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Summoners War Dagorr Wind Bearman Guide

WIND BEARMAN
Dagorr
★★★
ATTACK
Summoners War Dagorr Wind Bearman Guide - Fire Element
Summoners War Dagorr Wind Bearman Guide - Bearman Fire Icon
Summoners War Dagorr Wind Bearman Guide - Water Element
Summoners War Dagorr Wind Bearman Guide - Bearman Water Icon

Overview

Summoners War Dagorr Wind Bearman Guide, is a tanky support unit with strong utility in controlling the turn cycle of your team. His kit centers around team support through his third skill, “Team Up,” which not only attacks an enemy with an ally but also fills up their Attack Bar—ideal for boosting your damage dealers or healers during crucial turns. With his second skill, “Roar,” Dagorr reduces the enemy’s Attack Bar, giving you control over the enemy’s turn advantage.

His first skill can provoke, which is useful for disrupting enemy units, especially single-target nukers or healers. While Dagorr isn’t typically seen in high-end PvP, his utility makes him a solid option in early-game teams, especially in content like Guild Battles or lower-level PvE scenarios. His Wind element also gives him a natural advantage against Water-type enemies.

Dagorr Stats

Base Stats

SpeedCrit. RateCrit. DamageResistanceAccuracy
10015%50%15%0%
LevelStarsHPAtkDef
2533795205196
3045175279267
3557020379363
4069555516494

Awakened Stats

SpeedCrit. RateCrit. DamageResistanceAccuracy
10115%50%15%0%
LevelStarsHPAtkDef
2533930275183
3045340374250
3557260509339
4069885692461

How to Obtain Dagorr

Unknown Scroll
Unknown Scroll
Summoners War Dagorr Wind Bearman Guide - Social Summon
Social Summon
Temple of Wishes
Temple of Wishes
Mystical Summon
Mythical Summon
Mythical Scroll
Mythical Scroll
Wind Scroll
Wind Scroll

You can obtain Dagorr (Wind Bearman) in Summoners War through several summoning methods and events:

  • Secret Dungeon – Dagorr has his own Wind Bearman Secret Dungeon whenever it appears in your game rotation.
  • Mystical & Wind Scrolls – You can summon him like any other nat‑3 Wind unit.
  • Unknown / Social Summons – This includes pieces from Temple of Wishes or social scrolls.

Awakening Essence

Essence of Light Low
Essence of Light (Low)
Essence of Light Mid
Essence of Light (Mid)
Essence of Magic Low
Essence of Magic (Low)
Essence of Magic Mid
Essence of Magic (Mid)

To awaken Dagorr, you will need the following essences:

  • Essence of Wind (Low): 10
  • Essence of Wind (Mid): 15
  • Essence of Magic (Low): 5
  • Essence of Magic (Mid): 10

Upon awakening, Dagorr gains increased base stats and a Leader Skill that boosts ally Defense in Guild Content, enhancing his utility in support roles.

SKILL UPS

Dagorr has 3 skills, and all can be improved through skill ups using Bearman monsters or Devilmons (though Devilmons are not recommended for 3★ monsters).

Summoners War Dagorr Wind Bearman Guide

Skill Up Breakdown:

  1. Skill 1 – Strike
    • Max Level: 6
    • Skill Ups Needed: 5
    • Effect: Increases damage and chance to provoke.
  2. Skill 2 – Roar
    • Max Level: 5
    • Skill Ups Needed: 4
    • Effect: Increases damage and reduces cooldown.
  3. Skill 3 – Team Up
    • Max Level: 6
    • Skill Ups Needed: 5
    • Effect: Increases damage and reduces cooldown.

Total Skill Ups Required:
14 skill ups total using Bearman monsters or Devilmons.

For efficient skilling, use other Bearman units of any element (Fire, Water, Light, Dark, Wind).

