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Summoners War: Sky Arena by Com2uS
Today we present to you 10 facts for Summoners War that you might not know especially as a new or mid game player. All info here will be coming from our experience in Summoners War. If you know more good facts that should be added to the list as the best ones, please feel free to leave a comment below.
You should also take a look at our review for Summoners War and check out our previous guides for Summoners War in our Guide-Section.
You should also take a look at our review for Summoners War and check out our previous guides for Summoners War in our Guide-Section.
If you can get good Crit Rate from substats and Blade rune sets, well and good. If you need to use Crit Rate on slot 4, then do that. (Also remember Crit Rate rune goes up to 58% but Crit Damage goes to 80%.) Since Crit Rate caps at 100% (remember to account for leader skills, buffs, attribute advantage, and whether or not you're comfortable relying on those things), once you attain 100% Crit Rate, then you can feel good about raising Crit Damage beyond 100% also. Wind Ninja: Blade + Blade + Any (slot 4 should be crit rate, slot 2 & 6 can really be anything, personally i like HP & Defense with acc substats), this is a build purely for Dungeons and TOA, probably less helpful in PVP Wind Neo Agent: Swift + any. SPD/Atk/Def/HP really all. If you're looking for a progression guide for Summoners War from start to endgame, you came to the right place. Everything you should know on a single page. People usually achieve this by using blade sets and a crit rate rune on slot 4, until they can find more specialised runes and eventually find the crit rate in. Welcome to the beginner’s rune guide for Summoners War: Sky Arena! We will be briefing you a detailed tutorial for runes! For rune recommendations for monsters, click here. In short, runes are power up items that will make your unit stronger. Runes are special attachment stones which provide bonuses to the stats of Monsters. Runes are found in special sets of either two or four, with the completion of a set giving a special bonus, in addition to the individual bonuses of runes. Up to a maximum of six runes may be equipped to a.
We also have a list of the best monsters in Summoners War you should also not miss.
Summoners War Crit Rate Buff
1. Accuracy
ACC% does NOT affect activation rate of skills; if a skill says “50% chance to reduce defence for 2 turns”, it’s 50% period. THEN an accuracy-resistance check will apply. Read more about that here
2.
The glancing debuff is a 50% chance to glance and deal 30% less damage (so elemental glance is better than a glancing debuff glance)
3.
Stun, Sleep and Freeze all prevent skills from getting 1 turn cooldown. Silence does not, provoke does not
4.
Powering-up runes is guaranteed from 1 to 3. To go from +0 to +15 a 5* it’s generally 1M mana and a 6* it’s about 1.5 to 2M mana.
5.
Secret dungeons do not give you account EXP. You might want to spend energy there if you are about to level up and have a lot of energy. Arena wings and scenarios give the most EXP for account levels
6. Skill-ups
- They are randomly chosen, whether by devilmon or same monster
- Skilling up damage and heals is multiplicative Ex: 400% multiplier, a 10% increase means 400%(1+10%) = 440%
- Skilling up effect rate is additive Ex: 35% chance to stun, a 15% increase means 35%+15% = 50% chance to stun
7.
All units have a chance (50%?) to glance against weak elements to deal less damage (~45-50% according to wiki) and not activate ability effects (some exceptions like Bella’s Seize and passives like Hwa’s). They also have -15% chance to crit on top of that
8.
All units get a bonus 15% crit chance against elements they are strong against and a chance (15%?) of crushing hits (30% more damage – that’s the base damage, no Crit. Generally Crit > Crushing in all cases, except perhaps Camilla)
9.
