Summoners War Crit Dmg To Attk

Rage is ideal for him because her third skill is 100% crit rate thus you don’t need to bother to add crit on this guy because it will always crit for the third skill. Why we have to add more HP as substats, that is because to take advantage of his high HP pool. Wind Barbaric King (Hraesvelg) - User Reviews. Be the first to add a Review. Fanart from summoners war games The main character, Light Element. Sige and Han - Summoners war Archangel by tarnmeta DeviantArt: More Collections Like Gina from Summoner Wars by DeviantArt is the world's largest online social community for artists and art enthusiasts, allowing people to connect through the creation and sharing of art.

RaiderZ Cleric Hybrid Build Guide by kazmokarma

This build is for chain set, hammer/shield or hammer equips, not staff.
Minimum EP usage, high stamina usage

I made this build for short range, action-oriented, no long-range skills added. Whilst being a cleric and bossing, pvping, hunting, I realized that when in a team, a lot of the action goes on close around the enemy, and everyone is stacked, and this build is based off that. =)
IDK about you, but I LOVE COMBOS, especially close range combos, and this build gives a lot of those

Quote From Loli:
Strike of ruin (SoR) (Active) (Skill chain 1A) (PvP) –
This skill is basically giving your next attack critical hit by a percentage which is really great if you want to activate your skill chain which is Lv 1 Stunning Smash 200% dmg(Unblockable).
I wouldn’t say this skill is useless as it has it’s benefit from critical hit on next attack which will double your stunning smash skill from 200% to 400% if you land a critical hit.

Stunning smash (S.Smash) (Active) (Skill chain 2A) (PvP) –
It’s not a stun skill but it does flinch, it’s the second skill of the skill chain which is used after SoR. This skill may or may not be an skill chain starter depending on if you got SoR or not. This skill has is a very high damaging skill which could work as an aggro generating skill. And it is unblockable!

One handed Mastery (1h mastery) (Passive) (PvP/PvE) –
This is one of the important passive skill to max out as it gives you 10% more physical damage with one handed weapon.

Stats: focus on Str and Int.

Skill combo:
Possession > Healing Strike > Focused strike > Divine Punishment
Strike of Ruin > Stunning Smash
Possession > Healing Strike > Focused strike > Divine Punishment > Strike of Ruin > Stunning Smash
Ultimate combo:
Possession > Divine Punishment > Healing Strike > Focused strike > Divine Punishment > Strike of Ruin > Stunning Smash

I personally hate wasting my skills points on just one skill and just move on, because most of the skills aren’t even worth putting 1 point onto it. i like to focus of specific set of good skills.


Explanation for the defender’s skill build

Strike of Ruin (2/5), Stunning Smash (2/5), One handed Mastery (5/5)

-These skills do not require counter attk
-Great for stunning enemies, getting that high crit dmg on enemies
-Mastery is obvious, because 10% extra damage
-Adding the 3 cleric combo to a 5 combo with these 2 skills
-All around great increase in attking and combo

Explanation for the cleric’s skill build

Revitalize (3/3), Divine Mastery(5/5), Heal(3/5), Circle of Healing (2/5), Focused Strike (3/3), Healing Strike (2/3 or 3/3), Miraculous Recovery (1/3), Healing Crystal (1/3), Whirlpool of Light (0/3 or 1/3)

