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Leveling Guide

Summoners War New and Returning Player Guide

The cap is 100, not 50, the glory buildings are gone, and the best dungeon is no longer B10. The current road for new and returning summoners, verified.

Deep leveling guide · Updated November 9, 2026 · 21 min read · Leveling Guide
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Read This First

Summoners War: Sky Arena is not an MMO, and the game you remember — or the game your friend described in 2019 — is not the game running today. The Summoner level cap is 100, not 50. The glory buildings are gone. The best rune dungeon is no longer B10. If you follow a five-year-old guide, you will waste weeks. This guide is written for two people: the brand-new summoner starting in November 2026, and the returning summoner coming back after years away. Both get the same road — the current one, verified against Com2uS’s own patch notes — and every place where the old game and the new game disagree is flagged in the open. This is Sky Arena, the 2014 Com2uS game, not Summoners War: Chronicles — a different game, with different systems, that this guide does not cover.

Summoners War: Sky Arena launched in Korea on April 17, 2014 and globally on June 12, 2014. It is a turn-based monster-collection RPG: you summon monsters from scrolls, evolve them to 6 stars, awaken them, rune them, and take them through dungeons, a tower, arenas, guild content, and raids. It came to PC via Steam on January 8, 2024, with cross-play to mobile. Twelve years in, it is still actively updated — the latest version is v9.3.8 (October 28, 2026), World Arena Season 39 runs October 5 to December 19, 2026, and the year has included a Frieren: Beyond Journey’s End collaboration and the SWC2026 championship in Seoul. The game is not dying. It is, however, deep enough that the first month decides the next year — this guide makes that first month count.

What Changed While You Were Gone

Returning players: this table is the fastest way to update your mental model. New players: it tells you which old guides to distrust.

SystemThe old gameThe game today (Nov 2026)
Summoner level cap50 (since Sep 2016)100 (v8.1.4, Nov 2023)
Max Energy storage140 base / 210 with bonuses240 base at Lv 100 / 310 with bonuses; Lv 1 starts at 92, not 42
Glory buildings16 Arena buildings + 4 guild flags bought with Glory PointsRemoved (v8.1.4) — buffs are now Summoner skills
Summoner skillsDid not exist5 skill points per level from Lv 21 to 100 (400 total); 1 point per upgrade; all maxed at Lv 100
Repeat Battle10 times30 times
Top rune dungeonGiant’s Keep B10Abyss Hard (GBAH/DBAH) — see the conflict below
PlatformsMobile onlyMobile + Steam PC (Jan 8, 2024), cross-play
New-player boostNothing comparableAmeria’s Blessing: 14 days of double EXP + free rune removal

The single most important row is the first one. Any guide that says the Summoner level cap is 50 is stale — it predates November 2023. The cap is 100, the Energy storage grew with it, and the old glory-building advice (buy the Sanctum of Energy, buy the Mysterious Plant) is dead: those buildings no longer exist, and their effects live in the Summoner skill tree now. If a guide tells you to spend Glory Points on a building, close it.

The Three Progressions

Summoners War has no single “level.” It has three progressions that move at different speeds, and new players fail by pushing the wrong one.

ProgressionWhat it isCapWhat it gates
Summoner levelYour account level100Energy storage, Summoner skill points, content unlocks
Monster stars & levelEach monster’s grade and level6★, Lv 40Stats, dungeon viability, PvP viability
RunesEquipment: 6 slots per monster, set bonuses+15 (6★ runes)Everything. Runes are the real progression.

The veteran’s summary, repeated in every 2026 beginner guide: this game is about runes, not monsters. A mediocre monster with great runes beats a great monster with bad runes, every time. Your first month should be judged by one metric — can you farm Giant’s Keep consistently? — not by how many 5-star monsters you pulled. The summoning lottery is the fun; the rune farm is the game.

Summoner Level 1–100: The Road and the Energy It Unlocks

Summoner EXP comes from spending Energy — the more Energy you burn, the faster you level. Leveling up fully restores your Energy, which creates the classic loop: spend down to empty, level up, spend again.

