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Summoners War New Monster Dr. Plasma Attribute-by-Attribute Perfect AnalysisWe delve into everything about Summoners War's new monster, Dr. Plasma. We provide an in-depth analysis of skill compositions for each attribute, their pros and cons, and their practical application to help with your deck strategy.
1. 🔥 Fire Dr. Plasma: The Harmony of AoE Stun and Ally Recovery
· Fire Dr. Plasma is a support monster that gains increased Effect Accuracy upon awakening.
· The leader skill increases the Critical Rate of Fire attribute monsters, and its base speed of 104 is decent.
· The basic attack either removes a debuff or increases its own Attack Gauge if there are no debuffs to remove.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns after skill upgrades.
· The third skill (passive) recovers 20% of all allies' HP when the user gains a turn while in an un-healable state, and increases damage dealt by allies by 20% when the user is in an un-healable state.
· The AoE stun from the second skill can be combined with the ally recovery and damage buff from the third skill, and it can be used as a counter against opponents relying on Will runes or stun-heavy compositions.
· The ally HP recovery includes self-recovery, making it quite useful.
· The leader skill increases the Critical Rate of Fire attribute monsters, and its base speed of 104 is decent.
· The basic attack either removes a debuff or increases its own Attack Gauge if there are no debuffs to remove.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns after skill upgrades.
· The third skill (passive) recovers 20% of all allies' HP when the user gains a turn while in an un-healable state, and increases damage dealt by allies by 20% when the user is in an un-healable state.
· The AoE stun from the second skill can be combined with the ally recovery and damage buff from the third skill, and it can be used as a counter against opponents relying on Will runes or stun-heavy compositions.
· The ally HP recovery includes self-recovery, making it quite useful.
| Skill | Effect |
|---|---|
| Basic Attack | Removes 1 debuff Increases Attack Gauge if no debuffs to remove |
| Skill 2 | AoE Stun (User stunned for 1 turn) Cooldown: 3 turns |
| Skill 3 (Passive) | Recovers 20% ally HP upon gaining a turn while un-healable Increases ally damage by 20% while un-healable |
00:00 - 01:53
1. 🔥 Fire Dr. Plasma: The Harmony of AoE Stun and Ally Recovery
· Fire Dr. Plasma is a support monster that gains increased Effect Accuracy upon awakening.
· The leader skill increases the Critical Rate of Fire attribute monsters, and its base speed of 104 is decent.
· The basic attack either removes a debuff or increases its own Attack Gauge if there are no debuffs to remove.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns after skill upgrades.
· The third skill (passive) recovers 20% of all allies' HP when the user gains a turn while in an un-healable state, and increases damage dealt by allies by 20% when the user is in an un-healable state.
· The AoE stun from the second skill can be combined with the ally recovery and damage buff from the third skill, and it can be used as a counter against opponents relying on Will runes or stun-heavy compositions.
· The ally HP recovery includes self-recovery, making it quite useful.
· The leader skill increases the Critical Rate of Fire attribute monsters, and its base speed of 104 is decent.
· The basic attack either removes a debuff or increases its own Attack Gauge if there are no debuffs to remove.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns after skill upgrades.
· The third skill (passive) recovers 20% of all allies' HP when the user gains a turn while in an un-healable state, and increases damage dealt by allies by 20% when the user is in an un-healable state.
· The AoE stun from the second skill can be combined with the ally recovery and damage buff from the third skill, and it can be used as a counter against opponents relying on Will runes or stun-heavy compositions.
· The ally HP recovery includes self-recovery, making it quite useful.
| Skill | Effect |
|---|---|
| Basic Attack | Removes 1 debuff Increases Attack Gauge if no debuffs to remove |
| Skill 2 | AoE Stun (User stunned for 1 turn) Cooldown: 3 turns |
| Skill 3 (Passive) | Recovers 20% ally HP upon gaining a turn while un-healable Increases ally damage by 20% while un-healable |
01:54 - 03:03
2. 💧 Water Dr. Plasma: Synergy of Buff Stealing and Instant Turn Gain
· Water Dr. Plasma is an attack-type monster that gains increased Effect Accuracy upon awakening.