– Revitalize(HP regeneration skill), u need this for the stamina and hp
– NO Circle of Punishment, YES to Possession, Circle of Punishment conflicts with Circle of Healing, Possession gives more dmg to Divine Punishment than Circle of Punishment
– Possession last longer
– Divine Punishment, VERY High dmg skill, 5 sec reuse time, with possession this skill does great dmg
– No Blessing of Endurance, this build is big on hp regeneration, endurance gives 10% extra hp if maxed, but don’t really need it if your hp keeps on regenerating from all the skills
– No Blessing of Endurance, this is not a full support build, no need for these skills
– Divine Mastery DUH obviously maxed, 10% extra dmg with the 10% of def
– No Hammer of Whatever, no long range skills,
– Heal, do not add above 3, it is pointless once u hit 3 u heal 5 ppl, which is max amount of ppl
– Healing Circle 2/3, I really want to max this, but not enough points
– Focused strike, high dmg attk, give EP
– Healing strike, high dmg attk, you can max this or you can add one point to whirlpool of Light, gives hp when you hit ppl
– Miraculous recovery, think about times when u know you’re about to die and stuck in the middle of action, use whirlpool of light then 40% hp recovery, in dire times, DO NOT add more points to this skill 2 more points only give 10% more hp, fck that shyt
– Healing Crystal, your teammates need hp all the time, and for emergency times they can use the crystal for escaping or just to re heal, fast respawn time it is like having a free potion for anyone on your time at any time, ppl over look this skill but I think it is so useful
– Whirlpool of light, push back all enemies around you,

IMO, I would add whirlpool of light and then leave 2/3 to healing strike, reason healing strike cannot go less than 10 seconds, you just add more damage, add Whirlpool of Light, and it is super useful

Pros:
– not too many skills points spread out, simple for beginners to play with, also very interactive because many different types of FAST combos to use.
– HP REGENERATION, It is very hard to die with this build in any situation
– High Dmg, with additional of the HP regen, you get high dmg and combos, JUST PWN anything
– Stuns from Defender skills
– Great basis for HP/Attking Class

Cons:
– As any hybrid you don’t focus on a particular skill tree so you miss out the additional right hand bonus skills

Summoners War Auto B10 Giants Guide by Wasabilicious

This is a brief guide on how to set up an auto B10 giants team that has close to 100% success (AI not playing optimally e.g. not buffing) with priority target on boss. How to decipher dmg and rpm in division 2 game.

This team comp is based off how easy the monsters are to obtain and was formed based on ability to reach the boss as well as defeat the boss rather than speed.

Key Monsters

  • Wind Griffin – Obtainable from Tamor Desert scenario map
  • Wind Pixie – Obtainable from Secret Dungeon, Shop
  • Light Vagabond – Obtainable from Secret Dungeon
  • Light Bearman – Obtainable from Secret Dungeon

Ideal Runes and Build (2/4/6)/Stats (MINIMUM 5* LVL 35)

  • Wind Griffin – Swift Energy/Focus, SPD HP ACC or SPD HP HP (If you can reach a decent amount of ACC through substats, ideally >60%). Aim for a minimum of 15k HP, as high DEF as possible.
  • Wind Pixie – Despair Energy/Focus, SPD HP HP (Attempt to reach >60% ACC through substats if possible). Aim for a Minimum of 13.5k HP, as high DEF as possible.
  • Light Vagabond – Violent Energy, HP HP HP (Try to get >60% ACC through substats if possible). As high HP and DEF as possible.
  • Light Bearman – Violent Energy, HP CRIT HP, 100% Crit and as high HP and DEF as possible.

Alternative Set Up (2/4/6)

  • Some people manage with 10k hp Shannon and Bernards, but lower success rate.
  • Wind Pixie – Swift Focus/Energy, SPD HP HP or Energyx3, SPD HP HP (Aim for >60% ACC through substats).
  • Light Vagabond – Energyx3, HP HP HP
  • Light Bearman – Swift Energy/Blade or Energy/Blade mix and match, HP CRIT HP, 100% Crit and as high HP/DEF/SPD as possible.

The rune set ups are a rough guideline on what you should have, you may tweak it to your liking to see what works for you (some people have higher level buildings etc.)

The most frequently asked question are “What monster should I use as my last?” and “Will this monster work?”

Depending on the monster you use as your 5th, the rune and stat requirement changes for your 4 key monsters due to Leader Ability and the monsters skills to clear waves/damage deal.

Summoners War Crit Damage

General Rule of Thumb is to NOT use Fire Monsters. Only reason you’d use is if they are runed fairly well (6* +12).