Summoner levelBase max EnergyWhat unlocks / notes
192Start. (Pre-revamp Lv 1 was 42 — that figure is dead.)
21+GrowingSkill points begin: 5 per level-up from Lv 21 to Lv 100
50~190 (interpolated)The old cap. Veterans returning at 50 start here at 0% EXP.
100240Cap. Up to 310 with all bonuses (statues + Daily Pack I).

Two honest caveats. First, the exact per-level Energy numbers between 1 and 100 were not published in the official notes beyond the endpoints (92 at Lv 1, 240 at Lv 100, 310 max) — this guide does not invent the middle of the table. Second, Energy regenerates at 1 per 5 minutes (12 per hour), so a full 240-Energy bar takes 20 hours to refill passively. That is why the game hands you Energy from everywhere — missions, events, Arena, the Temple of Wishes, level-ups — and why the energy economy gets its own guide (our Summoners War Sky Fever Season & Energy Farming Guide).

Summoner skills: from level 21, every level-up gives 5 skill points, and each skill upgrade costs 1 point. There are 400 points’ worth of upgrades in total, and at level 100 you can have all of them maxed. Spend them as you get them — they are the replacement for the old glory buildings, covering Energy storage, production, and combat buffs. There is no wrong order that cannot be fixed by leveling, because the points keep coming.

The First Week: Summoner’s Way and the Scenario

Your first week has one job: finish the Scenario and follow the Summoner’s Way questline. Do not farm dungeons yet. Do not pull scrolls hoping for a miracle. Do the questline.

  1. Follow Summoner’s Way. The questline walks you through the game’s systems in order and pays out in monsters, runes, scrolls, and Energy. It is the tutorial that actually pays.
  2. Clear the Scenario on Normal. 20 episodes, 7 stages each. Clearing it unlocks content and hands you rune sets that will carry your first dungeon team. You do not need good runes for the Scenario — you need to finish it.
  3. Use Ameria’s Blessing hard. Your first 14 days come with double EXP and free rune removal. This is the most valuable two weeks in the game: level your dungeon team, move runes freely, and make your mistakes while they are free to fix.
  4. Collect the free monsters. Bernard (Wind Griffon), Shannon (Wind Pixie), and the questline monsters are handed to you — they are your first dungeon team, not placeholders to replace. Veterans still use some of them at endgame.
  5. Save your Crystals. Crystals are the premium currency. The beginner trap is spending them on scroll packs. The veteran rule is: Crystals buy Energy refills (and the occasional Premium Pack), never impulse summons. Full currency discipline is in the farming guide.

Your First Team: Farmable Monsters That Actually Work

You do not need a lucky pull to clear the early game. The core early team is farmable, and every 2026 beginner guide agrees on the names.

MonsterElement / typeHow you get themJob
BernardWind Griffon (3★)Challenge rewardSpeed boost + Attack Bar; Giants staple
ShannonWind Pixie (2★)Scenario / summonBuffs + debuffs; Giants staple
BelladeonLight Inugami (3★)Light secret dungeon (Sat/Sun)Heal + strip + Defense Break; Giants & Dragons
LorenLight Cowgirl (3★)Summon / secret dungeonAttack Bar control; Giants, Dragons, Tower
FranLight Fairy Queen (3★)Ancient Coins / summonHeal + Attack boost + immunity; all-round support
KroDark Inugami (3★)Quest rewardDamage; needs 2nd Awakening to shine
VeromosDark Ifrit (5★ fusion)FusionCleanse + heal; 33% HP leader skill in dungeons
SigmarusWater Phoenix (5★ fusion)FusionMax-HP damage + AoE Attack Break

Devilmon discipline: Devilmons are the time-gated skill-up material, and the rule is absolute — feed them only to core natural 5-star monsters, starting with Veromos and Sigmarus. Never feed a Devilmon to a 3-star or 4-star monster. Every guide agrees on this, and every veteran regrets the one time they broke it.