· The basic attack is the same as the Fire attribute. The second skill removes all debuffs on the user and attacks the enemy, with a 70% chance to weaken their Defense for 2 turns. The cooldown is 3 turns after skill upgrades.
· The third skill attacks the enemy, stealing all beneficial effects and increasing the user's Attack Gauge by 20% for each stolen buff. The cooldown is 4 turns.
· If the opponent has many buffs, it's possible to gain an instant turn with up to a 160% Attack Gauge increase.
· It can be researched as a counter pick against monsters with many buffs, like Water Onmyoji, and has the advantage of strengthening itself through stealing buffs, not just removing them.
· The basic attack is the same as the Fire attribute. The second skill removes all debuffs on the user and attacks the enemy, with a 70% chance to weaken their Defense for 2 turns. The cooldown is 3 turns after skill upgrades.
· The third skill attacks the enemy, stealing all beneficial effects and increasing the user's Attack Gauge by 20% for each stolen buff. The cooldown is 4 turns.
· If the opponent has many buffs, it's possible to gain an instant turn with up to a 160% Attack Gauge increase.
· It can be researched as a counter pick against monsters with many buffs, like Water Onmyoji, and has the advantage of strengthening itself through stealing buffs, not just removing them.
| Skill | Effect |
|---|---|
| Skill 2 | Removes user's debuffs then attacks 70% chance to weaken Defense for 2 turns (with skill-ups) |
| Skill 3 | Steals enemy beneficial effects Increases Attack Gauge by 20% per stolen beneficial effect |
03:04 - 04:13
3. 🍃 Wind Dr. Plasma: AoE Taunt and Unhealable Debuff
· Wind Dr. Plasma is a support monster that gains increased Effect Accuracy upon awakening.
· The second skill removes all debuffs on the user and performs an AoE attack with a 70% chance to weaken Defense for 2 turns. The cooldown is 3 turns.
· The third skill attacks the enemy, taunting them for 2 turns and preventing them from receiving beneficial effects. The cooldown is 4 turns.
· While the AoE taunt combined with the un-beneficial effect debuff is good, its base speed isn't high, making it difficult to take the first turn and follow up.
· It requires synergy with debuff removal monsters, and while the taunt and un-beneficial effects themselves are strong, it might be somewhat mediocre on its own. It has potential for research in PVP content like indoor battles.
· The second skill removes all debuffs on the user and performs an AoE attack with a 70% chance to weaken Defense for 2 turns. The cooldown is 3 turns.
· The third skill attacks the enemy, taunting them for 2 turns and preventing them from receiving beneficial effects. The cooldown is 4 turns.
· While the AoE taunt combined with the un-beneficial effect debuff is good, its base speed isn't high, making it difficult to take the first turn and follow up.
· It requires synergy with debuff removal monsters, and while the taunt and un-beneficial effects themselves are strong, it might be somewhat mediocre on its own. It has potential for research in PVP content like indoor battles.
| Skill | Effect |
|---|---|
| Skill 2 | Removes user's debuffs then AoE attack 70% chance to weaken Defense for 2 turns |
| Skill 3 | Attacks enemy, then taunts for 2 turns Cannot receive beneficial effects |
04:14 - 05:40
4. ✨ Light Dr. Plasma: Ally Debuff Absorption and Damage Reduction Passive
· Light Dr. Plasma is a support monster that gains increased Effect Accuracy upon awakening.
· The second skill removes all debuffs on the user and performs an AoE attack with a 70% chance to weaken Defense for 2 turns.
· The third skill (passive) is immune to un-healable effects. At the start of each turn, it transfers all debuffs on allies to itself. Additionally, for each debuff on itself, it reduces incoming damage by 10%.
· It absorbs ally debuffs to protect allies and can gain up to a 40% damage reduction effect.
· It synergizes well with the basic attack's debuff removal effect, allowing it to act as a supporter who protects allies while becoming tankier. It's evaluated as a very attractive monster.
· The second skill removes all debuffs on the user and performs an AoE attack with a 70% chance to weaken Defense for 2 turns.
· The third skill (passive) is immune to un-healable effects. At the start of each turn, it transfers all debuffs on allies to itself. Additionally, for each debuff on itself, it reduces incoming damage by 10%.
· It absorbs ally debuffs to protect allies and can gain up to a 40% damage reduction effect.
· It synergizes well with the basic attack's debuff removal effect, allowing it to act as a supporter who protects allies while becoming tankier. It's evaluated as a very attractive monster.
| Skill | Effect |
|---|---|
| Skill 2 | Removes user's debuffs then AoE attack 70% chance to weaken Defense for 2 turns |
| Skill 3 (Passive) | Immune to un-healable Absorbs ally debuffs at the start of each turn Reduces incoming damage by 10% per absorbed debuff |
05:41 - 08:23
5. 💀 Dark Dr. Plasma: Counter to Stun-Based Ally Attack Gauge Explosion
· Dark Dr. Plasma is a support monster that gains increased Effect Accuracy upon awakening.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns.
· The third skill (passive) increases all allies' Attack Gauge by 25% when the user is affected by un-healable or gains a turn, provided they have debuffs on them. Additionally, their Speed increases by 100% when un-healable.
· It acts as a counter to opponent's Will runes or stun attacks, significantly boosting all allies' Attack Gauge. Especially when the opponent uses stun attacks, the passive can activate consecutively, potentially increasing ally Attack Gauge by up to 50%.
· From the opponent's perspective, they would hope this monster doesn't get stunned, and a build focusing on stun resistance might be more advantageous than resistance.
· After using the second skill and getting stunned, the passive activates again, increasing ally Attack Gauge. With a 100% Speed increase, it gains many turns and continuously boosts ally Attack Gauge. It appears to be one of the strongest counter monsters currently available.
· The second skill provides an AoE stun effect, and the user is also stunned for 1 turn. The cooldown is 3 turns.
· The third skill (passive) increases all allies' Attack Gauge by 25% when the user is affected by un-healable or gains a turn, provided they have debuffs on them. Additionally, their Speed increases by 100% when un-healable.
· It acts as a counter to opponent's Will runes or stun attacks, significantly boosting all allies' Attack Gauge. Especially when the opponent uses stun attacks, the passive can activate consecutively, potentially increasing ally Attack Gauge by up to 50%.
· From the opponent's perspective, they would hope this monster doesn't get stunned, and a build focusing on stun resistance might be more advantageous than resistance.
· After using the second skill and getting stunned, the passive activates again, increasing ally Attack Gauge. With a 100% Speed increase, it gains many turns and continuously boosts ally Attack Gauge. It appears to be one of the strongest counter monsters currently available.
| Skill | Effect |
|---|---|
| Skill 2 | AoE Stun (User stunned for 1 turn) Cooldown: 3 turns |
| Skill 3 (Passive) | Increases ally Attack Gauge by 25% when un-healable or gaining a turn (if user has debuffs) Increases Speed by 100% when un-healable |
08:24 - 08:45
6. 🌟 Overall Review: The Dr. Plasma Series is Definitely Worth Pulling!
· The newly released Dr. Plasma monsters each possess unique charm and utility for their respective attributes.
· Light attribute, in particular, excels at protecting allies and enhancing survivability, while Dark attribute specializes in a powerful counter role, turning the opponent's stun attacks to its advantage.
· Fire, Water, and Wind attributes also have their own strengths, making the overall Dr. Plasma series highly worthwhile to pull.
· These monsters are expected to inspire various deck combinations and strategic research.
· Light attribute, in particular, excels at protecting allies and enhancing survivability, while Dark attribute specializes in a powerful counter role, turning the opponent's stun attacks to its advantage.
· Fire, Water, and Wind attributes also have their own strengths, making the overall Dr. Plasma series highly worthwhile to pull.
· These monsters are expected to inspire various deck combinations and strategic research.