Reasons for death in B10 Giants:

  1. Your monsters do not kill the left and right crystals towers fast enough, one aoe from each tower usually takes down pixie and griffin to low HP if not death.
  2. DEF debuff from Crystal Tower in final stage, monster gets counterattacked followed by regular attack.
  3. ATK buff from Crystal Tower on Boss in final stage, boss damage output is too high if not dispelled or ATK debuffed, and DEF buffed by pixie.
  4. Giant is ATK buffed and team is DEF debuffed (someone is going to die)

Here are some of the popular choices:

Crit Damage Vs Attack Summoners War

  • Wind Joker – Leader Ability 33% ATK for all monsters, faster runs, but squishy. Great ability to clear earlier waves, reduces risk of dying in early stages due to the left and right crystal towers killing your team. Kills Giant at regular pace. May take too long allowing scenario 2/3/4 to occur.
  • Wind Phantom Thief – High damage monster that will clear early waves but is squishy, should still be able to clear waves fast enough to take you to the boss. Kills Boss at regular pace. May take too long allowing scenario 2/3/4 to occur.
  • Wind Undine – Leader Ability 40% DEF for WIND monsters. This reduces chance of the crystal towers two shotting your pixie and griffin, also provides immunity so the crystal tower is unable to def debuff. Slow in killing boss and mobs. Scenario 3 may occur.
  • Wind Sylphid – Leader Ability 50% RES for WIND monsters. Shield allows extra protection for shannon/bernard for early stages as well as boss stage. Second skill aoe and small heal also helps. First skill if maxed provides a sound chance of landing DoT on the giant, not too fast but not too slow either in finishing a run. Does not dispel or purify, scenario 2/3/4 may occur.
  • Water Phoenix – Leader Ability 44% HP for all monsters. HP boost for team is great, shannon and bernard should be able to tank the two side crystals and get healed back to full by bearman. It is a water monster so it is neutral, if not runed properly it may die to the giant. Skill scales off enemy max HP so should be relatively fast as it has high base dmg.
  • Wind Archangel – Leader Ability 50% HP for wind Monsters. 50% heal, res allows for mistakes to occur. Dispels boss attk buff, along with HP buff should allow shannon and griffin to survive. Does not offer that much DMG if HP built so may be slow.
  • Wind Ninja – Leader Ability 30% SPD for Wind monsters. Faster turns, faster buffs, faster heals. Single target meaning it’s slower in clearing the waves, higher chance crystals get attack off. AI doesn’t automatically aim crystals so it is risky. However, if it reaches the Giant, it is by far the fastest to kill it due to DoT. May die to scenario 2/3/4 though.
  • Wind Sylph – AoE glance, works well if it lands debuff, less dmg inflicted on pixie and griffin. Third skill nuke does hefty amount of damage to boss, No dispel or purify so may encounter scenario 2/3/4

Reaching B10 Giants – I suggest reviving on b5/6/7/8/9 to unlock because it is worth it…find people with monsters that can solo to get to b10 rather than building team specifically for those stages.

Before asking whether a certain monster would work, consider these points:

Adobe zii v2.2 adobe cc17.dmg

Summoners War Crit Dmg To Attack Free

  • How much value do they bring to the team in comparison to the ones listed?
  • How do they compare to the one they’re replacing (if it’s a replacement)?
  • Do they do better in this area, worse in another or in general better? If better in general then use it of course :)
  • Does the monster help your TEAM reach the BOSS? If Yes, how well do they do against the BOSS? Buffs? Debuffs? Heals?

Like I stated, the key monsters I listed are just easier to obtain, if you think you have better alternatives then go for it, but most likely it’ll be replacements for Light Bearman and Light Vagabond as not many monsters offer buffs like Shannon and Bernard.

I don’t have all the monsters so I can only theory craft and make assumptions (may not always be correct), best thing to do (if possible, I know big investments on monsters) is to test it out between your choices (timing and success rate)

Summoners War Crit Damage Or Attack

IF still unsure, feel free to ask :)

Being able to auto b10 giant is probably a pre-requisite for auto b10 dragon (currently in the works of lvling up a farmable team to auto b10 dragon)