats are limited and can slightly improve consistency in critical-based damage strategies. Sacred Water launches two attacks at a single enemy, with each hit having a chance to apply an Attack Power decrease debuff for 2 turns.
This debuff reduces the enemy’s attack power by 50%, significantly lowering their potential to deal damage. It’s a useful form of control, especially when fighting bosses or powerful nukers. The damage multiplier for Sacred Water is calculated based on the monster’s Attack stat and typically scales at around ATK × 1.9 per hit, totaling two hits per use. The Skill-Up Benefits for Sacred Water include increasing damage and the likelihood of landing the Attack Break debuff, making Samour more reliable as a support unit. Crushing Rocks is Samour’s second active skill.
It strikes a single target with four consecutive hits, each with a chance to apply a Defense Break debuff for 2 turns. This debuff reduces the target’s defense by 70%, making them much more vulnerable to follow-up attacks. Crushing Rocks has a 3-turn cooldown after use and a damage multiplier of approximately ATK × 1.3 per hit, or around ATK × 5.2 total over four hits. The Skill-Up Benefits for Crushing Rocks focus on improving both the chance of applying Defense Break and overall damage output, adding more utility and offensive potential to Samour’s kit.
Choosing the right runes is crucial to unlocking Samour’s potential as a support-debuffer. The recommended rune sets are Swift + Focus or Violent + Focus. Swift + Focus is ideal for improving turn speed and debuff reliability. It is great for the early game, where extra speed ensures faster debuff application. Violent + Focus offers potential extra turns, increasing the number of debuffs applied and improving overall battle utility. Recommended Main Stats for rune substats and main stats include Slot 2 with HP% or Speed, Slot 4 with HP%, and Slot 6 with Accuracy%.
This build prioritizes survivability and ensures that Samour can consistently apply debuffs through high Accuracy. Rune Substat Priorities include Critical Rate%, Critical Damage%, Attack%, Speed, and HP%. While Samour is primarily a support unit, a decent amount of Critical Rate and Attack% allows it to benefit from multi-hit damage scaling. Speed ensures it takes more turns, and HP provides the bulk needed to stay in fights longer.
Samour’s stats scale based on its level and star grade. Like all monsters, its base stats are modest at 1-star, but they grow steadily with evolution and leveling. The base secondary stats, both before and after awakening, include Speed: 100, Critical Rate: 15%, Critical Damage: 50%, Resistance: 15%, and Accuracy: 0%. These values do not change with awakening but are important when planning rune builds.
Sample Stat Growth from Level 1 (1-Star) to Level 40 (Awakened 6-Star) is as follows: At Level 1, the stats include HP ranging from ~600 to 1200, ATK from ~46 to 92, and DEF from ~34 to 68. At Level 20 (2-Star), HP ranges from ~960 to 2040, ATK from ~73 to 161, and DEF from ~54 to 112. At Level 40 (Awakened 6-Star), HP is 6978, ATK is 551, and DEF is 384. These stats are respectable for a low-star support unit, especially when combined with proper rune builds.
Fully skilling up Samour requires 12 skill-ups in total—8 for Sacred Water and 6 for Crushing Rocks. The most efficient way to do this is by using duplicate Low Elemental monsters, which are readily obtainable. This method conserves Devilmons, which are better reserved for harder-to-obtain natural 4-star or 5-star monsters. Each skill-up improves either damage or harmful effect rate, increasing the reliability and effectiveness of Samour’s debuffs. With both skills enhanced, Samour becomes more dependable in weakening enemies and supporting team damage output.
In conclusion, Samour fits well into early-game teams where utility and debuffs are key. Its Attack Break and Defense Break debuffs are useful in a variety of content, including scenario farming, early dungeon runs, and even niche PvP situations. The 10% Critical Rate Leader Skill helps bolster team synergy with monsters that scale well with crits. In multi-hit scenarios like Giant’s Keep, where shield-breaking and debuffs are vital, Samour’s rapid-hit skills can offer an advantage. It’s also a good support option for players building free-to-play teams or working within resource constraints. While Samour won’t replace high-tier 4- or 5-star support monsters, it serves as a reliable and efficient tool in many beginner-to-intermediate setups.