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Summoners War R5 Advanced DPS Guide by KAZUTO111
My name is KAZUTO111, and I’m back again with an updated guide for R5. If you have not read my previous guide, I’d recommend reading it here (Summoners War R5 Increasing DPS Guide) as I will not be reiterating most of the points made there.
Sep 18, 2019 Skill 1: Sword of Destruction 370% ATK: Decreases the current HP of the enemy with the best HP status (Boss excluded) by 10%, and attacks the enemy target to inflict damage that’s proportionate to the reduced HP. Lv.2 Damage +5%; Lv.3 Damage +5%. You Can calculate dmg for every build. There is no General easy rule for atk% vs cd, because some Monsters have high base atk, some low or have a Scaling on Speed/enemy hp etc. Formula is on reddit and swwikia or you use swop runeoptimizer.
After being asked many questions during Free Rune Removal about Raids, I decided to write another guide to help people increase their DPS. Hopefully this will give you some ideas to help prepare for next month’s Free Rune Removal. :)
So, another three months of testing have gone into Raids, and we have come to a few more conclusions about how to maximize your DPS in R5. Before we begin though, I’d like to say thank you to my entire guild for Raiding with me every day and helping me test, and especially my main Raid partner, Verity, for helping with this guide and video and, of course, being in all my Raids.
What has changed since the last guide? We’ve stabilized our teams quite a bit, to the point where we can pretty consistently Raid with anyone in under 3 minute times with 90%+ success rate, no matter how much the third contributes. Additionally, we’ve been working more on yolo triple damage dealer teams that we’ve been using to achieve sub 2 minute runs without even using branding.
Before beginning, I encourage you to watch this YouTube video that Verity made showcasing our Raid runs. The first run is with !G_Baz and shows off our safe runs, while the other three are with Corrosiv3 and they show our yolo teams, along with a time of 1:25 which to my knowledge is the fastest recorded time.
https://www.youtube.com/watch?v=bf_4YHDHcvU (apologies for choppy quality!)
In this guide, I’m going to go into further detail about how to set your Raid group up successfully, the different damage dealers you can choose, the differences between four man front lines and two man frontlines, and finally how to move onto triple damage dealer teams successfully.
How to set up your Raid group
So, you decided on 6 monsters to use for Raids. Your team is set, and you decide to go into a group. But for some reason, your group can never land Defense debuff after the third jump, your guys stall out, and lose. You try again, and the same thing happens.
It pays to have flexibility with your teams. Many people think that Dias is strictly superior to Darion, but this is not true; having both runed and ready to go will pay off a lot as you start to Raid with more people. As a general rule, I look for the following as a minimum in a Raid group, but of course you can never have too many debuffs.
2 S1 Def breakers (Darion, Bella) 1 S1 Heal block (Dias, Fedora, Light Anubis) 3 Colleen 1 other S1 Attack breaker (Ardella, Light Salamander) 3 S1 Slow (Hwa, Rigel, Copper)
Although you can succeed without these, it’s what I recommend to ensure successful runs. S1 debuffers should be on as many Revenge sets as possible and preferably front line.
The other thing to be aware of are the leader skills you have available. I find that using Resistance and Crit Rate leader skills is mandatory (of course, you don’t have to use Crit Rate, but it helps a lot with runing your monsters, and most people expect it) which makes Hwa and Dias even stronger. Praha is the other good Resistance leader, and even Tesarion can work on a Vampire DPS build (more on that later).
But what about your third leader skill? There are several options.
Defense lead
Fire Panda
Fedora
Mei Hou Wang
HP lead
Xhing Zhe
Sehkmet
Speed lead
Jamire
Seara
Attack lead
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Ran
Which leader skill depends on your runes on monsters. I’d recommend having at least one usable leader skill other than Resistance and Crit Rate available just in case it’s needed. Defense lead is the safest one and the standard option, with Fire Panda being fusable and Mei Hou Wang one of the strongest DPS units. HP lead is also fairly common, and Xhing Zhe is a pretty good DPS unit as well. I don’t like speed lead as much, as I don’t think either Seara or Jamire contribute as much to your team as other units, nor do I think speed lead is as useful for advanced teams since your healers are already very fast.
