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Summoners War Roid Wind Vagabond Guide

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Introduction to Roid

Summoners War Roid Wind Vagabond Guide - Roid
Summoners War Roid Wind Vagabond Guide - Roid Awakened
Summoners War Roid Wind Vagabond Guide - Roid 2A

Wind Vagabond (Roid)
HP ★★

Roid, the Wind Vagabond, is a natural 3-star Defense-type monster in Summoners War: Sky Arena. He can be obtained through Unknown Scrolls, from the Magic Shop, or by completing his Secret Dungeon when available. As a Wind-element unit with a solid defensive stat line, Roid offers utility that may be overlooked at first glance. While not always considered a top-tier unit, Summoners War Roid Wind Vagabond has shown surprising potential in certain scenarios, especially after his Second Awakening.

Roid’s appeal lies in his control capabilities and strong utility for early to mid-game progression. His awakened form not only gains improved stats but also features a visually striking design that some players enjoy. Despite being underestimated by many, Roid has been successfully used by players in key content such as the Giant’s Keep dungeon, proving that he can contribute effectively under the right conditions. This guide takes a closer look at Roid’s skills, rune builds, and battle roles to help Summoners determine his potential value on their team.

Roid’s Skills

Slash Rock Wind
Slash Rocks
Slash Wave WInd
Slash Waves
Summoners War Roid Wind Vagabond Guide - Slash Wind Wind
Slash Wind

Swings a giant sword to deal damage and decrease the target’s Defense for 2 turns with a 40% chance. This attack will deal more damage according to your MAX HP.

Multiplier: {ATK} + 0.18*{MAX HP}
Attacks an enemy with a sword 2 times. Each attack has a 50% chance to decrease the target’s Attack Power for 2 turns. This attack will deal more damage according to your MAX HP.

Multiplier: {ATK} + 0.12*{MAX HP} x2
Attacks the enemy with a lightning fast slash, making the target’s Attack Bar drop to 0, and inflicts an irresistible provoke for 1 turn. This attack deal more damage according to your MAX HP. (Reusable in 5 turns)

Multiplier: 2.0*{ATK} + 0.3*{MAX HP}
Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +20%
Harmful Effect Rate +10%
Damage +10%
Harmful Effect Rate +10%
Damage +10%
Cooltime Turn -1
Damage +10%
Damage +10%
Damage +10%
Cooltime Turn -1

Roid, the Wind Vagabond in Summoners War, is a Defense-type 3★ monster who gains significant utility and control potential, particularly after awakening and Second Awakening. His skill set evolves from basic debuffing attacks to a control-focused passive-driven kit that can disrupt enemy strategies through provoke, attack bar control, and attack power debuffs.

Before awakening, Roid has two active skills. Slash Rocks, his first skill, deals damage proportionate to his MAX HP and has a 40% chance to inflict a two-turn Defense break. When fully skilled up, this chance becomes 100%, and the damage is increased by up to 40%. The skill uses a damage multiplier based on both ATK and MAX HP. His second skill, Slash Waves, hits twice, each hit having a 50% chance to apply an Attack Power debuff for two turns. This skill also scales with his MAX HP and receives a boost to damage through skill-ups.

Upon awakening, Roid gains a passive third skill, Slash Wind. This activates when he attacks a target without a Defense break: he performs an additional hit that sets the enemy’s attack bar to zero and inflicts an irresistible provoke for one turn. This bonus hit scales with his MAX HP and has no activation chance—it’s guaranteed when the condition is met.

After Second Awakening, Roid’s skill set transforms further. Slash Rocks becomes stronger and always lands a two-turn Defense break while scaling better with HP and ATK. His second skill, Slash Waves, is now a passive that triggers two extra hits whenever Roid attacks a target with a Defense break. Each of these follow-up attacks has a 70% chance to decrease Attack Power for two turns and a 70% chance to absorb 10% of the enemy’s Attack Bar, adding control and sustain. His third skill, Slash Wind, remains a passive, automatically activating when attacking targets without Defense break—still provoking and draining their attack bar fully.

