Overview
Summoners War Karakum Dark Mummy is a 3★ Dark-element HP-type monster known for his unique synergy with HP-scaling damage and healing disruption. Available through Light & Darkness Scrolls or the Temple of Wishes, Karakum stands out in early- to mid-game content for his reliable utility and burst potential. His first skill, Touch of Corruption, strikes twice with a chance to apply Continuous Damage, scaling with his max HP.
His second skill, Smother, is an AoE attack that disturbs enemy HP recovery for three turns with a strong 75% chance, making it particularly useful in dungeons and against healing-heavy teams. His passive, Cursed Body, sacrifices 5% of his current HP at the start of his turn to deal bonus damage based on the HP lost, offering a self-scaling burst mechanic that rewards aggressive play. When awakened, Karakum also provides a leader skill that increases Resistance of all Dark allies by 38%, giving him added value in Dark-centric teams. Stat-wise, his base Speed is low (97), but his high HP pool (10,380 at level 40 awakened) complements his skills well.
Despite his strengths, Karakum does have limitations—he lacks immunity, crowd control, or buff removal, and his passive can be a double-edged sword if his HP isn’t managed properly. Compared to other Mummy variants (especially Fire, Water, or Wind), he may feel more niche or less versatile in PvP. Still, Karakum is a solid, low-cost investment for players needing reliable heal disruption and HP-scaling utility in content like Tower of Ascension, Cairos Dungeon, and Necropolis. While he’s not essential in the late game, he fills a useful role for newer accounts or those seeking creative team compositions.
Karakum Stats
Base Stats
| Speed | Crit. Rate | Crit. Damage | Resistance | Accuracy |
|---|---|---|---|---|
| 96 | 15% | 50% | 15% | 0% |
| Level | Stars | HP | Atk | Def |
|---|---|---|---|---|
| 25 | 3 | 3600 | 209 | 205 |
| 30 | 4 | 4905 | 285 | 279 |
| 35 | 5 | 6660 | 387 | 379 |
| 40 | 6 | 9060 | 527 | 516 |
Awakened Stats
| Speed | Crit. Rate | Crit. Damage | Resistance | Accuracy |
|---|---|---|---|---|
| 97 | 15% | 50% | 15% | 0% |
| Level | Stars | HP | Atk | Def |
|---|---|---|---|---|
| 25 | 3 | 4125 | 227 | 218 |
| 30 | 4 | 5610 | 309 | 297 |
| 35 | 5 | 7635 | 420 | 404 |
| 40 | 6 | 10380 | 571 | 549 |
How to Obtain Karakum
![]() Temple of Wishes | ![]() Light and Darkness Scroll |
To obtain Karakum (Dark Mummy) in Summoners War, there are two primary summoning methods:
- Light & Darkness Scrolls – The most common way for 3★ Dark monsters like Karakum. When you summon using this scroll type, you have a chance to pull Karakum among many others.
- Temple of Wishes – Using Temple of Wishes gives you a random monster between 3★ and 5★, and Karakum is eligible here as well
Karakum is part of the Mummy monster family (alongside Water: Nubia, Fire: Sonora, Wind: Namib, and Light: Sahara) and requires 11 skill-ups (via feeding duplicate Mummy monsters or Devilmons) to max out his skills
Awakening Essence
![]() Essence of Darkness (Low) | ![]() Essence of Darkness (Mid) | ![]() Essence of Magic (Low) | ![]() Essence of Magic (Mid) |
To awaken Karakum (Dark Mummy) in Summoners War, you’ll need specific awakening essences—resources obtainable through daily dungeons. Here’s how it works:
Required Awakening Essences for Karakum
- Dark essences (specific to Dark element):
- 15 × Low Dark Essence
- 10 × Mid Dark Essence
- Magic essences (universal):
- 10 × Mid Magic Essence
- 5 × Low Magic Essence
Where to Farm These Essences
- Hall of Darkness: Only opens every Sunday. You can farm Dark Essence (Low, Mid, and High tiers) depending on dungeon depth.