You can earn crystals by installing Com2Us games (go into Events => Earn game cash). Just install, login with your Hive ID, then uninstall. Or get hooked to another game who knows
10. QOL items
- You can change animation speed to 3X, that’s the default play speed
- You can remove boss animation and have a dungeon run ending buzz by tapping your portrait on the main island screen
- You can select boss prioritization on the corner left (Crytals or boss)
- You can tap a monster during auto (Eg: Zaiross in DB10) to focus it
- Crit animations are unavoidable. However, if you do an AoE attack like Amp Magic, select an element you’re weak against to reduce the chance of the crit animation
Bonus
- In-game temporary buffs and debuffs affect total values (Ie. Attack buff will add 50% total attack)
- Leader skills will “turn orange” when they are active and remain grey otherwise
- Lightning on power up appears to be random but usually it’s when you would have already MAX level the monster anyways
- Leader skill bonus, runes and glory/GW towers give bonuses based on the unit’s base stat
- Summons are intended to be random. There are time gate theories and popular beliefs that you can read up on.
- Elemental scrolls and Summon Stones appear to have fewer lightnings than Mystic scrolls
- Your shop quality increases with your account level.
Runes
- Slot 1 is flat Atk and cannot roll Def
- Slot 3 is flat Def and cannot roll Atk
- Slot 5 is flat HP
- Slots 2, 4 and 6 can all roll HP%, Atk% and Def%. You want those and not flat stats
- Slot 2 can roll SPD, Slot 4 can roll CritRate and CritDamage and Slot 6 can roll Accuracy and Resistance, as a unique ‘perk’
- Runes drop from scenarios following the scenario level number (Stage 1 = Slot 1, etc.) And the boss level is random. You can get up to Green runes on stages and Blue runes on the boss level. Purple and up come from Cairos and your credit card
- Runes can come with a prefix (substat on top) that does not upgrade. So the most efficient rune is a 6* legendary with a prefix and maximum rolls in all substats.
- White runes come with no substat, green with 1, blue with 2, purple with 3 and orange with 4. When you upgrade a rune to 3/6/9/12 the color changes to the next one and you gain a new substat if the color has changed
Do you have more facts for Summoners War? Please let us know in the comments and we will expand this article.
Let me start off by saying do not follow in my footsteps. My earliest articles were made way back when I didn’t have Veromos, didn’t care about GB10, and still used four-star runes. With that being said, I’m going to use my past mistakes as an informative guide on what not to do as an SW newbie. Please keep in mind that everything I mention here is something that I have done in my past.
On another occasion, a powerful datu proposed an alliance with Bullard, for the purposes of defeating Pershing and establishing overlordship over the entire Lake Lanao region. Instead, they saw them as two powerful chieftains who might become rivals. Blackjack pershing spanish american war. During Pershing's March Around Lake Lanao, one Moro ran to Bullard, exclaiming that Pershing had gone Juramentado, meaning berserk and that Bullard had better run up the (signaling that they had no quarrel with Pershing's troops). Bullard was unable to explain to the Moro why he was not worried about Pershing's approach.
If you start digging through my post history, you’re going to see another, earlier article on what not to do in Summoner’s War. However, that article didn’t have that much information in it, and now that it’s been a little less than two years since writing that, I figured that now that I had more experience I could make a better article. Let’s begin!
Oh, Veromos, you’re a good dark demon with cleansing magic. I don’t know why so many newbies insist on not fusing you. Seriously, though; the amount of people who think they don’t need Veromos is outstanding.
I mean, sure, you could manage to scrape by without him, have 5 minute GB8 runs; but for real, guys, Veromos makes it ten times easier to progress in the game. Getting your GB10 team up and running along with stable is just the very beginning of the game. Veromos is essential to having a GB10 team: he provides Continuous Damage, an AoE stun and can cleanse the defense break the GB10 boss applies off of all allies.
I actually didn’t fuse Veromos until a year and a half into the game, after I had gotten Charlotte, Ritesh, and Eladriel. It took me another two months to stop being stubborn and follow some GB10 guides to make a proper team. My reason behind not fusing Veromos was that I thought it wasn’t worth my time, and I could get by just fine without him.