At 2A, Roid operates through conditional passives based on the Defense break status of his target. Against enemies with no Defense break, he provokes and resets attack bars. Against those with a Defense break, he chains extra attacks that lower damage output and manipulate turn order. This makes him a flexible control unit, especially in modes like Siege, where strategy around enemy buffs and debuffs can be key. Roid’s toolkit post-2A makes him a unique utility pick for players seeking disruption and turn control in a defensive monster.

Skill Ups and Awakening

Roid, the Wind Vagabond, benefits significantly from skill-ups and awakening, which enhance his combat effectiveness and unlock his full potential as a control-focused tank. Properly skilling up and awakening Roid is essential to maximize his performance, especially after Second Awakening when his abilities shift to being passive-triggered.

Summoners War Roid Wind Vagabond Guide - Skill up

17- Skill Up

To skill up Roid before awakening, you need to use other Vagabond monsters. In total, 17 skill-ups are required to fully enhance his two pre-awakening active skills: Slash Rocks and Slash Waves. For Slash Rocks, skill-ups increase the damage by 10% up to four times and boost the harmful effect rate by 10% three times, with an additional 20% increase once.

This raises the Defense break chance from the base 40% to a full 100% when maxed, while also boosting the overall damage output by 40%. For Slash Waves, skill-ups raise the damage by 10% up to three times, add a 10% harmful effect rate once, and reduce the cooldown by one turn, improving its utility as a debuffing tool.

After undergoing Second Awakening, Roid’s skill-up materials change, requiring 2A Allen (Water Vagabond) monsters. A total of 6 skill-ups are needed for his 2A-enhanced abilities. His upgraded Slash Rocks skill receives a 5% and a 15% damage boost through skill-ups. His new passive versions of Slash Waves and Slash Wind can also be skilled up to increase their damage output, though exact percentages for these passives are not detailed. These skill-ups further improve Roid’s efficiency in landing debuffs and dealing sustained damage through his passive effects.

Essence of Wind (Mid)
Essence of Fire (Mid)
Essence of Magic (Mid)
Essence of Magic (Mid)
Essence of Wind (Low)
Essence of Fire (Low)
Essence of Magic (Low)
Essence of Magic (Low)

Awakening Roid also provides significant benefits. To awaken him, you’ll need the following essences: 5 Wind Mid, 10 Wind Low, 10 Magic Low, and 15 Magic Mid. Upon awakening, Roid gains a new passive skill, Slash Wind, which becomes a key part of his control kit by enabling attack bar manipulation and provoke when attacking enemies without Defense break. His visual appearance also changes, reflecting his upgraded form and giving him a more formidable look on the battlefield.

It’s important to note that after Second Awakening, Roid’s second and third skills become passive abilities that activate conditionally. Skill-ups applied before 2A continue to benefit the upgraded passive versions, making early investment in his abilities worthwhile for long-term use. When fully skilled and awakened, Roid becomes a powerful utility tank capable of disrupting enemy turns and applying key debuffs through both his direct attacks and passive triggers.

Rune and Stat Priorities

Summoners War Roid Wind Vagabond Guide - Runes

Roid, the Wind Vagabond in Summoners War, is a Defense-type monster whose skills scale with his maximum HP, making him a durable and effective tank. His primary skill, Slash Rocks, deals damage and applies a Defense break, with the damage scaling based on his MAX HP. Upon awakening, he gains the passive skill Slash Wind, which grants him an additional attack that reduces the target’s Attack Bar to 0 and applies an irresistible provoke if the target doesn’t have a Defense break.

After his Second Awakening (2A), Roid’s skills are further enhanced; Slash Rocks now always applies a Defense break, and his passive skills become more potent, with Slash Waves triggering additional attacks that decrease the target’s Attack Power and Attack Bar.

