Overview
Kunda, the Water Yeti in Summoners War Kunda Water Yeti, is a 2★ Defense-type monster known for his unique support and disruption skills. Despite his low base stats, especially in HP and Speed, Kunda offers a surprisingly useful toolkit for early to mid-game players. His first skill, Slash Hook, is a two-hit attack that has a 50% chance per hit to decrease the enemy’s Attack Speed, making it valuable for turn control.
The second skill, Heavy Slash, is a dual-hit attack with a 30% stun chance per hit, and it scales with both his ATK and DEF stats—making it potent if built correctly. His awakened third skill, Wall of Ice, provides 3 turns of Immunity, cleanses all debuffs, and reflects 30% of incoming damage back to the attacker. This combination of cleanse, immunity, and damage reflect is quite rare, especially among low-rarity monsters.
Kunda’s strengths lie in his crowd-control capabilities and defensive utility. He’s especially useful in early-game PvP like Arena and Guild Battles, where immunity and stuns can swing a fight. His reflect ability makes him annoying to deal with and can surprise unprepared opponents. However, his weaknesses become apparent as players progress: he lacks self-sustain, has low HP, and is easily outclassed by higher-tier monsters with better scaling and utility. He’s also vulnerable to buff removal, which completely negates his reflect and immunity.
Kunda Stats
Base Stats
| Speed | Crit. Rate | Crit. Damage | Resistance | Accuracy |
|---|---|---|---|---|
| 100 | 15% | 50% | 15% | 0% |
| Level | Stars | HP | Atk | Def |
|---|---|---|---|---|
| 20 | 2 | 2550 | 100 | 139 |
| 25 | 3 | 3660 | 144 | 201 |
| 30 | 4 | 4995 | 196 | 273 |
| 35 | 5 | 6780 | 266 | 371 |
| 40 | 6 | 9225 | 362 | 505 |
Awakened Stats
| Speed | Crit. Rate | Crit. Damage | Resistance | Accuracy |
|---|---|---|---|---|
| 101 | 15% | 50% | 15% | 0% |
| Level | Stars | HP | Atk | Def |
|---|---|---|---|---|
| 20 | 2 | 2820 | 109 | 158 |
| 25 | 3 | 4065 | 157 | 227 |
| 30 | 4 | 5520 | 214 | 309 |
| 35 | 5 | 7500 | 291 | 420 |
| 40 | 6 | 10215 | 395 | 571 |
Kunda, the Water Yeti in Summoners War, has solid base stats for a 2★ monster, especially when fully awakened and leveled to 6★. At max level and awakened, Kunda has 10,215 HP, 395 Attack, 571 Defense, and 101 Speed. His base Crit Rate sits at 15%, with a Crit Damage of 50%, Resistance at 15%, and no base Accuracy. Compared to his unawakened form, which has roughly 9,225 HP, 362 Attack, 505 Defense, and 100 Speed, awakening Kunda grants a modest boost to his overall bulk and slightly improves his Speed, making him a bit more viable in combat.
How to Obtain
![]() Temple of Wishes | ![]() Mt. White Ragon | ![]() Unknown Scroll | ![]() Social Summon | ![]() Secret Dungeon |
You can acquire Kunda through multiple common sources:
- Unknown Scrolls and Social Summon stones—standard ways to summon him randomly.
- Magic Shop rotations—rarely appears here for direct purchase.
- Secret Dungeon (Water Yeti Dungeon)—you can farm shard pieces when his dungeon appears.
- Mt. White Ragon scenario—completing stages here gives a small chance to drop Water Yeti monsters.
Farming the Secret Dungeon
- Focus on clearing Hall of Water stages to trigger the Secret Dungeon for Water Yeti.
- Once unlocked, you’ll have a one-hour window to farm shards—each run of the final floors yields 1–4 pieces.
- You need 20 shards total to summon Kunda.