According to my six-minute GB6 team that consisted of Charlotte, Chloe, Shannon, Frigate, and Ritesh, I obviously couldn’t. I was a young and stupid kid. Finally, after a few months of leveling up monsters and awakening stuff, I had my Veromos and finally started building my Belladeon. After a bit of experimentation my first stable GB10 team was Veromos (L), Eladriel, Charlotte, Shannon, and Belladeon. That day was a good day for me.
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Of course, you’re probably not going to be as lucky as I was, so I wouldn’t recommend following my GB10 team. The standard GB10 team anyone can acquire consists of Veromos, Shannon, Belladeon, Bernard, and a +1. The +1 can vary, but most people recommend Darion. Go check out some guides to GB10 for the runes and stats you need for each monster and you’ll be on your way to being a not-horrible player!
I am aware of some people having found out that if you want to speed through GB10, you could just completely skip Veromos and fuse Sigmarus first things first, but there are ups to having Veromos, such as having a very versatile mon who can really help in GB10, DB10 and TOA. I do recommend fusing Sigmarus too, though! He’s really good as your AoE water damage dealer and has great Crowd Control.
So there are a bunch of things that you could do horribly, horribly wrong when it comes to who to feed and who to keep. Here’s something I did once: I fed my Draco to Orion. Now, if you don’t know, Draco is the fire Brownie Magician, and Orion is the water one. Feed one to the other, and you’ll level up one of their skills.
They’re also both natural 4 star mons, which means they’re significantly rarer than your average three-star. Guess what. That Draco I fed more than 3 years ago was my only copy of Draco. In all my years of placing, I have gotten back every four-star monster I fed away except Draco. It would be worse if Draco had been a super overpowered monster, like Garo (another guy I fed away but managed to get back), but at this point I don’t care.
What am I trying to say with this story, you may ask? NEVER feed away any natural four star or natural five stars. You never know if they’re a super good monster in disguise or will get buffed soon to be better. Don’t do what I did. Don’t feed your Draco.
For that matter, you should also restrain from feeding away any three-stars who are used to fuse better monsters. You’ll never know when you’re about to fuse some awesome nat5 like Jeanne, and then you realize “wait, where’s my Purian?” You’ll think that you can just summon him or find his Secret Dungeon, but then a big wave of bad luck hits ya. Granted, it’s gotten a lot easier for you to be able to fuse things, now that most of the monsters are farmable/drop from scenarios.
You can usually tell which monsters are fusion materials, because in the bottom right corner in the Power-Up Circle they’ll have a little fusion hexagram on their icon, like this:
TL;DR: Do not feed: fusion three-stars, your only copy of 4-star monsters, ANY Nat5.
How many newbies even know that you can lock your monsters? “Locking” them means that you can prevent them from getting fed or used as evolution material. You may be wondering why you would even want to do this. After all, it’s inconvenient for powering up your mons!
Here’s the thing, though: You can choose to only lock the monsters that are important to you, such as your newly built Shannon or your Lapis. I’m not expecting you to go around, locking every last one of your monsters; just lock the important ones. Believe me, it could save you from accidentally feeding away a particularly important monster and any runes on them.
To lock your monsters, click on the cog wheel in the bottom right corner of their info screen.
Once you bring up the menu item, choose “Lock Monster” and hit Change. It’s as simple as that!
It’s easy to mess up what makes runes good or not. There’s the whole thing about what stats go well on what monsters, whether blue runes are worth selling or keeping, the main stats (slots 2/4/6), and don’t even get me started on substats! Runes are actually super important – sometimes even more so than just the monsters.
I’m actually gonna try and write some articles about substats later on and what I’ve learned as to what makes them good or not, but let’s just talk about the main things. The “main stats” are slots 2/4/6, because they can have different stats each time. Slots 1/3/5 always have the same main stats, so don’t try to farm for any odd-slot runes that have any different main stats.