Build4-Set(s)2-Set(s)Focus
Early GameViolent Rune ViolentWill RuneWill, Fight RuneFight,
Nemesis RuneNemesis
Hp, Def, Acc
Mid-End gameViolent Rune ViolentEnergy RuneEnergy,Guard Rune Guard
Fight RuneFight,
Determination RuneDetermination,
Enhance RuneEnhance,
Accuracy RuneAccuracy,
Tolerance RuneTolerance​
Hp, Def, Acc, Res

For Roid’s rune setup, a Violent Will build is recommended, focusing on Speed, HP%, and Accuracy. This setup allows him to cycle through his skills more frequently and ensures his debuffs land effectively. Alternatively, a Violent Nemesis build can be considered, especially if paired with a cleanser like Lulu or Brand, to capitalize on his HP scaling.

In terms of stat priorities, HP is paramount due to the scaling of his skills, followed by Speed to ensure timely skill activation, and Accuracy to reliably apply debuffs. Crit Rate and Crit Damage are less critical unless aiming for a damage-focused build, in which case they should be considered after meeting the primary stat requirements. Resistance is generally less emphasized unless facing teams with high debuff potential.

In summary, Roid excels as a tank and provoker, particularly effective in scenarios where his debuffs can land without interference. His effectiveness is maximized with a Violent Will rune set, prioritizing HP, Speed, and Accuracy in his stat distribution. While his role is somewhat niche, in the right context, Roid can be a formidable asset to your team.

Roid’s Strengths and Weaknesses

Summoners War Roid Wind Vagabond Guide - Roid

Roid, the Wind Vagabond, offers a unique blend of tankiness, control, and utility, making him a strong unit in specific content within Summoners War. His strengths lie primarily in early to mid-game progression, particularly in Giant’s Keep B10 and Giants Abyss (GAH), where his durability and reliable debuffs contribute to safer runs. In PvP, Roid is notably effective in Arena Defense and Guild Siege due to his ability to provoke, reduce enemy Attack Bars, and consistently apply Defense Break.

His passive skill, Slash Wind, which activates when attacking enemies without a Defense break, is a powerful control tool, delivering irresistible provoke and full Attack Bar reduction. Since his second and third skills become passives after Second Awakening, Roid is immune to skill silence and cooldown resets, further enhancing his reliability. His skill scaling with HP also allows him to be built tanky while still dealing respectable damage, and his provoke makes him particularly strong against teams lacking immunity or cleanse. Additionally, he performs well in Rift Raid Level 5 (R5) thanks to his debuffs and lack of speed dependency.

However, Roid does have several limitations. His low base Speed makes him slower than many other units, which can be a disadvantage in turn-based content or against speed-reliant teams. He is not particularly effective in late-game PvE areas such as Dragons Lair, Necropolis, and the Tower of Ascension, where his lack of multi-hits, sustain, or AoE utility limits his use. His provoke passive, while strong, only triggers when the target has no Defense break, meaning it may not activate consistently when used alongside teammates who apply Defense break early. Roid also lacks healing or sustain in his kit, and his damage, while decent, may not scale as well as dedicated damage dealers.

Furthermore, his base Attack stat is low, limiting his damage potential in builds that rely on Attack-based multipliers. Some players may find that the resources needed to skill him up and Second Awaken him may not provide lasting value in the late game, especially when more versatile or meta-relevant units become available.

Overall, Roid is a niche yet effective unit who excels in control and tank roles for early to mid-game and specific PvP strategies. With the right setup and team composition, he can offer consistent crowd control and support, but he may struggle to remain relevant in higher-tier content.

Using Roid in Different Game Content

Summoners War Roid Wind Vagabond Guide - Roid

Roid, the Wind Vagabond, serves as a versatile tank and control unit in Summoners War, particularly effective in early to mid-game progression and PvP content. In early PvE stages like Giant’s Keep B10, Roid can play a crucial role in stabilizing your runs by bringing Defense break, Attack break, and Attack Bar reduction. These debuffs are essential against the Giant boss, helping to slow down incoming damage and speed up clear times. His performance in Giants Abyss is also noteworthy, where his high survivability and ability to set up key debuffs make him a dependable choice.

However, his effectiveness begins to taper off in other PvE content such as Dragons Lair (DB10/DAH) and Necropolis (NB10/NAH), where his lack of multi-hit skills limits his impact—particularly against Necropolis bosses that require consistent multi-hits to break their shield. Similarly, Roid offers little value in the Tower of Ascension or Labyrinth, where crowd control, AoE, or specific mechanics often demand more specialized units.

