Summoners War Labyrinth guide

Tartarus' Labyrinth is a PvE content accessible to all players who are in a Guild, game dynamics are pretty well covered in the three Developers Notes written before the official release of the labyrinth (see Labyrinth Dynamics Preview , Guardians Preview and  Rewards)

Here we will focus on strategies to complete regular stages, mini bosses (Guardians) and the final boss Tartarus's in various available difficulties (Easy, Normal, Hard, Hell)

A special thanks to the contribution of KainMH3  

Regular Stages

TypeDescription
Speed LimitAttack speed is capped for all your team 
Cooldown Time Up
Skill's cooldown is increased by 1 turn everytime a skill with cooldown is used
RescueYou have to rescue a squishy Monster 'til the end of the stage
ExplodeA bomb is placed on one of your monster, moves around each turn and explodes after a designated number of turns. When the bomb detonates on a monter, that monster will be instantly defeated, and another bomb with a resetted counter is applied.
Time LimitYou have to clear stages as more as you can do


Now we will cover how to clear Regular Stages in Normal (dedicated to low-quality runes players) and Hard/Hell.
If hell is not indicated consider it equal to hard but with better runes

Speed Limit Strategy

This kind of stage is pretty easy with Leo (Wind Dragon Knight) but not everyone has it so let's see how it works with and without him.


Cooldown Time Up Strategy

Simple solution to this kind of stage is to insert an AoE cooldown refresher in your team and go for CC and DoTs, this will help counter the cooldown penalty directly. Otherwise you could go for DPS units with a strong first skil like Theomars or units that teams up like Twins.

In this stages, the main point is having passive healers and buffers. Those said, Racuni and Khmun are both a must here. You´ll also need monsters that can hit hard with S1, in example Theomars, and finally you´ll need a S1 def Break, and as only a few summoners are lucky enough to have a Mo Long or a Feng Yan, our loved Belladeon is also a must have in your team. So basically use Khmun as leader, Racuni Theomars Belladeon and finally another reliable monster with a good passive (Perna rocks here!) like a Paladin. You will have to be patient to clear the stages, but a safe team is better than a yolo one here.

Useful monsters here: Khmun, Racuni, Theomars and Belladeon. Paladins, Perna and monsters with useful passive skills.

Rescue Strategy

Your main goal here is to let an incredible squishy unit reach the end of the stage alive, so as Leo in speed-limit here the key is Hwadam (Light Taoist) but there are other good alternatives. Getting initiative and having an AoE CC strategy is capital in the Rescue stages. Also using monsters that can protect one ally (or all) is a good way to survive. Twins rock here, specially the fire couple Shaina+Maruna with amazing CC abilities, even without being skilled. Concerning “protectors”, Woosa, Bastet and Chloe are very good here, but also is another unit long forgotten and underrated: Acasis.

Useful monsters here: AoE CC monsters, AoE shield/inmunity casters, ATB boosters.

Explode Strategy

Here allies get bombed if you don't get the stage cleared in time, so the obvious solution is to bring a reviver (better two, in case one get bombed). To clear hell we strongly suggest a nuker team ignoring the revive strategy. Keep in mind that here death prevention skill/passive don't work.

Concerning revivers, the best one is Vanessa, as she revives with passive, saving a turn. Concerning AoE nukers, any will do, but obviously a buffed Lushen is a good choice. 

Useful monsters: both Jamire and Ganymede are great as they can reset the reviver cooldown.

Time Limit Strategy

This kind of stage is the easiest because you're not able to choose the difficulty, instead the difficulty will be based on the numbers of stages you can clear. The best strategy here is Auto play  with a team composed by strong AoE nukers, AoE defense breakers and CC AoE is welcome too.

A great example is a team composed by four AoE attackers and Chasun. The Sky Dancer will provide sustain and attack buff, while the other units will try to nuke as fast as possible. Tyron, Rica and specially Verad and Charlotte are great for this kind of missions as they can both deal damage while doing strong CC tasks. It´s risky to go with five attackers as sooner or later the enemy will get a turn and then your whole team can be in danger very fast.

Useful monsters here: Chasun, Tyron, Charlotte, Verad, Rica, AoE nukers.

  • Normal/Hard (6-10 or 11-15 cleared stages)
    - Galleon, Lushen, Lushen, Veromos (Dark Ifrit), +1 AoE nuker of your choice

Labyrinth Guardians

There are three mid-bosses, called Guardians, each one of them has his passives and has only one skill and they can get additional effects (skills) from the Runes on their left and right sides. Each rune provide them with a new effect only if the rune is not destroyed yet. So as you will find below, strategies could be different basing on which kind of runes pops up on either side of the Guardian.

