Fire Chakram Dancer
Skillups Needed: 10 (Use Family Skillups)
Crescent Moon Slash: Attacks the enemy 2 times and deals more damage when the enemy's HP is low. Additionally, if there's Boomerang Warrior included in the team, one of Chakram Dancers will attack together with Boomerang Warrior during Boomerang Warrior's turn.
Lv.2 Damage +5%
Lv.3 Damage +5%
Lv.4 Damage +5%
Lv.5 Damage +10%
Lv.6 Damage +15%
Multiplier: 150% of ATK stat before reduction per hit for 2 hits when the eemy is at full health, and 300% of the ATK stat before reduction per hit for 2 hits when the enemy is at 0% health.
Chakram Crush: Attacks all enemies with chakrams 2 times and stuns them for 1 turn with a 30% chance each. (Reusable in 4 turns)
Lv.2 Harmful Effect Rate +5%
Lv.3 Damage +10%
Lv.4 Harmful Effect Rate +5%
Lv.5 Damage +10%
Lv.6 Cooltime Turn -1
Multiplier: 170% of the ATK stat before reduction per hit for 2 hits per target.
Precision (Passive): The Accuracy will be increased by 25%. Weakens the enemy's Defense for 1 turn with every attack. If there's Boomerang Warrior included in the ally team, the Boomerang Warrior's Accuracy will also be increased by 25%. [Automatic Effect]
Leader Skill: Increases the Attack Power of ally monsters in the Dungeons by 33%.
Focus on Spd, Atk, CR, CD
2 - Sets | Blade, Revenge
4 - Set | Fatal, Rage, Vampire
Focus on Spd, Atk, CR, CD, Hp, Def, Acc
2 - Sets | Revenge, Will
4 - Set | Violent
CD% / CR%
*ONLY use CR on slot 4 if you can't get enough Crit Rate substats. 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 Fire Chakram Dancer, Shaina is a powerful monster for speed teams in DB12 and NB12.
•Twins work great because they attack together doing double damage while providing additional perks.
•Shaina gives any boomerang attacking with her an additional 25% Accuracy.
•She offers both a defense break and a stun making her useful in auto runs for ToA.
•All twins need their counter parts to truly shine.
•Shaina is a very squishy monster.
•She needs good runes to complete B12 dungeon runs safely.
*If you want to learn what monsters to use with Shaina in Summoners War, here is the best NB10, and ToA guides that will walk you through your first teams for these dungeons.
GB12 (0/10): After her nerf Shaina is no longer usable for GB12.
DB12 (7/10): Shaina is still great for DB12 even after her nerf. She is a very reliable defense breaker and can put up big damage.
NB12 (8/10): She is solid in Nerco B12 because she has tons of Multi-Hits and helps clear the waves faster with AoE defense break.
ToA (7/10): Shaina is no were near as good for ToA after the nerf, however she is still pretty good because of her AoE stun and synergy with the fire boomerang, Maruna, who has 2 AoE stuns.
Rift of Worlds (7/10): Shaina is no longer good in a twins R5 team but really shines in Rift Beasts where she brings the most reliable defense break and huge twins damage.
Labyrinth (5/10): She is usable in some Lab stages but without her ATB push back she's not that great.
Dimensional Hole (4/10): She can be used here but there are better options now.
Arena (2/10): She has limited use as in a cleave team other than her AoE Stun and DEF break.
Guild Wars (6/10): Shaina is not bad in Guild Wars on a shield, will team. One popular comp is Sabrina, Shaina, Triana.
RTA (2/10): Shaina can be used for her CC and damage in the lower ranks, however, as you climb she becomes less and less viable.