In Rift Raid Level 5 (R5), Roid can function as a durable front-line tank and debuff setup unit. While not the top pick for R5, he remains viable with a focus on HP, Defense, Accuracy, and Resistance, and rune sets such as Violent combined with Energy, Guard, or Tolerance. He may also find occasional use in Dimensional Hole stages with specific restrictions, where his tankiness and debuff kit help support more fragile or damage-dealing teammates.

Roid shines brightest in PvP formats like Arena Defense, Guild Wars, and Siege. His Second Awakening transforms his second and third skills into passives that grant him additional attacks and crowd control when attacking targets based on their Defense break status. This makes him highly disruptive, particularly in compositions lacking immunity or cleanse. His provoke is irresistible when the target has no Defense break, and his passive mechanics allow him to cycle turns and apply pressure without the need for skill activation. In Guild content, he is especially useful for tanking fire units and controlling threats through provoke and ATB control.

In Real-Time Arena (RTA), Roid’s debuff utility and turn-cycling passives can provide strategic value in longer matches, especially when built with high survivability and accuracy.

When it comes to rune builds, Roid benefits most from high HP due to his skills scaling with MAX HP. For early-game content like GB10, Energy runes with HP% main stats and Accuracy substats are effective. In PvP, more complex builds using Violent with Will, Nemesis, or Fight sets help increase his turn frequency and resilience. A triple HP% build offers durability, while a hybrid build that adds Speed, Crit Rate, and Crit Damage can add offensive pressure, especially when supported by cleanse or sustain units. For R5, pure tank stats with supportive substats remain the focus.

Overall, Roid is a strong early-game pick and retains niche value in PvP. His crowd control and tanking capabilities make him a reliable utility pick in the right scenarios, especially where consistent debuffs and turn control can make the difference in close matches. While he may be overshadowed in late-game PvE content, his role in Guild content and as an early progression tool makes him a valuable addition for many players.

Conclusion

Summoners War Roid Wind Vagabond Guide - Conclusion 22

Roid, the Wind Vagabond, can be an effective monster for early to mid-game progression in Summoners War, particularly when building a stable team for Giant’s Keep B10. His ability to apply multiple debuffs—including Defense break, Attack break, and Attack Bar (ATB) reduction—adds significant control and utility, making early runs safer and more consistent. His kit is especially useful for players who are still developing rune quality and lack access to stronger control or support units. While standard progression guides often suggest other monsters like Darion due to his passive and raid viability, Roid’s proactive debuffing and disruption can offer a different yet effective route through early PvE content.

Despite his strengths early on, Roid is generally not considered a long-term investment for PvE. His limited multi-hit capabilities reduce his usefulness in content such as the Necropolis, where breaking the boss’s shield requires multiple consecutive hits. He also sees limited effectiveness in Dragon’s Lair and the Tower of Ascension, where other units with better scaling, utility, or AoE control are preferred.

In contrast, Roid excels more in PvP content, especially after his Second Awakening. His passive skill, Slash Wind, allows him to reduce an enemy’s ATB to zero and apply an irresistible provoke if they are not under Defense break. This makes him an effective disruptor, particularly in Siege battles, where he can tank fire threats while locking down another target. His passive abilities cannot be silenced or have their cooldowns reset, offering a layer of consistency and protection against common forms of control.

While Roid is not a primary damage dealer, his first skill—Slash Rocks—scales with MAX HP and has a 100% chance to Defense break when fully skilled up. This makes him a consistent contributor to team damage output when paired with allies who can capitalize on the debuff. Building Roid with HP% on all rune slots boosts both his survivability and skill effectiveness. Sets like Violent can help him cycle turns faster, while Revenge can increase the frequency of his Defense break application.

Overall, Roid offers solid utility for early progression and finds a niche role in PvP formats like Siege, where his tankiness and control shine. Though he may be replaced in most late-game PvE scenarios, his Second Awakening skill mechanics and defensive flexibility can appeal to players who enjoy experimenting with alternative team compositions or need specific counters in limited formats.

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