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Finally there is attack lead, which is the one we use usually. Although it requires better runes (either faster kills or tankier front line), using attack lead speeds up runs more than any other leader skill, helps Vampire damage dealers out, and comes in the form of Ran, one of the better damage dealers for Raids who also just had an HoH. It might not work with everyone, but I’ve found that using attack lead, Verity and I can Raid with just about anyone successfully.
So those are the requirements for a successful Raid group. After that, the only thing left is to play around with how much damage you can do and still live.
Damage Dealers
There are a lot of different damage dealers you can use, and they all have pros and cons. I will briefly go over the ones that are either used a lot, or that are best, and my opinion on them.
Consistent Damage Dealers
Consistent damage dealers don’t have a big third skill nuke, and rely on higher damage with the first skill, or low cooldown second skills. Consistent damage dealers are better for drawn out runs (2:30+ times).
Hwa: The best damage dealer in the game for Raids. If you have her, she should be on your team. She brings so much safety and reliability to your team, along with S1 slow and good damage.
Ardella: Ardella is one of the best damage dealers in the game for Raids: S1 attack break, very high S1 damage, built in +25% Crit Rate passive… the only thing that holds Ardella back is her very poor base stats, specifically in HP and Defense. This means that she has a pretty high rune requirement, even on Vampire.
Mei Hou Wang: Good damage, easy to front line, and has a nice passive. The leader skill is also nice and lets you Raid with anyone just about anyone since Def lead is more universal than any other leader skill.
Lagmaron/Taor: Weak S1 but strong S2 with a low CD, these do pretty average damage compared to the number of turns they take. Good base stats make them easier to rune, but with all the turns they take and the damage on S1, I would rather use another damage dealer.
Theomars: Not terrible, however lacks anything special other than 24% CR lead. However, Theo is generally runed Violent, which is not ideal for Raids. Although a very well runed Theo works well, he isn’t nearly as efficient as other damage dealers.
Perna: Contrary to popular belief, Perna is not an amazing damage dealer. Relatively low damage on S1 means he isn’t going to be doing the highest damage, and low base Defense means he’ll be harder to use in the front line. Additionally, Perna is also usually runed Violent, which makes his rune set not ideal for Raids. His one saving grace is that his passive has a heal, which makes transitioning to riskier teams easier with Perna since he is also a healer.
Burst Damage Dealers
Burst damage dealers do a lot of damage with their third skill, but lower damage with first skill usually. These are more suited for speed runs (sub 2 minutes), where you’re trying to jam as much damage in the least amount of time as possible.
Ran: Ran is another strong damage dealer, and carries with her the rare attack lead, which is a potential third leader skill for your group. Skill 3 can do a lot of damage and reduces attack bar significantly, which helps complement Hwa’s attack bar reduction.
Xiao Lin/Liu Mei/Fei: The Kung Fu Girls are VERY good now for R5 with the recent buffs. S1 Def break is crucial, and the third skill nukes do a lot of damage as well. All three of these are very effective, and the other two are pretty good too, although Water/Light/Dark are best.
Bethony: Bethony might be the best damage dealer for R5. Ignore Defense RNG with the same first skill as Ardella give her by far the highest potential damage of anything, as well as having good debuffs. Definitely use her if you have her.
Brandia: Brandia has become very good in Raids after her recent buff as well. Instead of removing debuffs, which always ruined her before, she now simply does a massive nuke. With tanky Vampire runes on HP/CD/ATK she easily hits for 50k with her third skill. If built for pure DPS, she could do 100k+. With good stats and S1 Def break and S2 attack debuff, Brandia is one of the best burst DPS monsters.
