Review, runes and strategy

Monte is a good damage dealer with HP balancing skill in Summoners War.

His third skill can be used to deal consistent damage to an opponent even if he's on full life.

Monte Rune Build

PvP: Violent/Will - SPD / %Crit dmg / %ATK with crit rate and accuracy substats

All game: Violent/Focus or Violent/Blade - SPD / %Crit dmg / %ATK with crit rate and accuracy substats

In-depth stats about Monte could be retrieved on SWARFARM

Monte (Dark Monte) Further Informations

Monte (Dark ) Monte
  • Rating by users: 2.95 / 5 based on 71 reviews

    Monster Type: support

Speed CRI Rate CRI Dmg Resistance Accuracy
% % % %

Monte ( dark) awakening materials:

Awakening bonus:

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

Monte Leader Skill Leader Skill:
Increases the Resistance of ally monsters in the Arena by 40%.
Monte Roll Dice Roll Dice
190% x2
Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of missing. Instantly gains another turn if you get the same number.
  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%
Monte Dice Trick Dice Trick
300%
Rolls 2 dice to attack all enemies and randomly grants Unrecoverable, Decrease DEF, Increased chances of missing Effects for 2 turns. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number. (Reusable in 4 turns)
  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%
  • Lv.6 Cooltime Turn -1
Monte Destiny Dice Destiny Dice
DICE_MIN * 15 + 10
Rolls 2 dice to redistribute the HP ratio of the enemy according to the smaller number you get on the dice. Instantly gains another turn if you get the same number. This skill can't be used on the Boss. (Reusable in 7 turns)
  • Lv.2 Cooltime Turn -1
  • Lv.3 Cooltime Turn -1

How to get Dark in Summoners War

You can obtain from Mystical Scroll , Temple of Wishes , Mystical Summon (Crystals) , Legendary Scroll , Light & Dark Scroll

How many Devilmon to max skill-up Monte?

11 Devilmons/Other are needed to power up all the skills of Monte (Dark )

Monte skills Buffs and Debuffs

Decrease DEF Summoners War Decrease DEF - Roll Dice
Unrecoverable Summoners War Unrecoverable - Roll Dice
Decrease DEF Summoners War Decrease DEF - Dice Trick
Unrecoverable Summoners War Unrecoverable - Dice Trick

Mininum and maximum stats for any level of Monte

Form Stars Attack Defense Hp
Awakened

Min: 209

Max: 356

Min: 209

Max: 356

Min: 3,135

Max: 5,340

Awakened

Min: 285

Max: 484

Min: 285

Max: 484

Min: 4,275

Max: 7,260

Awakened

Min: 387

Max: 659

Min: 387

Max: 659

Min: 5,805

Max: 9,885

Unawakened

Min: 192

Max: 327

Min: 192

Max: 327

Min: 2,880

Max: 4,905

Unawakened

Min: 261

Max: 444

Min: 261

Max: 444

Min: 3,915

Max: 6,660

Unawakened

Min: 355

Max: 604

Min: 355

Max: 604

Min: 5,325

Max: 9,060

Monte Dark Rating in PVP and PVE

Dungeon ( 3.2 / 5 )
Arena Defense ( 3 / 5 )
Arena Offense ( 3 / 5 )
Guild War Offense ( 3 / 5 )
Guild War Defense ( 2.9 / 5 )
ToA ( 3.6 / 5 )
Raid Battle ( 2.6 / 5 )
Farming ( 2.3 / 5 )

Your opinions

episoc Profile Image
02 March 2018 21:12

Monte is a lot more useful than he seems and is HILARIOUS in RTA. 
I use him in Necro b10, Dark Rift, and RTA and have him runed vio/revenge, spd/hp/hp.
 A couple of things that make him better than he seems: 
1) His AI is really intelligent. It never uses his 3rd skill on a damaged target, so the AI will never heal trash mobs in dungeons. Also, while his mechanics preventing him from using the 3rd skill on bosses may seem like a negative, its actually not. In necro, this means he consistently uses his multi-hit skills with good turn-proc chances on the Lich's shield, and when your mob is stolen, he uses his 3rd immediately if they are undamaged. Because of this, you want to tune him to move first on your team so at most a double-6 (2% chance) does nothing (e.g never heals). 
2) In Dark Rift he can't use his 3rd either, so he basically just spams all the multi-hits and in groggy state puts on a ton off debufs. He pairs really well in a team with Xiao Lin or other multi-hit creatures that do extra damage based on number of debufs.
3) In RTA (I flip between f3 and c1 in RTA) no one ever bans him. No one expects him or cares. But here his 3rd skill really shines. Again, you want him to be the fastest unit so he won't be likely to heal. Tactically it seems to surprise the heck out of people when he takes 80% of a Mo Long/Rakan/Seara/Artamiel/ other RTA threat's HP right off the bat, especially through shield and will runes. Because it is an HP re-balance not damage (like the opposite of Chasun's ability) it doesn't proc nemesis, revenge, wind monkey's passive, Artimiel's passive or any other ability of the sort. The fringe benefit of this is that more often than not, after a successful Destiny Dice proc Monte becomes everyone's target, so with enough tankiness more standard threats can do their thing. Even without his 3rd ability all of his debufs are pvp relevant so he doesn't lose value after turn 1. 
All in all, he has quickly become one of my favorite units and I don't regret building him at all.      

KainMH3 Profile Image
03 March 2018 18:54

Nice review. I understand S3 works like Harmonia´s one, but without heal and based on a dice roll. Seems interesting, I´d love to have Monte to play with him, as I really like the thrill of the randomness in this game.

Amalk Profile Image
10 April 2020 12:29

KainMH3, now you have the opportunity you wish for from current HOH! If you happen to play with this guy, please let us know what you think. I still can't see if he can be of value in PVPO if you don't have a Mo Long, which is my case.

Red45c Profile Image
17 September 2019 16:41

I don't have a great RTA team yet, so I ended up using Monte there. Combo him with a Mo Long, using Monte S3 on a target (hope for the best) into Mo Long S3 and it can usually delete any single target. Works great as a scare tactic, the problem is then is waiting for both cool downs to come back to do it again, so either you build a team with enough tankyness to carry the two through (I use Louise and Taranys for this reason) or you aim to kill their damage dealer up front and hope their other mons won't be able to touch you.

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by , last update on 2023-09-22