Dark Ifrit (Veromos)

Review, runes and strategy

Add Veromos to your monsters!

Veromos (Ifrit Dark) is only obtainable in Summoners War by fusing four 5 star awakened monsters in the Fusion Hexagram: Kumae-Dark Yeti, Argen-Wind Vampire, Mikene-Water Undine, Akia-Fire Succubus. if you find those monsters, keep them (do not feed them to other monsters!) expecially the Dark Yeti (altough he can be farmable in his Secret Dungeon: you can find it by farming the Hall of Dark on Mondays).

The Dark Ifrit has became very popular since his release on 5 March 2015 and has a special place up till nowadays, even if he has been the first 5 star natural monster to be nerfed, on late June 2015.

Let's see his skill in detail: the first one is a single target damage hit plus 2 turn continuous damage on 50% chance activation (75% on max skillup). The direct damage of this skill scales up with his attack speed. This skill is good against bosses for the 2 turn continuous damage, and beeing a first skill dotter you can rune him with revenge runes so that you can have him put more dots than with other builds. But that is not the best set for Veromos... Let's see why!

His second skill is an AoE stun with 60% activation and 3 turns cooldown on max skillup (bytheway use those freacking Devilmons on him, don't exitate to max all his skill! You need 10 of them for this purpose). The damage of this skill is based on Veromos' Max HP. For this reason it is advisable to use on him runes with %HP on position 4 and 6. Use rune with Speed as main stat on position 2 (this is good also for his speed scaling damage on first skill).

Veromos' third skill is a passive that automatically removes one weakening effect from every ally (Veromos included) with the exception of inability effects (stun, freeze and sleep effect, but works on provoke-taunt effect).Additionally Veromos will be healed by 3% of his Max HP for all weakening effects he will remove.

This skill effect works even if Veromos is unable to act and it is activated at the beginning of his turn. For this reason Violent rune set is the best choice for him since with this set he can proc multiple times his passive, often resulting in an automatic mass cleanse on all allies. Also, speed is very important because if Violent proc doesn't come in help, you can always count on his speed. Moreover Violent procs reset his second skill's cooldown faster, meaning that you can AoE stun more often. This is very good since Veromos is Dark element, so he isn't weak against any other element and his skills don't have adictional chance to glance (however is better to have a good amount of accuracy, just in case).

Building Veromos with Violent runes means that you can have a 2 rune set on him. Good options can be: Energy runes to make him tankier and add damage to second skill, Focus runes to stun and DOT more frequently (not so good at higer level and so with better runes with better substats, since he has 25% increase accuracy as awakening bonus), Revenge runes so he can counterattack with first skill.

However on Revenge runes the counterettack doesn't count as an effective turn, so the passive will not proc. Since you may want to activate Veromos' passive as often as possible the best option is to engrave on him Nemesis set runes. This is a good option because since Veromos is Dark element it means that nobody has elemental disadvantage against him, so the AI can target him more often than other elements' monsters.Targeting Veromos will make him proc Nemesis set rune effect, making him have more turns, cleansing your party more often.

Veromos can be used almost everywhere, from dungeons to ToA: best place to use him is probably Dragon Dungeon B10 where he will make you survive from the boss' breath damage enhanced from DOTs effects on allies: here, having a cleanser is crucial and a speedy Violent/Nemesis proc-ing Veromos can fulfill that role.

He is also good in Pvp, you will use him in Defence and Offense, both Arena and Guild Wars: he can be used in many team compositions

A place where he is not as good as other monsters is Raid Battle: the boss is immune to countinous damage and stuns making his first and second skill much more less valuable. Moreover the boss will put your monsters in oblivion state disabling their passive (also Veromos' one).

Veromos has an HP universal leaderskill (33% base HP increase to all allies everywhere), just another awesome feature for this all-around monster!

Veromos rune build

Early game: Swift/Energy - SPD / %HP / % HP

Mid game: Violent/Focus or Violent/Energy - SPD / %HP / %HP

Late game: Violent/Revenge but Violent/Nemesis is better - SPD / %HP / %HP with lots of Speed and accuracy substats.

In-depth stats about Veromos could be retrieved on SWARFARM

Veromos (Dark Ifrit) Further Informations

Veromos (Dark Ifrit) Veromos
  • Rating by users: 4.14 / 5 based on 14 reviews

    Monster Type: support

Speed CRI Rate CRI Dmg Resistance Accuracy
100 15% 50% 15% 0%

Veromos (Ifrit dark) awakening materials:

Summoners War Magic Mid Essence 5
Summoners War Magic High Essence 15
Summoners War dark Mid Essence 10
Summoners War dark High Essence 20
Awakening bonus: Increases Accuracy by 25%.

