To adapt Fire Paul from Summoners War World Arena into Siege Battle and Guild War, rune him on Violent and Will, tuned to move immediately after your team's primary buff stripper. In 3v3 guild skirmishes, locking down a single key monster removes one-third of the opponent's active team, giving you an immediate numbers advantage against predictable AI defenses.

Rune Builds and Stat Benchmarks

Violent and Will is the primary setup for both guild offense and defense. While Swift can work for first-turn contests, Violent provides extra turns to cycle cooldowns and maintain target lockdown. Will runes protect Fire Paul from early Despair stuns or turn manipulation from enemy Leo teams.

Slot Recommendations

  • Slot 2 (Speed): Required to keep Fire Paul directly behind your turn-one stripper and ahead of enemy threats.
  • Slot 4 (HP% or Critical Damage): Choose HP% for consistent bruiser survivability. Use Critical Damage only if your artifacts provide substantial bonus damage and sustain.
  • Slot 6 (HP% or Defense%): Increases effective bulk so he survives elemental-neutral attacks and initial burst damage.

Target Stat Benchmarks

StatTarget BenchmarkStrategic Purpose
Speed (SPD)+130 to +160Moves directly after your stripper to disrupt the enemy team.
Accuracy (ACC)50%–65%Bypasses base resistance on tanky guild defense units.
Bonus HP+22,000 or higherPrevents him from being eliminated by turn-one single-target cleaves.
Bonus Defense+500 to +700Reduces incoming chip damage and defense-scaling hits.

Artifact Sub-Properties

Equip left and right artifacts that increase skill accuracy and boost output via Additional Damage by Speed and Additional Damage by Max HP. These traits allow defensive builds to deal steady damage through enemy shields and defense buffs. Look for Damage Received from Water reduction to cushion incoming hits from water-element damage dealers.

How to Run Fire Paul on Siege Offense

Fire Paul performs best on offense against static bruiser defenses lacking heavy passive cleansing. Use him in structured turn orders where he can lock down the enemy's main support or damage dealer before they take an action.

The Strip and Control Cleave

Pair Fire Paul with a faster AoE stripper (such as Chiwu, Moore, or Clara) and a high-impact follow-up damage dealer (such as Savanna or Dominic):

  1. Strip: Your fastest unit removes enemy Will runes and reduces attack bars or applies debuffs.
  2. Lockdown: Fire Paul moves next, using his control skills to disable the opponent's core cleanser or primary damage dealer.
  3. Eliminate: Your follow-up damage dealer bursts down the disabled target to establish an immediate 3v2 advantage.

Bruiser War of Attrition

When facing high-sustain defenses without immediate burst threats, run Fire Paul alongside durable supports like Chandra, Vigor, or Woosa. Chandra's Hug mechanic prevents water threats from focusing down Fire Paul, giving him the protection needed to cycle his skills and control the enemy over extended turns.

Guild Defense Placement

When placing Fire Paul on defense, pair him with a fast threat or speed-contest unit alongside a reliable sustain healer like Vigor. This combination makes it difficult for attackers to bring a single water tank to safely bait Fire Paul's attacks without exposing their remaining monsters to the secondary threat. On a Violent build, an additional turn can strip offensive buffs, reset enemy cooldowns, and disrupt carefully planned attack orders.

Matchups to Avoid

Do not bring Fire Paul into defenses featuring these mechanics:

  • Heavy Water Bruisers: Monsters like Camilla, Chow, and Byungchul hold elemental advantage, resist control, and deal high damage that easily overwhelms Fire Paul.
  • Passive Cleansers: Units such as Juno, Tetrax, and Veromos convert multiple debuffs into passive team healing or cleansing cycles.
  • Fast Immunity Without Strippers: Teams protected by high-speed immunity buffers like Woosa or Velajuel block his disruption entirely if you do not bring an AoE stripper.
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Michael Smith

Michael Smith

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