
Introduction to the Hall of Water

Summoners War Hall of Water is an essential weekly dungeon in Summoners War: Sky Arena, accessible every Wednesday. The primary goal of the Hall of Water is to provide players with Water Essences of various qualities: Low, Mid, and High. These essences are crucial for awakening water-attribute monsters, a process that enhances their stats and often unlocks new skills, making it a vital step in improving your monster roster.
Progressing through the dungeon’s stages is an essential aspect of efficiently farming the Hall of Water, as each level provides players with different opportunities and challenges. The higher floors, such as B7 and beyond, offer a significantly better chance to obtain higher-grade essences, which are vital for awakening and strengthening your monsters. These essences are critical for enhancing your team’s power, allowing you to tackle even more difficult challenges within the game. However, while the rewards are more enticing on the higher floors, the difficulty also escalates, requiring careful planning and strategy to overcome the hurdles that lie ahead.
One of the primary obstacles that sets the Hall of Water apart from other elemental dungeons is the unique challenge posed by its boss, the Guardian of Fire. This boss is not only formidable due to its size and damage output, but its most notable feature is its immense health pool. The Guardian of Fire boasts an incredible 500% more HP than the boss found in the Hall of Magic, making it one of the toughest adversaries in the Cairos Dungeons. This sheer health advantage means that players cannot rely on traditional damage-dealing strategies alone. Instead, a more nuanced approach is necessary, focusing on strategies like damage over time (DoT) or damage scaling based on the enemy’s maximum HP.
Understanding the Enemy

To effectively farm the Hall of Water, it’s essential to understand the enemies you’ll face, particularly the boss and the supporting crystals.
The Guardian of Fire is the primary challenge in the Hall of Water, and its unique abilities and passives require careful strategy to overcome. One of the key characteristics of the Guardian is its significantly high HP, boasting 500% more HP than the boss in the Hall of Magic. This makes direct damage strategies less effective, especially in the early to mid-game. The Guardian’s Dead Man’s Purification active skill targets all enemies and has a chance to stun them for 1 turn. The damage of this skill increases as fewer enemies remain, meaning the Guardian becomes more dangerous as your team members are defeated.
Another active skill, Death Glare, burns enemies with a cursed glare, inflicting Continuous Damage (DoT) for 3 turns with a high chance. This skill has a 4-turn cooldown, and its DoT effect allows you to bypass the need for high direct damage against the boss’s massive health pool. The Annihilate (Passive) grants the Guardian an extra turn if an enemy falls, potentially leading to a rapid sequence of attacks if you’re not careful in managing your team’s health. The Strong Guardian (Passive) grants the Guardian its 500% HP boost, further increasing its resilience. Lastly, the Sense of Duty (Passive) causes the Guardian’s Attack Power to increase over time, making prolonged battles increasingly dangerous if you don’t maintain a solid strategy.
The left crystal in the boss stage plays a significant supporting role, potentially disrupting your strategy. Its skill, Disturb Recovery Crystal, has a fixed chance to disturb HP recovery for all enemies for 2 turns. If your strategy relies on healing, this debuff can seriously hinder your team’s survivability, making it critical to manage healing sources effectively during the fight.
Strategy and Monster Recommendations

Successfully tackling the Hall of Water, particularly the higher stages, requires a strategic approach that takes into account the Guardian of Fire’s high HP and unique abilities, as well as the supporting crystals. Given the Guardian’s significant health pool and challenging abilities, effective strategies often focus on damage-over-time (DoT) and HP-based damage rather than direct damage.
A key strategy is to focus on Continuous Damage (DoT), as it allows you to deal damage based on a percentage of the enemy’s HP over time, bypassing the need for high attack power against the boss’s massive health pool. Additionally, Damage based on Enemy Max HP is effective, as these skills deal damage proportional to the Guardian’s HP, making them ideal for chipping away at its substantial health. For this approach, team compositions should prioritize monsters with DoT and HP-based damage skills, while also including support monsters to ensure their survival throughout the fight.
When selecting monsters, it’s essential to consider those that can apply Continuous Damage (DoT), as well as those that deal damage based on enemy max HP. Healers are also important to sustain your team, especially to counter the effects of Dead Man’s Purification and Death Glare. Additionally, monsters with attack bar reduction can help control the boss’s turn frequency, while those with Beneficial Effect Removal (Cleanse) are useful to counter the Disturb Recovery debuff from the left crystal, which can hinder your team’s healing.






For farmable monsters, those like the Wind Elemental (Awakened Taharus), who can apply DoT, and Dark Salamander (Awakened Decamaron), whose passive deals damage based on the enemy’s max HP, are valuable options. Additionally, Water Howl (Awakened Lulu) and Water Garuda (Awakened Konamiya) both provide healing and cleanse, while Wind Ninja (Orochi) and Dark Inugami offer strong DoT abilities. The Water Charger Shark can also deal damage proportional to max HP and reduce the attack bar, further aiding in controlling the battle.