Leos (Water Guardian)

SkillDescription
Magical Frost HammerAttacks all enemies and freezes them for 2 turns with a 50% chance. This attack won't land as Glancing Hits.
Immemorial Magic Power
Focus
The effects you grant on the enemies when attacking won't be resisted and will ignore immunity.
Immemorial Magic Power
Despair
Increases the chances of [Magical Frost Hammer] granting freeze effects by 100%.
Immemorial Magic Power
Rage
Instantly defeats all frozen enemies when attacking.
Immemorial Magic Power
Will
Removes all harmful effects granted on yourself and becomes immune to harmful effects when absorbing the [Immemorial Magic Power - Will].
Guardian of Labyrinth
(Passive)
Attacks an enemy with [Magical Frost Hammer] whenever your HP decreases by 25%. Absorbs all the magic powers and attacks with enhanced effect when an [Immemorial Magic Power] exists. Additionally weakens the effects of the attack that's proportionate to the HP.
Immemorial Time
(Passive)
Gains Attack Bar whenever an enemy's turn ends and gains more Attack Bar when there are fewer enemies. Doesn't get affected by Attack Bar change skill effects and multiple allies can't attack together at the same time during the Immemorial Time.
  • Hell Strategy
    Better nuke him down if you want to clear this stage in hell mode, bring a team (here is the most obtaible we tried)

    Galleon, Stella (Water Assassin), Chloe (Fire Epikion Priest), Katarina (Wind Valkyrja) and Xiao Lin (Water Kung-fu Girl)

    Clear stages 1 as you want, while in stage 2 keep in mind that you need to enter boss stage with no skills in cooldown so preverve them by killing units more slowly while reamining alive (only heal provided here is from Chloe), Vampire runes on Stella and Xiao-lin could help. NO VIOLENT ALLOWED HERE.
    Once you reach the boss-stage your main threat derive from Focus and Will guardian's runes, if he absorbs focus he will freeze your team to death, and if he absorbs will you can't nuke him anymore.

    Start with Galleon to area def-break and attack buff all your team, next or before (doesn't matter) Chloe will probably kick in, don't use her third skill for the moment, heal someone if needed or use her first skill against one rune. When stella kicks in use her second skill on the boss (if will or focus are in place better use it against these runes), the other two monsters must be used to destroy runes (don't attack the boss at this moment, and don't use their third skill on runes). Now chloe, if speedy enough will get another turn, use her third skill and provide immunity and invicibility to all your team.
    Wait for the boss to spread his skill on you (no one can die now if you did all well before), then finish him with all the DPS you can do.
  • Normal / Hard Strategy
    To clear hard you can try the Hell strategy too, but if you can't rely on your nuking abilities you can follow the Normal / Hard strategy, a little slower but safer.
    Your primary threat remains Focus, (will is secondary), you need Immunity and Cleansing, and  good amount of damage.

    Galleon, Copper (Wind Living Armor), Hraesvelg (Wind Barbaric King), Mihyang (Water Sky Dancer)Delphoi (Wind Undine)

    Keep in mind that you can use alternatives for team composition, Galleon + 2 nukers + 2 immunizers will work well too..

(above is another great solution to hell mode from ShreddedPuzzle)

Kotos (Fire Guardian)

SkillDescription
Magical Flame SwordAttacks all enemies 2 times to inflict continuous damage fort turns with a 50% chance. Inflicts additional damage that's 5% of the enemy's MAX HP per continuous damage granted on the enemy. This attack won't land as Glancing Hits.
Immemorial Magic Power
Revenge
Counterattacks with [Magical Flame Sword] with a 35% chance whenever attacked by an enemy.
Immemorial Magic Power
Violent
Attacks additionally with [Magical Flame Sword] after attacking.y
Immemorial Magic Power
Rage
Instantly defeats all enemies under continuous damage when attacking.
Immemorial Magic Power
Will
Removes all harmful effects granted on yourself and becomes immune to harmful effects when absorbing the [Immemorial Magic Power - Will].
Guardian of Labyrinth
(Passive)
Attacks an enemy with [Magical Flame Sword] whenever your HP decreases by 25%. Absorbs all the magic powers and attacks with enhanced effect when an [Immemorial Magic Power] exists. Additionally weakens the effects of the attack that's proportionate to the HP.
Immemorial Time
(Passive)
Gains Attack Bar whenever an enemy's turn ends and gains more Attack Bar when there are fewer enemies. Dcesn't get affected by Attack Bar change skill effects and multiple allies can't attack together at the same time during the Immemorial Time.


Here you need to bring an immunity and/or a debuffer because any monster with continuos damage effects on itself will encounter instant death if kotos absorbs Rage rune

  • Hell strategy
    As for Leos the best solution for hell is nuke him down at the first turn, a good team without any rare nat 5 would be:

    Galleon, Stella (Water Assassin)Chloe (Fire Epikion Priest), Sigmarus (Water Phoenix) and Xiao Lin (Water Kung-fu Girl)

    If you have her, Sigmarus could be better replaced by Brandia (Fire Polar Queen) as she scale her third skill damage pretty hard according to debuffs applied on the target. 
    All you need here is to reach the final stage with all the skills without cooldowns, so try to preserve them on stage 2
    Once you reach the boss focus only on Will tower rune (if present), than go with galleon's time to loot to area def break, use stella to apply brand and silence on the boss, xiao lin to kill (with second skill) the Will tower (if present), than Brandia to apply AoE attack break and glancing. Now chloe (if fast enough) is supposed to get another turn and you can use it to spread her third skill so when the boss takes it turn your team will be invincible.
    Here comes the moment to nuke him down, spread all the DPS you're capable of on him, usually Brandia will do the hard work if lot of debuffs are applied in other case third skill of stella and xiao lin will be enough to put the boss down. (If you don't have Brandia, Sigmarus  should work very well too).

    Keep in mind that if you don't have a fast Chloe, you can use a very slow one (so she moves last)
  • Normal / Hard strategy
    For these modes you can use a slower team and rely on more support and no nat-5s  a good tested team would be the one below:

    Galleon, Stella (Water Assassin)Chloe (Fire Epikion Priest), Water Sky Dancer (Mihyang)  and Xiao Lin (Water Kung-fu Girl)

    Go through stage one and 2 and reach the boss with no skills in cooldown as always. Once you encounter Kotos focus on the Will Rune. The key here is to def break the boss then use Chloe to provide immunity and invincibility and Mihyang to extend the time of these buffs of 1 turn. With a 2 turn invincibility and a 3 turn immunity buff on all your allies you can slowly put down the boss even if he get's another turn after the first rune towers absorption. 

(Hard with no natural 5 monsters)

(Alternative cleave team for hell)

Guilles (Wind Guardian)

SkillDescription
Magical Vampire Blunt WeaponAttacks all enemies and recovers the HP as much as the inflicted damage. This attack won't land as Glancing Hits.
Immemorial Magic Power
Shield
Creates a shield that's equivalent to 15% of the MAX HP for 1 turn when attacked from enemies.
Immemorial Magic Power
Destroy
Destroys the enemy's MAX HP by 50% of the damage dealt to the enemy.
Immemorial Magic Power
Rage
Instantly defeats the enemy with the lowest MAX HP and recovers your HP by 100%.
Immemorial Magic Power
Will
Removes all harmful effects granted on yourself and becomes immune to harmful effects when absorbing the [Immemorial Magic Power - Will].
Guardian of Labyrinth
(Passive)
Attacks an enemy with [Magical Vampire Blunt Weapon] whenever your HP decreases by 25%. Absorbs all the magic powers and attacks with enhanced effect when an [Immemorial Magic Power] exists. Additionally weakens the effects of the attack that's proportionate to the HP.
Immemorial Time
(Passive)
Gains Attack Bar whenever an enemy's turn ends and gains more Attack Bar when there are fewer enemies. Dcesn't get affected by Attack Bar change skill effects and multiple allies can't attack together at the same time during the Immemorial Time.

Main difficulty here is the boss ability to recover himself and the Rage rune, infact here if the boss absorbs rage the instant defeat effect on enemies is independent on any other cause, it simply put down the ally with the lowest MAX HPs.

(ShreddedPuzzle tests his pretty obtainable Hell mode team


How to defeat Tartarus

The final Boss is pretty different from the guardians. First keep in mind that the more Guardians you defeat, the weaker Tartarus becomes. So don't be a hero and clear Kotos, Leos and Guilles first. Let's see his skills and then strategy.

SkillDescription
Fury BlowAttacks all enemies and increases the damage dealt by 30% per weakening effect granted on the enemies. Grants an additional effect on the enemies according to the rune pattern.

Rune Pattern Additional Effects


[Immemorial Magic Power - Destroy] Destroys the enemy's MAX HP by 50% of the damage dealt to the enemy when attacking.

[Immemorial Magic Power - Rage] Instantly defeats an enemy who inflicted the most damage on you when attacking.
Rage BlowAttacks all enemies and decreases one enemy's Attack Bar to 0. Grants an additional effect on the enemies according to the rune pattern.

Rune Pattern Additional Effects

[Immemorial Magic Power - Despair] Stuns two enemies with the lowest Attack Bar for 1 turn when attacking.