Fusion: Veromos First, or Sigmarus First?

Here is the live debate in the Summoners War community, carried in full rather than settled. Both sides are right about different things.

RouteArgument forArgument against
Veromos first (classic)His passive cleanses harmful effects every turn and heals him — it directly counters Giant’s Keep defense breaks. 33% HP dungeon leader skill. The fusion questline nearly hands you the materials.Slow to fuse, and he falls out of use relatively quickly once your runes improve.
Sigmarus first (modern)Gets you into Giants faster, and she stays useful far longer — max-HP scaling damage and AoE Attack Break help everywhere, not just Giants.No cleanse, so your team needs to survive defense breaks another way (Fran, Loren, or better runes).

The guide’s position: if you are a brand-new player following the Summoner’s Way questline, the game is already steering you toward Veromos — the fusion pieces are quest rewards, and the cleanse makes your first Giants team dramatically safer. Take the steering. If you are a returning player who already has Veromos, or you pulled a strong cleanser elsewhere, Sigmarus first is the faster road. Either way, fuse both eventually — they are the two most useful fusion monsters in the game, and the other fusion questline units (Verdehile for Dragons, Mellia, Balegyr) come after.

6-Starring, Evolution, and Awakening

Monsters are born at 1★ to 5★ (natural grade) and evolve upward by consuming other monsters as material. The maximum is 6★, level 40. Evolution raises the star grade and the level cap; it does not change the monster’s skills. A 6★ monster at level 40 has dramatically higher stats than the same monster at 5★ level 35 — 6-starring your core team is the single biggest stat jump in the early game.

Runes: Your First Sets and the Rules That Govern Them

Each monster equips up to six runes. Matching two or four of the same set grants a set bonus. The sets you meet first come from Giant’s Keep; the sets you want later come from Dragon’s Lair and Necropolis.

Rune setBonusWhere it dropsWho wants it
Swift4-set: +25% SpeedGiant’s KeepEveryone early — Speed is the best stat in the game
Despair4-set: 25% chance to stun on hitGiant’s KeepCrowd control, Tower of Ascension
Fatal4-set: +35% AttackGiant’s KeepDamage dealers
Blade2-set: +12% Critical RateGiant’s KeepDamage dealers (pairs with Fatal)
Energy2-set: +15% HPGiant’s KeepSupports and tanks
Violent4-set: 22% chance of an extra turnDragon’s LairNearly everyone, eventually
Revenge / WillCounter / immunityDragon’s Lair / NecropolisPvP and late PvE
Rage / VampireCrit Damage / life stealNecropolisDamage dealers, late game

The rune rules that save you Mana Stones:

The Dungeon Ladder: Giants, Then Dragons, Then Necropolis

Cairos Dungeon is where runes come from, and the order you climb it is the order the game is designed around.

StepDungeonWhat it dropsGoal
1Giant’s KeepSwift, Despair, Fatal, Blade, EnergyA team that clears it consistently — your first farm
2Trial of Ascension (Normal 100)Devilmons, scrolls, Crystals (monthly reset)Clear as high as you can each month
3Dragon’s LairViolent, Revenge, Will, Focus, Guard, EndureViolent sets — the endgame standard
4NecropolisRage, Vampire, Nemesis, Destroy, FightDamage sets for late PvE and PvP
5Rift / Raid, Dimension Hole, World BossGrindstones, gems, 2nd Awakening, HomunculusEndgame progression

The B10 vs B12 vs Abyss Hard conflict, carried honestly: the classic ladder says farm Giant’s Keep B10, then B12. Newer guides (notably the 2026 PvE guide on gameplay.tips) say skip B10 and B12 entirely and go straight to Abyss Hard (GBAH/DBAH) — the highest difficulty — because Abyss Hard rune quality is far better and a GBAH team takes only days to build with the free Veromos and questline runes. Both routes clear the same content; the Abyss route is faster if your team can handle it, the B12 route is safer if it cannot. This guide does not declare a winner: try Abyss Hard first — if your team clears it consistently, stay there; if it wipes, farm B12 until your runes catch up.