Slot 1 will always be flat ATK – “flat” meaning just a set number instead of a percentage of the monster’s base stats will be applied. Slot 3 will always have flat defense, and slot 5 flat HP. With these slots, the substats are the stuff that matters. Now, let’s talk about the main stats of slot 2/4/6. Planet 7 casino free no deposit bonus codes. These are the ones that are can change. Don’t get me wrong; you can’t change the main stat of runes once you get them, but you can get runes with different main stats from each other.
Slot 2 has 7 possible main stats: HP, HP%, DEF, DEF%, ATK, ATK%, and SPD. You’ll notice that there is no percentage for the SPD – or speed – main stat. Truth is, I’m still not sure why they don’t have percentages for SPD, but that’s just how Summoner’s War works, I guess. Now, people say to never use flat stat 2/4/6 runes, but Slot 2 is the only exception: that being the SPD main stat.
Half the time, people say that the best Slot 2 main stat is SPD. Speed is an incredibly important part of the meta, which you’ll learn later. Usually, the best Slot 2 stat to use is SPD, due to the speed meta. However, some bruisers/tanks will use HP%/DEF%, and attackers will use ATK% stats.
There’s also something else I’d like to point out before we go on: each of the even-slots have at least one substat that can only be found on their rune. The slot 2 rune is the only rune that can have SPD has a main stat.
Now let’s talk about slot 4. Slot 4 can have HP, HP%, DEF, DEF%, ATK%, ATK, Crit Rate% and Crit DMG%. Crit Rate and Crit Damage are the slot-4 exclusive runes. People usually don’t like to use slot 4 runes with ATK% on them as the main stat, due to the fact that using the Crit DMG% runes means you can get way more damage than with just substats alone. However, attack based healers like Mihyang will usually call for slot 4 ATK% runes.
Slot 4 Crit Rate runes are…situational. There are maybe two monsters off the top of my head that would benefit from slot 4 Crit Rate runes; them being Diana the wind Unicorn (a late-game monster whose got a passive that increases her attack bar by 25% per critical hit) and Verdehile the fire Vampire (who increases the attack bar of all allies by 20% per critical hit). Overall, I’d skip using the Crit Rate runes. The best slot 4 runes to use would be Crit DMG% and HP%. DEF% runes are for tanky defense-based mons.
Slot 6 has HP, HP%, DEF, DEF%, ATK, ATK%, ACC% and RES%. ACC% and RES% are its two unique main stats; that being Accuracy and Resistance. The two best main stats for this slot are HP% and ATK%. The RES% and ACC% are, again, situational. You normally would use ACC% only for monsters who absolutely need 100% Accuracy to shine in, say, the Arena, such as Galleon. The accuracy in GB10 and NB10 are capped at 45%, though. DB10 is capped at 55%.
RES% is only for the super-tanky nukers who absolutely need to resist any debuff that your enemies may throw on them. Monsters that come to mind are Rina, Ariel, Dias and Khmun. The RES% runes are surprisingly efficient, too. All monsters come with at least a base Resistance of 15%. A six-star, maxed out RES% rune gives 64% resistance. If you throw this rune onto your monster, they’ll automatically have 79%, just from this alone; meaning you only have to get 21% of resistance from substats to totally max it out.
Here’s the thing: Not everyone in this game wants to help you. Some people just want to watch the world burn, and they could easily do this by telling newbies in chat completely wrong advice that should be followed whatsoever. They might say something like “feed away your Magic Knight, she’s useless” or even something as simple as “you can get legendary runes in the Hell difficulty in scenarios.” (Spoiler alert: You cannot.)
My advice would be to take everything that the chat tells you with a grain of salt. You can listen (er, read) to what they tell you, but try to get a second opinion. If you have a friend who’s also into SW, you can ask them about it, or you can look on the internet. The Summoner’s War subreddit or this website here is a good place to start. We won’t lie to you; promise!
Anyway, those are a few well known (and even some lesser known) tips about Summoner’s War about what you definitely shouldn’t do. I’m Sara Ann, and I’ll see you in the next article!
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