Argen: Argen is another strong DPS monster, with a strong nuke in S3 and attack debuff and slow in S2. I have not used or seen Argen used enough to pass judgement, but he is a solid monster and worth trying out if you want to experiment.
Stella: Stella is a relatively common unit. She has Def break in S1 (although unreliable) and has Branding as well which is pretty good. However, she has fairly low damage compared to other damage dealers like Kung Fu Girls, scales on speed which means you’d want to build her fast (which isn’t ideal because she takes more turns) and the Branding is too inconsistent to be worth it.
Seara: Seara is a monster that received a lot of hype early on in Raids because of how much she could carry a group’s DPS all by herself. She can still do that. In a slower raid group, Seara is possibly the best damage dealer, because the bombs will stick longer on the boss and they will have a chance to blow up. However, once you get faster teams, her bombs start to be cleansed more and more, and she does less and less damage. Combined with the lessening usefulness of speed lead and crit lead becoming more common, Seara finds herself relegated to being a poor DPS unit for advanced R5 teams.
Branding
Since there have been a lot of questions about this, I decided to write a short segment on my opinion on Branding and why I don’t mention it anywhere else in this guide.
Branding is GOOD, don’t get me wrong. There’s nothing wrong with it. It’s extra damage. If you have a monster with Branding, it isn’t a bad idea to use it, and Cadiz is probably one of the best monsters for Raids in the game because he’s the only consistent Branding.
But that’s the thing. Cadiz is the ONLY consistent Branding monster. That means that the other Branding monsters are not consistent with their Branding because it’s on a skill with a cooldown. This means that a lot of the time they won’t even be able to apply Branding, especially when you get faster and faster runs.
For this reason, and from my observations, Branding monsters other than Cadiz are not really worth it when you could use something that does more damage by itself. That being said, monsters like Light Anubis, Stella, Hellea, etc. are viable, however I do not think they are ideal because of the inconsistent nature of their Brands leading to the boss cleansing the debuff off as soon as he gets it.
Frontline: How many and why?
This is a question I got asked a lot when I first started doing it: “Why do you do four monsters in front?…It isn’t exactly easy to make four monsters able to frontline. You need 1500 Defense and 25k HP on everything and that’s simply not feasible!”
The answer, put simply, is that you can ignore those front line stats by using 4 monsters in front. The requirements for frontline lessen significantly, and even the HP/Def needed for backline are lower as well. I have no proof for this other than my own observations as to the survival of my team – I move my Ardella and Mihyang backline, and all of a sudden my Hwa and Ran start dying noticeably more often.
As an example, I will list the HP and Defense of my front line monsters here. Note that all my buildings are maxed.
Frontline
- Darion: 38113 HP, 991 Defense (3x Revenge, HP/CR/HP)
- Lisa: 25702 HP, 1328 Defense (Violent/Guard, SPD/Def/Res)
- Colleen: 32463 HP, 1164 Defense (Guard/Guard/Rev, SPD/HP/HP)
- Ardella: 20174 HP, 956 Defense (Vampire/Blade, ATK/CD/ATK)
Optional front (switchable depending on team)
- Dias: 22052 HP, 1239 def, 155 speed (Vamp/Revenge, ATK/CR/ATK)
- Laggy: 22750 HP, 874 def, 220 speed (Vamp/blade, SPD/CD/ATK)
These are just my most common front line. I also have a Dias on Vampire ATK CR ATK and a Vamp Lagmaron on SPD CD ATK that I use sometimes to front line as well.
So, in short, the reason you want to use 4 man front is to lower the tanky stats necessary to survive in R5 for everything except the two monsters you’re moving to the front line. If you can manage a 4 man front, I’ve noticed that your team will get a lot more consistent no matter how many damage dealers you use.
Yolo Teams (3 damage dealers)
In my previous guide, I said that a standard Raid team is composed of 2 healers, 1 cleanser, 0-2 utility, and 1-3 damage dealers. For most of this guide I’ve been assuming you are using 2 damage dealers and 1 utility monster such as Darion or Dias, which is the standard team. However, I am now going to talk about how you can move towards cutting out either a healer or utility monster for another damage dealer.