Focus is the rule: do not touch Dragon’s Lair until your Giants team clears consistently. One dungeon at a time, one team at a time. Spreading Energy across three dungeons you cannot clear is how accounts stall for months.

The Endgame Map: ToA, Arena, Guilds, and Beyond

Once Giants is farming, the game opens up. None of this is urgent in week one — but knowing the map keeps you from spending resources in the wrong place.

Returning Player Checklist

Coming back after a year or more? Work this list in order. It is the fastest way to convert a dusty account into a current one.

  1. Claim everything. Check the event page, your inbox, and the Sky Fever / anniversary rewards. Returning accounts often have unclaimed scrolls, Energy, and rune sets sitting in the mailbox.
  2. Check your Summoner level and Energy cap. If you left at level 50, you are now at 50 with 0% EXP and a much bigger Energy bar. Your old Energy numbers are wrong — the cap is 240 base now.
  3. Spend your Summoner skill points. Your old glory buildings are gone. Open the Summoner skill tree and spend the points you have banked from your level.
  4. Take the free 5★ if an event offers one. Sky Fever Season (most recently September 1 – October 25, 2026) gave every player a default 5★ monster at max skill, 6★, level 40, and awakened — plus a daily +15 6★ Rare rune set and 1,000,000 Mana Stones for new and returning summoners. When a season like that is live, it is the single biggest catch-up mechanic in the game. When it is not live, the next one is annual — watch for it.
  5. Re-rune before you re-summon. Your old runes are probably fine for their sets but wrong for the current meta (Violent everywhere, Speed everywhere). Spend a rune-removal day fixing your core team before chasing new monsters.
  6. Try Abyss Hard. If your old B12 team can clear GBAH, your rune income just doubled in quality overnight.
  7. Join a guild. Guild content is where the free Devilmon pieces and scrolls live now, and a guild is the fastest way to learn what changed.

The Daily and Weekly Loop

WhenDo thisWhy
DailyBurn Energy on your current farm (Giants first)Runes are progression; Energy left full is progression lost
DailyTemple of Wishes (one free wish)Free Energy, Crystals, Mana, scrolls, or monsters
DailyArena wings (use them; they refill separately)Glory Points for scrolls and Devilmon pieces
DailyWorld Boss when availableFree loot for zero Energy
WeeklyRune-removal day (free removal)Re-rune your team without paying Mana
MonthlyTrial of Ascension climbDevilmons and scrolls reset monthly
MonthlyCheck the event calendarSeasonal events (Sky Fever, collaborations) are the biggest free payouts in the game

New-Player Traps

Your First Farmer: Who Clears Hell Stages

Before your dungeon team exists, you need a farmer — one monster that can clear a Scenario Hell stage alone, so you can level fodder monsters (the 1★ and 2★ monsters you will sacrifice to evolve your team) without spending your own time on it.

FarmerHow you get themStageNotes
Lapis (Water Magic Knight)Given to new playersFaimon Volcano / early Hell stagesThe starter farmer — free, and good enough to level your first fodder
Ramagos (Wind Warbear)Summon / shopTamor Desert HellClears Tamor Hell at 5★ with the right runes; the classic budget farmer

The farmer rule: your farmer’s job is to convert Energy into leveled fodder while you are not looking. A farmer that clears a Hell stage in 60 seconds with 100% success beats a farmer that clears a harder stage in 3 minutes with 80% success — failed runs waste Energy, and slow runs waste your day. Build the farmer first, then the dungeon team, in that order.

Fodder math: evolving a monster to 6★ costs five 5★ monsters, and each 5★ costs four 4★ monsters. That is a pyramid of fodder, and the farmer is the machine that builds it. Every hour your farmer is not running is an hour your next 6★ is not getting closer.

Secret Dungeons and the Halls

Two farming systems new players meet early, and both are calendar-driven.

