Wind Penguin Knight
Skillups Needed: 11 (Use Family Skillups)
Honorable Attack: Charges to attack and stuns the enemy for 1 turn with a 20% chance.
Lv.2 Damage +5%
Lv.3 Harmful Effect Rate +10%
Lv.4 Damage +10%
Lv.5 Harmful Effect Rate +10%
Lv.6 Damage +10%
Lv.7 Harmful Effect Rate +10%
Multiplier - 370% of ATK stat before reduction
Declare War: Recovers your HP by 25% and provokes the enemy for 1 turn with a 75% chance. (Reusable in 3 turns)
Lv.2 Harmful Effect Rate +10%
Lv.3 Recovery + 10%
Lv.4 Recovery + 10%
Lv.5 Harmful Effect Rate +15%
Multiplier - 25% of Max HP stat
Wings of Wind (Awakened): Removes one harmful effect from all allies, decreases their skill cool time by 1 turn each, and increases their Attack Speed for 2 turns. (Reusable in 4 turns)
Lv.2 Cooltime Turn -1
Multiplier - None
Leader Skill: Increases the HP of ally monsters with Wind attribute by 30%.
Focus on Spd, Hp, Def, Acc, Res
2 - Sets | Energy, Guard, Revenge, Focus, Accuracy
4 - Set | Violent, Swift
HP% / DEF%
Keep in mind these are just general recommendations, you will need to alter your rune and stat builds based on what content you want to use this monster for and what team you are using him with.
If you’re looking for detailed rune and stat builds you should take a look at SWMaster’s Rune Farming Guide – I have been a member of their site since I was new to Summoners War and would highly recommend it to all players.
•The Wind Penguin Knight, Mav is great for ToA due to his 3rd skill.
•His 2nd and 3rd skill have low cooldowns.
•His 2nd skill provoke rate is 100% and is self-healing.
•He has good base HP stats.
•Mav has poor defense
•Even maxed out, his 1st only only has a 50% activation rate
*If you want to learn what monsters to use with Mav in Summoners War, check out this amazing and detailed ToA guide that will walk you through conquering the higher towers.
GB12 (2/10): He could be used for some early teams but will quickly be replaced with better monsters in Giants B12.
DB12 (0/10): He has elemental disadvantage and is not recommended in Dragons B12, plus his provoke doesn't work on the Dragon since it does AoE damage.
NB12 (0/10): He has no multi hits to break through the Necro B12 shield.
ToA (9/10): His Spd buff, cleanse, and skill cool down makes him an excellent monster here. His skills allows for more turns while reducing cooldowns for your AoE Crowd Control monsters.
Rift of Worlds (0/10): He is not recommended here.
Labyrinth (4/10): He can be useful here in a couple stages.
Dimensional Hole (0/10): He is not recommended here.
Arena (0/10): You want AoE cleave teams to farm Arena.
Guild Wars (4/10): He can be used here in early guild offense comps. His provoke is useful to take the hits from the threat monster.
RTA (2/10): He can be used in the early matches, however, you'll quickly replace him with better monsters.