First of all, why and why not. The reason you’d want to do this is to get faster times of course, which is why you’re reading this guide in the first place. The reason why not is because you need very good runes (especially if you’re only using one healer) and a yolo team like this does not Raid effectively with everyone. You need a specific party where everyone does good damage and has the right debuffs and leader skills to make everything work. However, once you do get this dream party together, you’re looking at very consistent runs at 2:30 or less, and even approaching sub 2 minute times.
So, how do you get to the point where you can make teams like this?
First step: 4 man frontline. While possible, it is very difficult to use 3 damage dealers with just a 2 man front line, because of the stats necessary on those damage dealers.
Second step: Fast healers! My Colleen is +141 and my Mihyang is +131. My healers are fast so they can constantly heal up my team. Even when I only use Colleen, she is fast enough to provide support for my team as well.
Third step: Make sure your damage dealers have debuffs. The biggest problem people run into with these runs is that because they drop their utility monsters, they lack the necessary debuffs. For this reason, attackers with S1 heal block and Def break are invaluable for these speed runs.
Final step: Have a designated “Safe team” which is able to carry one (or two) heads in the middle in case someone wipes. This can drastically improve success rate, although extremely advanced team comps don’t need this because they kill fast enough that someone will be able to kill.
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And that’s about it! Thanks for reading and hope this guide and video helped. Again, I’d like to thank my guild, and especially Corrosiv3 and Verity for helping out with the guide.
In this guide, you’ll learn everything you need to know about runes.
I will break down what runes you can get, how to get them, which runes to use on your monsters and at the end of this guide I will show you how to get the best runes possible through efficient rune farming.
Runes are items that you can power up and equip on your monsters to make them stronger.
There are currently 6 rune slots available for each monster. When you equip a certain set of runes, you will get bonus stat effects.
For example, if you equip 4 fatal runes, you will get the set bonus of attack +35%. Some set effects require 2 to get a bonus while others require 4.
Below is a quick table to show you the effects and where to get them.
Rune Table
Name | Pic | Set Effect | Set Pieces | Drop Location | When to Use |
---|---|---|---|---|---|
Energy | HP +15% | 2 | Garen Forest/Giant's Keep | For tank units with high base HP. | |
Fatal | Atk Power +35% | 4 | Mt. Siz/Giant's Keep | For early game attack units, or early or late game Bomb units | |
Blade | Critical Rate +12% | 2 | Kabir Ruins/Giant's Keep | For non-bomber attack units. | |
Swift | Attack Speed +25% | 4 | Mt. White Ragon/Giant's Keep | For support units that buff or heal your team, or units that do damage based on speed. | |
Focus | Accuracy +20% | 2 | Telain Forest/Giant's Keep | For units that need to land important debuffs. | |
Despair | Stun Rate +25% | 4 | Giant's Keep Only | For Certian PvP monsters and ToA/HoH monsters. | |
Guard | Defense +15% | 2 | Hydeni Ruins/Dragon's Lair | For units that have high base defense or do damage based on defense. | |
Endure | Resistance +20% | 2 | Tamor Desert/Dragon's Lair | For non-attacker units in Raid Level 5. | |
Revenge | Counterattack +15% | 2 | Faimon Volcano/Dragon's Lair | For Certian PvP monsters or NB10 dungeon farming teams. | |
Rage | Critical Damage +40% | 4 | Necropolis Only | For attack monsters late game and HP Scaling Nukers. | |
Violent | Get Extra Turn +22% | 4 | Dragon's Lair Only | For PvP monsters or NB10 Dungeon farming monsters. | |
Will | Harmful Effect Immunity (+1 turn) | 2 | Aiden Forest/Necropolis | For PvP monsters. | |
Nemesis | ATK Gauge +4% (for every 7% HP lost) | 2 | Ferun Castle/Necropolis | For PvP monsters (mostly arena defense) | |
Shield | Ally Shield 2 turns (15% of HP) | 2 | Vrofagus Ruins/Dragon's Lair | For Certian PvP Teams or NB10 dungeon farming teams. | |
Vampire | Life Drain +35% | 4 | Mt. Runar/Necropolis | Mostly used for farming monsters, some PvP monsters use this rune set as well. | |
Destroy | Enemy Max Hp-4% (30% Damage Dealt) | 2 | Chiruka Remains/Necropolis | For PvP monsters that can draw-out fights. |
Powering up your runes
At the cost of mana stones, Runes can be powered up, increasing the stats on the rune or adding a new stat to the rune.