Non awakened form

Description, multipliers, cooltime and powerup of Veromos's skills

Veromos Leader Skill Leader Skill:
Increases the HP of ally monsters by 33%.
Veromos Mega Smash Mega Smash
((Spd+210) / 0.7)%
Attacks with magical powers and inflicts continuous damage for 2 turns with a 50% chance. The damage increases according to Attack Speed.
  • Lv.2 Damage +5%
  • Lv.3 Harmful Effect Rate +10%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%
  • Lv.6 Harmful Effect Rate +15%
Veromos Super Crush Super Crush
120%+16%
Attacks all enemies and stuns them with a 30% chance. The damage is proportionate to my MAX HP. (Reusable in 4 turns)
  • Lv.2 Harmful Effect Rate +10%
  • Lv.3 Damage +10%
  • Lv.4 Harmful Effect Rate +10%
  • Lv.5 Damage +10%
  • Lv.6 Harmful Effect Rate +10%
  • Lv.7 Cooltime Turn -1
Veromos Conversion of Magic (Passive) Conversion of Magic (Passive)
Removes a weakening effect, except inability effects, on all allies each turn and recovers HP by 3% for each weakening effect removed. [Automatic Effect]

Youtube Videos featuring Veromos

Fusion Guide
Fusion Guide/Review by The Motivational Gamer
Dragon B10
How he makes dragon dungeon B10 easier

Mosters needed to get Dark Ifrit fusion?

Kumae
5 stars - lvl 40
Argen
5 stars - lvl 40
Mikene
5 stars - lvl 40
Akia
5 stars - lvl 40

How to get Dark Ifrit in Summoners War

You can obtain Ifrit from Monster Fusion

How many Devilmon to max skill-up Veromos?

11 Devilmons are needed to power up all the skills of Veromos (Dark Ifrit)

Veromos skills Buffs and Debuffs

Continuous Damage Summoners War Continuous Damage - Mega Smash
Stun Summoners War Stun - Super Crush

Mininum and maximum stats for any level of Veromos

Form Stars Attack Defense Hp
Awakened

Min: 333

Max: 565

Min: 328

Max: 557

Min: 3,990

Max: 6,780

Awakened

Min: 452

Max: 769

Min: 446

Max: 758

Min: 5,430

Max: 9,225

Unawakened

Min: 304

Max: 517

Min: 304

Max: 517

Min: 3,705

Max: 6,300

Unawakened

Min: 413

Max: 703

Min: 413

Max: 703

Min: 5,040

Max: 8,565

Veromos Dark Rating in PVP and PVE

Dungeon ( 4.3 / 5 )
Arena Defense ( 4.2 / 5 )
Arena Offense ( 4.2 / 5 )
Guild War Offense ( 4.2 / 5 )
Guild War Defense ( 4.1 / 5 )
ToA ( 4.4 / 5 )
Raid Battle ( 3.8 / 5 )
Farming ( 4 / 5 )

Your opinions about Veromos

zackdelarocha Profile Image
28 November 2016 11:30
Veromos is a must have! Fuse it as your first natural 5 star fusion, you won't regret it! You can use it pretty much everywhere in the game. Rune him with Violent Runes to make him proc multiple times his auto cleansing passive.
bestsummoner Profile Image
28 November 2016 12:40
best monster i have for stabilize gaming sessions in dungeons! without him I couldn't even think about winning a single run in Dragon B10
tiganggaming Profile Image
18 March 2017 08:13
A must have definitely changed the way I played this game after 2 months of playing :)
KainMH3 Profile Image
19 March 2017 10:23
There´s little less to say, as the Main review is nearly PERFECT. However I would like to insist in that fusing, awakening and building Veromos is THE KEY to advance to mid game. Veromos is a milestone in this game, and when you first try him, you will use him EVERYWHERE, I think we all have done the same XD. So if you havent fused him, give all your best to do so. Hes the most important fusionable monster by far and can be used almost everywhere even in late game. For me Veromos was a key monster for completing ToA and also to advance in ToAH untill I got Woosa. The last thing I´d like to say is that if you have godly runes, you can risk to use Crit. Dam in rune 4, making veromos a real badass nuker, specially if he is fast enough. Do not expecto Veromos toways tanky, some are build as nukers and are extremely powerful. BE WARNED.
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by , last update on 2017-03-14

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