For fusion monsters, Sigmarus (Water Phoenix) is highly effective due to his damage based on the enemy’s max HP, while Veromos (Dark Ifrit) offers both DoT and cleanse, making him an asset in many elemental dungeons, including the Hall of Water. Hall of Heroes (HoH) monsters like Dark Magic Knight (Lannett) and Water Serpent (Shylock/Ryan), with their HP-based scaling and beneficial effect removal, are also great options.




Other notable monsters to consider are Lushen (Wind Joker), who offers strong AoE damage for clearing waves, and Spectra (Fire Griffon), whose Special Assault deals damage proportional to the enemy’s max HP. However, be mindful of the elemental disadvantage against the Fire boss, as this reduces his chance to land critical hits. Water Barbaric King is another option with the ability to apply brand, increasing the damage taken, and inflict additional DoTs. Wind Warbear (Awakened Ramagos) offers HP-scaling attacks and can potentially reduce enemy speed, making him durable for early stages, while Fire Rakshasa provides useful skills to decrease the enemy’s attack bar and apply DoTs.





For team compositions, early game teams should focus on DoTs, utilizing monsters like Taharus, Dark Salamander, and a healer such as Lulu. As you acquire stronger monsters, teams can incorporate HP-Based Damage from Sigmarus or Spectra, supported by healers and defense breakers. A farmable B10 team example includes Ahman (Light Bearman), Belladeon (Light Inugami), Susano (Water Ninja), Bernard (Wind Griffon), and Shannon (Wind Pixie), leveraging Susano’s damage and the utility provided by Bernard and Shannon. For faster runs in the mid to late game, teams with multiple HP scaling damage dealers like double Lushen, Jaleo, and Lin are effective, though before acquiring these, Spectra and other HP-based damage dealers can also work well.
Equipping the right runes is critical for success. DoT Dealers should prioritize Accuracy (ACC) on slot 6 and through substats to ensure DoTs land consistently, while Speed (SPD) on slot 2 allows more turns for applying DoTs. Violent or Swift runes are recommended for extra turns or consistent speed. For HP-Based Damage Dealers, focus on Attack (ATK)%, Critical Rate (CR)%, and Critical Damage (CD)%, along with HP% for survivability. Rage/Blade or Fatal/Blade rune sets maximize damage output, though some attackers may scale better with HP%/CD%/HP%. Healers should prioritize Speed (SPD) for quicker healing and HP% on slots 4 and 6. Swift/Energy or Violent/Energy sets can help increase healing frequency, and Accuracy (ACC) can be useful if the healer has debuffs.
For those struggling, farming Giants B10 for higher quality runes can improve your monsters’ stats significantly, aiding progression in the Hall of Water. Start with lower levels and gradually increase the difficulty as your team becomes stronger. Many players find B7 to be a sweet spot for farming, offering a good balance of energy cost and essence drops. As you progress, consider fusing Veromos, as his DoTs and cleanse abilities will help in the Hall of Water and other elemental dungeons. Many effective monsters are also farmable through scenarios, Secret Dungeons, or fusions, making it possible for free-to-play players to progress efficiently.
Rune Recommendations
When building monsters for the Hall of Water, it’s important to focus on both survivability and effective damage output, particularly through damage over time (DoT) and damage based on the enemy’s maximum HP. The Guardian of Fire’s high HP and the crystal waves make it essential to balance damage-dealing capabilities with enough durability to withstand the boss’s and crystals’ attacks.
For DoT dealers, consider the following rune builds:
Awakened Wind Elemental (Taharus): In the early stages, use Blade runes with HP%, Crit Rate%, and HP% to ensure survivability while allowing DoTs to accumulate. Later builds should focus on Crit Rate%, Speed, Accuracy, and HP%, with Violent or Swift runes to maximize turns and DoT application.

Awakened Dark Salamander (Decamaron): For early to mid-game, use Energy runes for increased survivability, or Blade/Energy for extra stats. In later stages, Violent runes are beneficial to maximize the number of attacks and passive damage.

Orochi (Wind Ninja): Focus on Crit Rate% and percentage-based stats with a Blade rune set to boost critical hits, ensuring frequent DoT application.

Dark Inugami: In the early stages, build with Swift/Focus or Violent/Focus, prioritizing Speed, HP%, and Accuracy for consistent defense break and DoT application. For later stages, Rage/Blade runes are recommended for burst damage, focusing on ATK%, Crit Damage%, and ATK%.
For HP-based damage dealers:

Spectra (Fire Griffon): Build full tank for increased survivability, considering the elemental disadvantage, or use Swift and Blade runes with Crit Damage on slot 4 to maximize damage from his HP-scaling skill.

Sigmarus (Water Phoenix): Use Rage/Blade or Fatal/Blade to increase damage output, focusing on Crit Rate%, Crit Damage%, and ATK% to boost his HP-based damage.
For support monsters (healers and cleansers):
Awakened Konamiya (Water Garuda): Similarly, prioritize HP% and Speed. Violent runes are also beneficial to enable more frequent heals and cleanses.
General rune recommendations include ensuring Accuracy for DoT dealers to overcome the boss’s resistance. For HP-based damage dealers, balance damage stats (Crit Rate, Crit Damage, ATK% for base scaling, and HP% for HP scaling) with enough survivability (HP%, DEF%) to withstand attacks. Healers should prioritize Speed for frequent turns and HP% for enhanced healing output and survival.
It’s essential to start with the best runes available, even if they aren’t optimal sets or high-star quality. As you progress and farm higher levels of Giants B10, you will acquire better runes to further optimize your Hall of Water teams. Farming Giants B10 for better runes should be a high priority, as it will significantly ease clearing Hall of Water and other content.
Progression Tips

When farming the Hall of Water, it’s essential to focus on progression in a way that ensures you can handle the increasing difficulty of the stages. One of the most important steps is to prioritize Giants B10. If you’re struggling with the Hall of Water, building a team capable of reliably farming Giants B10 is a critical strategy. The high-quality runes obtained from farming Giants B10 will greatly improve your monsters’ stats, making it much easier to tackle elemental halls like the Hall of Water.
Start by farming the Hall of Water stages that you can consistently clear, such as B4, B5, and B6, to gather low and mid essences. These essences are necessary for awakening water monsters, and farming these lower levels will give you the resources you need without overwhelming your team. As your monsters grow stronger, progressively challenge higher levels. It’s also worth noting that Hall of Magic B4 and Hall of (the element needed for awakening) B4 are effective early game stages for gathering these lower-tier essences. If you find that you cannot clear these stages yet, it’s better to wait before attempting to awaken your monsters.

Many players also recommend farming B7 as a sweet spot for essence farming. Hall of Water B7 strikes a good balance between energy cost, time, and the drop rate of mid and high essences. This stage is an excellent target for farming until you’re able to quickly farm B10.
If you’re aiming for a longer-term goal, consider fusing Veromos. While it requires time and resources, Veromos’ combination of DoTs and cleanse makes him a powerful addition to your team, greatly improving your ability to tackle elemental dungeons, including the Hall of Water. It’s advised to focus on Veromos once you’re able to clear at least B7 consistently.

Another tip is to utilize farmable monsters. Many effective monsters for Hall of Water can be easily farmed through scenarios, Secret Dungeons, or fusions, which makes it possible for free-to-play players to progress. For example, you can obtain the Wind Pixie from unknown scrolls, Wind Griffon by farming the Tamor Desert, and Light Inugami, Light Bearman, and Light Vagabond from secret dungeons. Monsters like Awakened Wind Elemental (Taharus) and Awakened Dark Salamander (Decamaron) are also great early game monsters for Hall of Water progression. Water Garuda and Wind Pixie are especially useful and can be considered key units for players looking to clear these dungeons.
Conclusion

In conclusion, successfully navigating the Hall of Water in Summoners War requires a well-thought-out strategy that emphasizes damage over time (DoT) and damage based on the enemy’s maximum HP. This approach is necessary due to the Guardian of Fire’s significant health pool.
Focusing on the right monster types is essential for an effective team composition. DoT dealers, HP-based damage dealers, and reliable healers are the key components for success. Easily obtainable monsters, like the Awakened Wind Elemental (Taharus) and Awakened Dark Salamander (Decamaron), are highly effective in the early stages, while fusion monsters like Sigmarus provide substantial HP-based damage for later stages. Farmable support monsters such as Awakened Lulu (Water Howl) and Awakened Konamiya (Water Garuda) offer valuable healing and cleansing capabilities.
Proper rune builds are equally important for maximizing your team’s performance. Ensuring sufficient Accuracy on DoT dealers is crucial for landing those continuous damage effects, while balancing damage stats and survivability on HP-based attackers is essential for dealing with the Guardian of Fire’s large health pool. Healers should focus on Speed and HP to provide consistent support and sustain the team through the fight.
Gradual progression through the Hall of Water is key. Start by farming the stages you can consistently clear and work your way up as your monsters and runes improve. Hall of Water B7 is often seen as a good middle ground for farming mid and high essences, and it serves as an excellent stepping stone before attempting B10 consistently. Prioritizing the farming of Giants B10 for higher-quality runes will greatly improve your overall success in the Hall of Water and other challenging content within the game.
By understanding the strengths and weaknesses of various monsters and employing strategic team compositions and rune setups, summoners can effectively farm the Hall of Water to acquire the necessary essences for awakening their monsters and advancing their progression in Summoners War.
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