Review, runes and strategy

Tarq the Water Hellhound is a particularly useful monster in Summoners War suitable from early game as a pure nuker to end game, to speed up dungeons runs, and as a DPS too.

His usage on Dragon B10 is what made him the most famous Hellhound, here he can speed an entire team especially if used in combo with another one of himself, a double-tarq team can infact reach <60 seconds time in DB10 if tuned properly. This is possible for hish third skill which performs an attack with 2 other allies lowering also the cooldown of them, and the second skill's multiplier (hige damage on single target that scales on speed).

A good and tested double-tarq team is this: (think about how many times Galleon can def-break AoE with 2 cooldown refreshers on your team!)

Verdehile (Leader) - violent/ revenge spd/cr/atk 16k hp - 1600atk 170spd 100% crit rate and 120 critical damage

Galleon (water pirate captain) - violent/shield spd/atk%/acc% 15k hp 1000atk 220spd 90% accuracy

Hwa (Fire Rakshasa) - violent/blade spd/cd%/atk% 19k HP 1500atk 200spd 77% crit rate 140 crit dmg% 40% acccuracy

Tarq 1 - violent/blade spd/cd%/atk% 14k HP 1400atk 190speed 75% crit rate 170% crit damage

Tarq 2 - swift/ shield + similar stats

Note that's really important your tarqs goes before Verdehile.

Water Hellhound in Pvp and other PvE contents

In PvP he's a good help in early game if teamed up with an atttack buffer and a def breaker he can easy one-shot single target, after that once you reach Fighter 1 or 2 he may be rendered useless because you'll need an AoE nuker to make some progress.

In PvE he remains a good to have unit in Giant B10 and in Light Raid Beast.

Tarq Suggested Runes

Always keep him Speed / Critical Damage% and attack% other builds won't perform better than this (unless you have quad-roll substat grinded runes).

- Pure nuker early game - Fatal / Blade

- Pure nuker end game - Rage / Blade

- Dragon build - Swift/ Shield or Violent/Blade

In-depth stats about Tarq could be retrieved on SWARFARM

Tarq (Water Hellhound) Further Informations

Tarq (Water Hellhound) Tarq
  • Rating by users: 3.61 / 5 based on 41 reviews

    Monster Type: attack

Speed CRI Rate CRI Dmg Resistance Accuracy
115 15% 50% 15% 0%

Tarq (Hellhound water) awakening materials:

Summoners War Magic Low Essence 15
Summoners War water Low Essence 15
Summoners War water Mid Essence 2
Awakening bonus: New skill: Acquire [Group Hunt]

Non awakened form

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

Tarq Bite Bite
360%
Bite your enemy and recover 30% of the inflicted damage as HP.
  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +5%
  • Lv.5 Damage +5%
  • Lv.6 Damage +5%
  • Lv.7 Damage +15%
Tarq Ambush Ambush
((Spd+140)/0.5)%
Attacks the enemy and increases your Attack Speed for 2 turns. Damage increases according to your Attack Speed. (Reusable in 3 turns)
  • Lv.2 Damage +10%
  • Lv.3 Damage +10%
  • Lv.4 Damage +10%
  • Lv.5 Cooltime Turn -1
Tarq Group Hunt Group Hunt
410% +?
Perform a fierce cooperative attack with two fellow allies. (Reusable in 6 turns)
  • Lv.2 Cooltime Turn -1
  • Lv.3 Cooltime Turn -1

Youtube Videos featuring Tarq

Double tarq db10
Runes Showcase by Orengelol

How to get Water Hellhound in Summoners War

You can obtain Hellhound from Unknown Scroll , Social Summon , Magic Shop , Secret Dungeon

How many Devilmon to max skill-up Tarq?

12 Devilmons/Other Hellhound are needed to power up all the skills of Tarq (Water Hellhound)

Tarq skills Buffs and Debuffs

Increase ATK SPD Summoners War Increase ATK SPD - Ambush

Mininum and maximum stats for any level of Tarq

Form Stars Attack Defense Hp
Awakened

Min: 104

Max: 197

Min: 53

Max: 100

Min: 1,245

Max: 2,370

Awakened

Min: 158

Max: 284

Min: 80

Max: 144

Min: 1,890

Max: 3,405

Awakened

Min: 227

Max: 386

Min: 115

Max: 196

Min: 2,730

Max: 4,635

Awakened

Min: 309

Max: 525

Min: 157

Max: 266

Min: 3,705

Max: 6,300

Awakened

Min: 420

Max: 714

Min: 213

Max: 362

Min: 5,040

Max: 8,565

Unawakened

Min: 89

Max: 170

Min: 61

Max: 115

Min: 975

Max: 1,860

Unawakened

Min: 136

Max: 244

Min: 92

Max: 166

Min: 1,485

Max: 2,685

Unawakened

Min: 196

Max: 333

Min: 133

Max: 226

Min: 2,145

Max: 3,660

Unawakened

Min: 266

Max: 452

Min: 181

Max: 307

Min: 2,925

Max: 4,965

Unawakened

Min: 362

Max: 615

Min: 245

Max: 417

Min: 3,975

Max: 6,750

Tarq Water Rating in PVP and PVE

Dungeon ( 4 / 5 )
Arena Defense ( 3.5 / 5 )
Arena Offense ( 3.8 / 5 )
Guild War Offense ( 4.4 / 5 )
Guild War Defense ( 3.7 / 5 )
ToA ( 3 / 5 )
Raid Battle ( 3 / 5 )
Farming ( 3.5 / 5 )

Your opinions

yeokax Profile Image
28 June 2017 02:05
make 2 or 3 ^* Tarq runed with Violent Fight 2,4,6 -> Speed,Critical Damage,Attack and put them in a team with good 1st skill monsters.
agsparks Profile Image
28 June 2017 12:40
This one makes sense, and is pretty standard, but the fight runes can be a broken set. People don't need to craft fight runes for him. People should only need at most 2 Tarqs. I use 1 in my speed db10. Verd(L), Hwa, Tarq, Galleon, Chilling. 1:30 average times. Violent/Blade Spd/CD/Atk
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by , last update on 2019-12-05