Trial of Ascension: Your First Tower Team

ToA is 100 floors, Normal and Hard, resetting monthly, and it pays Devilmons and scrolls — the two scarcest progression resources in the game. You do not need a perfect team to climb; you need crowd control and damage-over-time.

MonsterJob in ToANotes
Baretta (Fire Sylph, 4★ fusion)Damage-over-time + Attack Bar controlThe classic ToA monster — fuse him once Giants is farming
VeromosCleanse + stunYour Giants cleanser doubles as your ToA cleanser
LorenAttack Bar controlKeeps bosses from moving — the whole tower strategy in one monster
Fran / BelladeonHeal + supportKeep the team alive through the floors that hit back
SigmarusDamageMax-HP damage shreds high-HP tower floors

The ToA rule: climb as high as you can every month, even if you cannot clear floor 100. Every floor pays, and the Devilmon at the milestones is the prize — a free Devilmon a month is a free skill-up a month, and skill-ups compound. Despair runes (stun on hit) are the tower’s best friend: a stunned enemy deals no damage, and a tower full of stunned enemies is a tower you clear.

Guilds and Arena: The Free Progression You Should Not Skip

Join a guild in your first week. Not a top guild — an active one. Guild content pays in scrolls, Devilmon pieces, and Guild Points, and it pays for participation, not for winning. Tartarus’s Labyrinth, Guild Battles, and Siege Battle all reward showing up. A guild also answers questions in minutes that would take you hours of searching — and in a twelve-year-old game, the accumulated knowledge in a guild chat is worth more than any guide, including this one.

Arena, for beginners: set a defense, spend your wings, collect Glory Points. You do not need to win — you need to participate. Glory Points buy scrolls and Devilmon pieces in the Glory Shop (the buildings are gone, so there is nothing else to save for). Arena wings refill separately from Energy, so there is no conflict with your dungeon farm: spend both, every day.

World Arena is not for beginners. Live pick/ban PvP against real opponents, seasonal (Season 39 runs October 5 – December 19, 2026). Watch it, learn from it, and come back when your runes are ready. Queueing early teaches you nothing except that your runes are not ready.

The First Month, Week by Week

WeekGoalDone when
1Finish Scenario Normal; follow Summoner’s Way; level your farmerScenario clear; farmer soloing Hell stages
2Build the farmable team (Bernard, Shannon, Belladeon, Loren, Fran); start Veromos or Sigmarus fusionTeam at 5★, runed Swift/Energy
3First Giants attempts; ToA as high as you can climb; join a guildGiants B10 or Abyss Hard attempts running
4Giants farming consistently; first 6★ (farmer, then Veromos/Sigmarus)Repeat Battle ×30 running without wipes

If week 4 ends with a consistent Giants farm and one 6★ monster, your account is on the rails. Everything after that is the same loop at higher numbers: better runes, more 6★ monsters, the next dungeon, the next tower. The first month is the only month that is ever hard.

Rune Progression by Week: What “Good Enough” Looks Like

New players drown in rune advice because nobody tells them what “good enough” means at each stage. Here it is, stage by stage.

StageRune goalWhat “done” means
Week 1Scenario + Summoner’s Way setsYour team is runed at all — any set, right main stats
Week 2–3Swift / Energy, +9 to +12Supports at ~180 Speed, 20,000 HP; damage dealers with Attack% and Crit Rate
Month 2Giants farmed sets, +12 to +15 on keepersGiants clears consistently; first Violent pieces from Dragons
Month 3–6Violent / Will / RevengeCore team on Violent; PvP-ready sets forming
Year 1Grindstones + gems on keepersSpeed-tuned teams; runes are the long game now

The +12 rule, restated: power a rune to +12 cheaply and stop. Only push to +15 when the rune is 5★ or 6★ with good substats. The Mana from +12 to +15 is the most expensive Mana in the game, and a +12 keeper beats a +15 placeholder every time.