Skills

Leader_Skill_Defense_Low_Wind
Leader Skill
Uppercut Wind
Uppercut
Cry of Battlefield
Cry of Battlefield
Flashing Strike
Flashing Strike
Increases the Defense of ally monsters with Wind attribute by 30%Strikes and provokes the enemy for 1 turn with a 50% chance

Multiplier: 3.8*{ATK}
Increases the Attack Power of all allies for 2 turns and removes 2 harmful effects. (Reusable in 4 turns)Strikes the enemy’s camp to inflict damage on all enemies, decreasing their Attack Bar by 30%. (Reusable in 6 turns)

Multiplier: 4.2*{ATK}
Harmful Effect Rate +5%
Damage +5%
Harmful Effect Rate +5%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +15%
Cooltime Turn -1Damage +10%
Damage +10%
Cooltime Turn -1

Rune

Build4-Set(s)2-Set(s)Stat Priorities
Early tankkN/A Energy RuneEnergy Guard RuneGuardHp, Def
SupportSwift RuneSwiftEnergy RuneEnergy Guard RuneGuard
 Nemesis RuneNemesis Endure RuneEndure
Spd, Hp, Acc
Violent supporterViolent RuneViolentNemesis RuneNemesis Endure RuneEndure
Will RuneWill Focus runeFocus
Spd, Hp, Acc

Strength and Weakness

Summoners War Dagorr Wind Bearman Guide

Strengths:

  • Turn Cycling Support: His third skill, Team Up, increases an ally’s Attack Bar, enabling faster turns for damage dealers or support units.
  • Attack Bar Control: Roar reduces the enemy’s Attack Bar, offering useful turn manipulation in both PvE and PvP.
  • Provoke Utility: His first skill has a provoke effect, useful for disrupting enemy supports or nukers.
  • Tanky Stats: Naturally durable, making him a solid frontline unit in early-game scenarios.
  • Leader Skill: Grants increased Defense in Guild Content, adding survivability to your team.

Weaknesses:

  • Limited Damage Output: He lacks strong offensive capabilities, making him less effective in high-damage roles.
  • Outscaled by Better Supports: Later in the game, stronger support monsters with better utility or healing options outshine Dagorr.
  • RNG-Dependent Effects: Provoke and multi-hit effects may not land consistently without skill-ups or high accuracy.
  • Niche Usage: Not widely used in high-end PvP or PvE content; more suited for early-game or specific utility roles.

Synergy

Summoners War Dagorr Wind Bearman Guide

Dagorr works best in teams that benefit from turn cycling, tankiness, and disruption. His skills allow him to support key allies and control enemy actions, making him a good fit in compositions with damage dealers or skill-dependent units.

Best Synergy Partners:

  • Single-target Nukers (e.g., Lushen, Theomars, Crow):
    His Team Up skill helps boost their turn and deal burst damage in coordination.
  • Defense-based Allies (e.g., Copper, Bulldozer):
    His leader skill and tanky nature align well with defense-oriented teams in Guild content.
  • Healers/Support Units (e.g., Colleen, Shannon):
    Dagorr can protect them through provoke and Attack Bar control, giving them breathing room to heal or buff.
  • Other Bearman Units:
    He can be paired with other Bearman monsters for synergy in fusion or early-game strategies, sharing similar stat and skill-up mechanics.

Dagorr shines most in Guild Battles, early PvE, or Rift content where turn control and ally support give an edge.

Frequently Asked Questions (F.A.Q)

❓ Is Dagorr worth building?

Dagorr is a solid early-game support unit, especially in Guild Battles and certain PvE areas. While he may fall off in late-game content, his utility in turn cycling and disruption makes him useful for beginners.

❓ Can Dagorr be used in PvP?

Yes, primarily in early-game Guild Battles or 4-star limited Siege defenses, where his provoke and Attack Bar support can disrupt enemy strategies.

❓ Should I use Devilmons to skill him up?

No. Since Dagorr is a 3★ monster, it’s better to use other Bearman units to skill him up and save Devilmons for 4★ or 5★ monsters.

❓ What runes are best for Dagorr?

Tanky and support-focused sets work well:
Swift / Energy, Violent / Revenge, or Guard / Will
Focus on HP%, DEF%, SPD, and Accuracy to maximize provoke and Attack Bar control.

❓ Where is Dagorr most effective?

He’s most effective in:
Guild Battles
Early PvE (Garen Forest, Giant’s B7-B10 support)
Rift Beasts (as a support filler)

❓ Can I use Dagorr in late-game content?

While he can be used situationally, he is generally outclassed by more versatile support or control units in late-game PvE and PvP.

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