[Immemorial Magic Power - Rage] Instantly defeats an enemy who inflicted the most damage on you when attacking.
Ruthless StrikeAttacks all enemies ruthlessly and inflicts damage that ignores all damage reduction effects
Big CollapseAttacks the enemies randomly 3 times and the attacked enemies will be guaranteed to have low HP. (Uses this skill instead of [Ruthless Strike] when the patterns on both arms are destroyed)
Immemorial BreathAttacks all enemies 3 times to remove beneficial effects by 50% chance each and puts them in the oblivion and silence states for 2 turns. Grants an ads.ditional effect on the enemies according to the rune pattern.

Rune Pattern Additional Effects

[Immemorial Magic Power - Violent] Attacks one more time with [Immemorial Breath] after attacking.

[Immemorial Magic Power - Rage] Instantly defeats an enemy who inflicted the most damage on you when attacking.
Ruler of Labyrinth
(Passive)
Attacks all enemies and Stuns them for 1 turn with a 50% chance and increases your Attack Power by 50% whenever your pattern gets destroyed. The enemies are overwhelmed by the ruler and can't counterattack to any of Tartarus' attacks or reflect damage. Weakens damage that's proportionate to HP.
Immemorial Time
(Passive)
Gains Attack Bar whenever an enemy's turn ends and gains more Attack Bar when there are fewer enemies. Dcesn't get affected by Attack Bar change skill effects and multiple allies can't attack together at the same time during the Immemorial Time.

General Strategy
There is not a clear way to kill him, you will learn which skills to preserve when you familiarize with the boss attacks, and you'll notice the strategy could change pretty fast during the run. Yet although there´s no fixed strategy to defeat Tartarus, there are a lot of tips and general advice that can be used to turn the fight easier. 

  • Team composition: One Reviver (Briand is good here), one Nuker (Light/Dark nukers or Theomars to have always elemental affinity), Two AoE healers (Chasun and…Delphoi, Ariel, Belladeon, Tien Qin, Coleen…) and another support monster. 
  •  "Easy to get" team: Xiong Fei (L),Theomars, Chasun, Briand, Colleen/Belladeon/Konamiya
  •  Monsters that can shine



    • Tien Qin is impressive as he can both deal serious damage, protect the team from critics and heal all the team with two skills. He can be used even as the main nuker.
    • Chasun is a must. Use Wisely S3 to get an extra turn after the collapse. -Briand or any other reviver is a must too. Briand has an interesting Atk Break debuff. 
    • Theomars or any L/D nuker with sustain. You´ll need him to attack the multi-element boss with no elemental disadvantages. 
    • Konamiya can AoE heal and reduce the cooldown of the reviver by giving him extra turns. Good performance as support vs Tartarus. 
    • Colleen can be a great addition because of the fast AoE heal and the Attack break debuff. -
    • Dias and Darion can be used if you have trouble with the damage you receive, and both have useful debuffs. 


As breaking the arms is not that hard, we won´t stop here, only thing to say is not to cast debuffs before “Inmemorial Breath” attack
and save all your heals&buffs to use them right after that attack. Now, concerning the boss itself there are three main tips to keep the team alive:

  1.  Use all your attack/defense & heal buffs in the “Fury Blow” attack. Get buff benefits when you´re far away from the “Inmemorial Breath” strip. 
  2.  Don´t use healers before the “Big Collapse” attack so healing skills are available. Right after the collapse, use Chasun to heal herself with an ally, then both Chasun and the other healer must cast AoE heal again to prepare the team for the “Inmemorial Breath” attack. 
  3. Avoid the use of any shield or buff in the “Immemorial Breath” turn. Cast shields, buffs and heals right after it. 

If you follow this pattern you soon realize that even when RNG can spoil your strategy, defeating Tartarus is not “that difficult”. Of course, units like Bastet, Ariel, Feng Yan, etc really help getting the job done, but believe me, I´ve used Silver and Tien Qin as main nukers, and they can do the job as good as Theomars or even better. And a nat2 unit like Konamiya can be better here than many nat5s, so be smart and follow the rules. With a reviver, two AoE healers and a good nuker you´ll have no problem to clear the boss.

  • Teams


    • Feng Yan (L), Theomars, Wind Harp Magician (Triana), Briand, Colleen.
    • Theomars (L), Colleen, Mihyang, Darion, Teon (Light Garuda)
    • Bastet, Perna, Eladriel, Konamiya, Mihyang
    • Bastet - Iona - Theo - Amelia - Atenai 
    • Emma - Iona - Iunu - Kona - Colleen 
    • Emma - Briand - Ariel - Amelia - Iona 
    • Chasun Betta Perna Wind Homunculus Darion

(tartarus Hell, 10 teams, full guide by Maths Plus Games)

Your opinions

KainMH3 Profile Image
29 September 2018 18:10

GREAT GUIDE. CONGRATULATIONS!!!!!!!!!!

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Created on 2018-09-20 by