Arena: Your First Defense and First Wings

Arena runs on wings, not Energy, so it never competes with your dungeon farm. Set a defense team (your best monsters, Speed-tuned, with a healer), spend your wings every day, and collect Glory Points. Your rank in the first months does not matter — Fighter is a fine goal, and the weekly rewards pay whether you win or lose most of your attacks.

Patch State (as of November 9, 2026)

Live now: v9.3.8 (October 28, 2026). World Arena Season 39 runs October 5 – December 19, 2026. The year’s big beats: the Frieren: Beyond Journey’s End collaboration, the SWC2026 championship in Seoul, and Sky Fever Season 2026 (September 1 – October 25), the annual progression event — see the farming guide for the full Sky Fever breakdown and the energy economy it ran on. The next Sky Fever is expected annually; no 2027 dates have been announced. Steam PC play (since January 2024) means the same account, the same progression, on mobile or desktop.

What to watch: balance patches land regularly and can move a fusion monster or a rune set’s value overnight — Veromos and Sigmarus have survived every meta shift so far, which is why they are the safe fusions. New monster families arrive with Special Summon rate-ups (same 0.5% nat-5 rate, focused pool, no hard pity) — save scrolls for a family you want, not for a random Tuesday.

Frequently Asked Questions

What is the Summoner level cap in Summoners War?

100. The cap was raised from 50 to 100 in the v8.1.4 update in November 2023. Any guide saying the cap is 50 is stale. Base Energy storage rose with it: 92 at level 1 and 240 at level 100, up to 310 with all bonuses.

Is Summoners War an MMO?

No. Summoners War: Sky Arena is a turn-based monster-collection RPG for mobile and PC — you summon, evolve, and rune monsters and take them through dungeons and arena battles. There is no persistent open world. It is a different game from Summoners War: Chronicles.

What should a new player do first in Summoners War?

Follow the Summoner's Way questline and clear the Scenario on Normal. Use Ameria's Blessing (14 days of double EXP and free rune removal) to level your dungeon team, save Crystals for Energy refills, and build the farmable team: Bernard, Shannon, Belladeon, Loren, and Fran.

Should I fuse Veromos or Sigmarus first?

Both are worth fusing eventually. Veromos first is the classic route — his cleanse counters Giant's Keep defense breaks and the questline nearly hands you his materials. Sigmarus first is the modern route — faster into Giants and useful for longer. If the Summoner's Way is steering you toward Veromos, take the steering.

What is the best dungeon to farm first?

Giant's Keep — it drops Swift, Despair, Fatal, Blade, and Energy runes, which your whole early game runs on. Do not touch Dragon's Lair until your Giants team clears consistently. There is a live debate about skipping B10/B12 straight to Abyss Hard; try Abyss Hard first, and farm B12 if your team cannot clear it yet.

How do runes work in Summoners War?

Each monster equips six runes, and matching two or four of the same set grants a bonus — for example, two Energy runes give +15% HP and four Violent runes give a 22% chance of an extra turn. Runes are upgraded with Mana Stones to +15. Slots 2, 4, and 6 should carry percentage primaries, never flat stats (except flat Speed on slot 2).

What are Devilmon for, and who should get them?

Devilmon are the time-gated skill-up material. Feed them only to core natural 5-star monsters, starting with Veromos and Sigmarus. Never feed a Devilmon to a 3-star or 4-star monster.

What is Sky Fever Season?

Sky Fever is Summoners War's annual progression event. The 2026 season ran September 1 to October 25 and gave every player a free default 5-star monster at max skill, 6-star, level 40, awakened, plus rune crafting, Fever Token shops, and daily rewards for new and returning players. The full breakdown is in our Sky Fever Season and Energy Farming Guide.

Sources

Every fact in this guide carries its source. The level-100 revamp comes from Com2uS’s own v8.1.4 notes; progression and dungeon advice comes from 2026 beginner guides, updated November 9, 2026; conflicts (B10 vs Abyss Hard, Veromos vs Sigmarus) are carried in the guide, not settled silently. Last checked November 9, 2026.

MD
MMODude Editorial Team
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