- Hall of Magic: Open daily, allowing you to farm all tiers of Magic Essence, including Mid and Low needed by Karakum.
Skills
Leader Skill | ![]() Touch of Corruption | ![]() Smother | ![]() Cursed Body (Passive) |
| Increases the Resistance of ally monsters with Dark attribute by 38% | Attacks the enemy 2 times with each attack having a 20% chance to inflict Continuous Damage for 1 turn. This damage of this attack will increase according to your MAX HP. Multiplier: 0.5*{ATK} + 0.08*{MAX HP} x2 | Attacks all enemies and disturbs their HP recover for 3 turns with a 75% chance. The damage of this attack will increase according to your MAX HP. (Reusable in 4 turns) Multiplier: 0.8*{ATK} + 0.18*{MAX HP} | At the cost of 5% of your current HP, your attacks will deal additional damage based on how much HP you’ve lost. This effect will only activate on this Monsters turn. [Automatic Effect] |
| Damage +5% Harmful Effect Rate +5% Damage +5% Harmful Effect Rate +10% Damage +10% Harmful Effect Rate +15% | Harmful Effect Rate +5% Harmful Effect Rate +10% Harmful Effect Rate +10% Damage +15% Cooltime Turn -1 |
Rune
Strength and Weakness

Strength: Karakum (Dark Mummy) in Summoners War possesses several notable strengths that make him a solid pick for early to mid-game progression. His most prominent advantage is that all his damage scales with his max HP, allowing players to build him tanky without sacrificing offensive potential.
Weakness: Karakum (Dark Mummy), while useful in specific roles, comes with several weaknesses that limit his viability in higher-level Summoners War content. One of his main drawbacks is the lack of crowd control or debuff removal—his kit focuses solely on damage over time and heal block, offering no stuns, strips, or team-wide support. His passive skill, Cursed Body, although unique, is a double-edged sword: it reduces his own HP every turn, making him increasingly vulnerable in prolonged fights, especially without reliable healing or sustain in the team.
Synergy

Karakum (Dark Mummy) synergizes best with teams that enhance his strengths—namely, HP scaling, heal block pressure, and turn cycling—and help mitigate his self-damaging passive. One strong synergy is with healers or shielders who can sustain Karakum as he sacrifices 5% of his HP every turn. Monsters like Chasun, Fran, or Colleen provide reliable healing, while shielders like Megan or Harmonia help absorb incoming damage and keep him alive longer.
He also works well alongside DOT-heavy teams (damage over time), where his Continuous Damage and Heal Block complement allies like Thrain, Baretta, or Hwa to wear down enemies over time, especially in Tower of Ascension or Necropolis. Additionally, pairing Karakum with attack bar boosters or turn-cyclers such as Bernard, Orion, or Verdehile can help offset his low base Speed and trigger his passive more frequently, increasing his damage output.
In dungeon teams like Necropolis B10, Karakum synergizes well with multi-hit allies and units that apply debuffs consistently, since his skills and passive can chip down the boss while blocking heals. He also fits nicely in Guild War or Siege Defense setups when paired with monsters that punish healing or rely on sustain-based battles, such as Basalt or Molly, forcing the opponent to deal with heal block pressure over time.
Overall, Karakum is most effective when used in teams that either boost his survivability or amplify DOT strategies, while ensuring he has enough turn opportunities to take advantage of his HP-scaling mechanics.
Frequently Asked Questions (F.A.Q)
What is Karakum’s main role in a team?
Karakum is a DOT-based utility monster with AoE Heal Block and self-scaling burst damage. He excels in PvE content like Tower of Ascension and Necropolis, where heal disruption and sustained damage are valuable.
Is Karakum good for PvP?
He can be used in Guild War or Siege Defense, especially against healing-heavy teams. However, he’s not typically used in high-level Arena or RTA due to his lack of crowd control or speed.
What makes Karakum different from other Mummies?
Karakum is the only Mummy with a self-damaging passive that boosts his damage based on HP lost. Other Mummies have different utility, such as stuns or attack breaks, while Karakum focuses on heal denial and burst from lost HP.
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