- Joining everyone’s dungeon increases your shard intake; chatting in global chat can help others open their dungeons
Awakening Essence
![]() Essence of Water (Mid) | ![]() Essence of Water (Low) | ![]() Essence of Magic (Low) |
To awaken Kunda, the Water Yeti, in Summoners War, you’ll need the following Awakening Essences:
Awakening Requirements for Kunda
- Essence of Water (Low): 10
- Essence of Water (Mid): 5
- Essence of Magic (Low): 15
- Essence of Magic (Mid): 5
Skills
![]() Slash Hook | ![]() Heavy Slash | ![]() Awakened Wall of Ice |
| Attacks an enemy 2 times with fast punches. Each punch has a 50% chance to decrease the enemy’s Attack Speed for 1 turn. Multiplier: 1.9*{ATK} + 20 x2 | Attacks the enemy 2 times and stuns the enemy for 1 turn with a 30% chance for each attack. This attack will deal more damage according to your Defense. (Reusable in 3 turns) Multiplier: 1.5*{ATK} + 1.5*{DEF} x2 | Grants Immunity to all harmful effects for 3 turns and reflects 30% of damage back to the enemy. Removes all harmful effects. (Reusable in 5 turns) |
| Damage +5% Damage +5% Harmful Effect Rate +10% Damage +10% Damage +10% Harmful Effect Rate +20% | Damage +10% Harmful Effect Rate +10% Damage +10% Harmful Effect Rate +10% Damage +10% Cooltime Turn -1 | Cooltime Turn -1 Cooltime Turn -1 |
Rune
Strategy

Kunda, the Water Yeti in Summoners War, is best utilized as a disruptive utility tank, particularly effective in early to mid-game content. His skill set is geared toward crowd control and self-sustain, making him an asset in control-based or defensive teams. His first skill, Slash Hook, slows enemies by reducing their Attack Speed, giving your team more turn advantage.
His second skill, Heavy Slash, is a two-hit attack with a 30% chance per hit to stun the enemy, making it useful for locking down enemy damage dealers or support units. This skill scales off both ATK and DEF, so hybrid stat builds can increase his overall effectiveness. Kunda’s third and most unique skill, Wall of Ice, grants a three-turn immunity, removes all debuffs, and reflects 30% of incoming damage. This ability not only protects him but punishes opponents who rely on multi-hit attacks or debuff-heavy strategies.
In terms of rune strategy, Kunda performs well with early sets like Fatal/Blade or Energy to boost damage and survivability. As you progress, sets like Violent/Revenge or Swift/Guard provide more utility and turn cycling. Rune slot priorities are ATK% or SPD for Slot 2, CRIT DMG or ATK% for Slot 4, and ATK% or DEF% for Slot 6, with substats focusing on Speed, Accuracy, and Defense. High Accuracy improves his ability to land stuns and slows, while decent Speed ensures his immunity and reflect skill can be used in time.
Strength and Weakness
Strength: Kunda, the Water Yeti, brings several strengths to early- and mid-game Summoners War gameplay, making him a valuable utility tank for newer players or off-meta teams. One of his key strengths is his disruption ability—he offers multiple forms of crowd control through his first two skills. Slash Hook reliably slows enemy units by reducing their Attack Speed, giving your team a significant turn advantage, especially in longer fights. His second skill, Heavy Slash, deals decent damage and has a chance to stun on both hits, which can interrupt dangerous enemy skills and lock down attackers or supports.
Weakness: While Kunda, the Water Yeti, has some useful early-game strengths, he also comes with several notable weaknesses that limit his long-term viability. One of the biggest drawbacks is his low base stats, particularly in HP and Speed. Despite being labeled a tank, his survivability is underwhelming compared to other tanky units, especially as you move into mid- and late-game content. His naturally low Speed (only 101 when awakened) makes it difficult for him to cycle turns effectively without significant rune investment.
Synergy

Kunda, the Water Yeti in Summoners War, excels as a crowd control and support monster thanks to his AoE freeze and defense break capabilities. To maximize his effectiveness, it’s ideal to pair him with damage dealers who benefit from immobilized enemies, such as Theomars, Zaiross, or Lushen, allowing them to unleash powerful attacks safely. Buffers and healers like Fran and Bernard complement Kunda by enhancing survivability and speeding up the team’s turn order, enabling Kunda to land his freeze earlier.
Additionally, debuffers like Basalt or Hwa can stack defense breaks and damage over time, amplifying the team’s overall damage output while tanks like Kroa or Ramagos absorb hits, keeping Kunda protected. Key to this synergy is building Kunda with high accuracy and ensuring proper speed tuning so that his freeze lands reliably and quickly. A common team setup might include Bernard for speed buffs, Fran for healing and attack buffs, Kunda for crowd control, and Theomars as the main damage dealer, creating a balanced composition that combines control, sustainability, and burst damage.
Frequently Asked Questions (F.A.Q)
What role does Kunda play in a team?
Kunda primarily serves as a crowd control support monster, using his AoE freeze and defense break to lock down enemies and set up damage dealers for easier kills.
Which monsters work best with Kunda?
Monsters that capitalize on his control include Theomars, Zaiross, Lushen for damage, Bernard and Fran for buffs and heals, and tanks like Kroa to absorb damage.
How important is accuracy on Kunda?
Very important. Since his effectiveness relies on freezing enemies, high accuracy (usually above 45-50%) ensures his crowd control effects land consistently.
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