How much of an increase depends on the rarity of the rune, with higher rarities generally offering more of an increase.
Runes can be powered up a maximum of fifteen times. When powering up Runes, the chance of a successful power-up will depend on the Rune level.
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Powering up a rune from +1 to +3 has a 100% success rate which will go down successively with each level.
Rune rarity level
Runes can drop in 5 different rarity types:
- Common – White (0) => Contains just 1 stat (occasionally an innate stat)
- Magic – Green (3) => Contains 2 stats
- Rare – Blue (6) => Contains 3 stats
- Hero – Purple (9) => Contains 4 stats
- Legendary – Orange (12) => Contains 5 stats
When you power up your runes, it gains bonus sub stats at levels 3/6/9/12, up to a max of 15. At level 15, the main stat increases by 20%.
Keep in mind that level 0 runes can be dropped as a Magic/Rare/Hero/Legendary. That means it will already have bonus sub stats at level 0.
Below is a chart showing you how many sub stats your rune will have depending on rarity and powerup level.
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Rarity Drop | +0 | +1 | +3 | +6 | +9 | +12 |
---|---|---|---|---|---|---|
Common | 0 | 1 | 2 | 3 | 4 | 4 |
Magic | 1 | 1 | 2 | 3 | 4 | 4 |
Rare | 2 | 2 | 2 | 3 | 4 | 4 |
Hero | 3 | 3 | 3 | 3 | 4 | 4 |
Legendary | 4 | 4 | 4 | 4 | 4 | 4 |
Keep in mind runes with higher starting rarity will always have higher stats because they start with 4 substats.
You just have to hope you get the right stats you’re looking for on a high rarity rune.
Rune main stat choices
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Every rune has a main stat and for the main stat you are pretty much always looking for a % based main stat on slots 2,3,6 unless you are going for speed in slot 2.
Flat stats in these slots are almost always sold because they are so much weaker than % based runes.
Rune Slot | Options Available |
---|---|
1 | ATK |
2 | ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Spd |
3 | DEF |
4 | ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Crit Rate (%)/Crit Dmg (%) |
5 | HP |
6 | ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Resistance (%)/Accuracy (%) |
Rune Stat Effects:
- ATK – Offers flat attack damage
- ATK(%) – Offers percentage damage
- DEF – Offers flat defense
- DEF(%) – Offers percentage defense
- Spd – Offers flat attack speed increase
- HP – Offers flat health points
- HP(%) – Offers percentage health point increase
- CRI Rate(%) – Offers percentage critical rate increase
- CRI Dmg(%) – Offers percentage critical rate damage increase
- Resistance(%) – Offers percentage resistance to harmful effects
- Accuracy(%) – Offers percentage accuracy to inflicting status effects
Built-in rune stats
Runes can have an in-built stat located right under the main stat. This stat is random, will never power up, and stops the rune from rolling into this stat as a substat.
Min-Max Stat Values For Runes
Below is a table that will show you how much of each stat you can potentially gain from powering up your runes.
How To Farm Runes Efficiently
Now that you know how runes work, it’s time for you to start farming high-quality runes for your monsters.
The best runes in the game are farmed from the three dungeons, below you’ll find links to my guides for each one: