Buildings are special structures which possess a variety of different abilities and serve many different roles. Some buildings are used to summon monsters or store them away, while others are used to provide various services for players and even provide various bonuses, such as additional Mana Stones or bonuses to Monster stats. Buildings are usually constructed instantly, although they cost.
Summoners War Unit Rune Chart by Skeletoon
This table is always subjected to change.
Use Ctrl+F for easier searching
Below 30% Critical Rate, use Fatal Atk%/Atk%/Atk%.
Between 30% and 45% Critical Rate, use Rage Atk%/Atk%/Atk%. Between 46% and 58% Critical Rate, use Fatal Atk%/Crit.D/Atk%. 59% and above, use Rage Atk%/Crit.D/Atk%. This means if you spot a unit that has Slot (4) Atk% and is meant for damage then it can be replaced with CritDmg% (with the exception of units that use bombs) Same goes with Fatal or Rage It can also apply to units that use def% to increase their attack (E.g. Lizardman)
Before you complain about why I didn’t use Rage+Blade (Atk%/CritRate%/Atk%) please note that you are sacrificing a lot of potential damage from the 4th slot just to bump up your critRate and have an additional 30% critDmg. Are you willing to sacrifice a whole 64% atk power just for an additional 30% CritDmg?
All Acc% and Res% slot(6) stats can be replaced with the primary Atk%/Def%/HP% if you are able to gather enough substats. With units that have no indication of Atk%/Def%/HP% (E.g. (Spd/CritRate%/Acc%)) refer to the type of unit it will be (e.g. Attack, Defense, HP[with support units, it’s recommended that you find the highest above average using this to guide you.
Despair+Focus or CritDmg for Dark Marital Cat if against Light Bearman in Arena
Fire Death Knight should only use Violent if he has high enough HP stats. The same applies to Dark Sylphid and Dark Pioneer
All units will be following the fire format since that element was the first element I started with (meaning the E.Priest will be located in the 4* section
It is recommended that Lushen should only use a despair set if you have a second one and that the reason for accuracy is to make the unrecoverable hit the opponent which is useful for Hall of Wind
Summoners War Rune Maximizing Guide by Abs01ut3
I’ll cover the topics of advance runing. Note that I will not cover basic rune properties, but the keyword I’ll focus on here is “efficiency”.
Here are some examples of what this guide can do for you:
Also, note that (like my other guide) this one will also be lengthy. I’m not one to withhold information, so I just disclose everything I know on the topics. Just try not to rush it and you might actually enjoy the analyses.
Without further ado, let’s start the guide!
P.S: Text colored this way is outdated, before the rune system overhaul. It still contain valuable concepts, and thus it is recommended that you read the old texts before reading the new texts to gain a better understanding, although it is not necessary. Any mention of “Chart XX” refers to the old charts linked below, not the new ones.
Summoners War Blade Rune
Rune Chart
Note: This section only comprises of the chart and raw data. The entire interpretations and analyses will be provided on the FAQ below, so don’t be disheartened or overwhelmed if you don’t understand the table right now; You’re not meant to.
Chart1
Some explanations:
Chart2
Further explanations:
Chart 3
Some explanations:
The old charts are linked here:
FAQ
Welcome to the FAQ section. Here we’ll try to decipher the ugly looking tables above to answer questions of our own. We will refer to both charts fairly frequently, so I suggest opening the charts on a separate tab for ease of viewing.
List of questions and common beliefs:
1. Flat stats are useless at slot 2/4/6.
A: Mostly true. Flat stats on slot 2/4/6 (where you can have the scaling rune option) are severely outclassed by their scaling counterparts. This is especially true when you raise your units to 4* and above, since their higher base stats will allow percentage-based stat to outperform flat stats. There are very few exceptions to this, mainly if the units are still in 2* and 3*, in which case you’re much better off evolving them rather than min-maxing using flat runes. There may exist (though I rather doubt it) units with such a low base stat that you’d prefer a flat over scaling rune. Here’s a simple table showing the threshold under which flat stat is better than scaling stat at max level (15). As you can see, you’ll be hard pressed to find a maxed 5* (and above) unit with such a low base stat.
2. You should find at least 3* runes to engrave ASAP. None of the 2* runes and below are worth keeping.
A: Mostly true. Based on Chart1, we look at the growth rate. Growth rate (the second value) is the most important part here, since that number will be multiplied 9 times, 12 times over as we upgrade them. From there, you can see that almost every rune has a growth rate bump at 3* (eg: HP% growth rate climbs from 1% to 2% per level at 3*). The only exceptions are flat stats (flat HP, Atk, Def, speed) and crit damage (a stat you won’t bother much with when you are still debating between 2* and 3* rune). Even then, I’d argue that 3* rune can be found early enough, and the upgrade cost difference between 2* and 3* is miniscule enough, to always prefer 3* runes and above. If you’re stuck early game, you can power-up your 1* and 2* rune, but +3 is my limit; even +6 is questionable in my opinion.
Of course, come mid-game, none of the 2* runes are worth keeping, however “heroic” or “legendary” the rune may be, because sub-stat gain below 3* is especially atrocious.
Epson projector wifi software for mac. 3. You should engrave 4* runes and ditch 3* runes whenever you can farm for them, same goes for 5* and 4*, 6* and 5*.
A: NO. Here we’ll make use of a concept called “pit stop“. What is a pit stop? Basically, it’s a rune star that occupies a sweet spot (usually after a growth rate bump). Even more confused? No problem! Let’s try to apply this concept:
Therefore, for critical rate, there is a sweet spot (pit stop) at 3* and 6*. If I’m starved for mana (as many others do), I would stop (thus the “pit stop” phrase) at 3* rune, ignoring 4* and 5* until I can get my hands on 6*, barring overriding circumstances. These circumstances are if I severely need an extra 1 or 2% (water imp acc and crit% being foremost) or if the 4* and 5* have exceptional sub-stats. I wouldn’t even hesitate to have a +15 3* critical rate rune. Yes, I know it’s against the common sense (max out 3* rune? WTF!!), but the cost you incur to get those +15 at 4* and 5* are HUGE for a mere 1% and 2%.
Finally understood the “pit stop” concept? Good! Now I’ll outline all the pit stops for your convenience:
I’ve also designed Chart2 in mind to show you all the pit stops. Any “inefficient” star level has been crossed out from the chart (you can consult Chart1 to see why). Also, each cell is color-coded; the darker the tint, the better a pit stop it is, and vice versa (you can see Speed having its unusual bump at 5*). This also explains why 6* is such a powerful upgrade over 5* runes.
P.S: Higher stars runes will have better sub-stats (tested). Therefore, if you’re lucky and found a good rune (eg: 5* heroic critical rate rune with crit dmg, crit % and HP% sub-stat) then it IS a worthy upgrade and you should switch to it.
A: Depends on the cost/benefit. As of the latest update, many of the pit stops have become less pronounced. Many of the gaps have been filled by Com2Us, resulting in a term I called “linearization”. Let me show you how.
On Chart3, notice the relation between darker tinted line (post-patch) and lighter one (pre-patch), in relation to the trendline. You can immediately see that the post-patch values are much closer in shape to the straight line. The straight line is the trendline, which means that a perfect rune growth across stars have no bumps and no pit stops to speak of; every point is equally efficient. Incidentally, the kinks on the lighter tinted line is perfectly correlated with out pit stops. Where the line is far above the trendline, we have our pit stops. The difference in height between them shows how big the pit stop magnitude is. Just compare any of them, for example on crit%. 3 star crit% rune is far above the trendline, where 4* and 5* is far below. This means that 3* crit% rune is a pit stop, while 4* and 5* runes are comparatively less efficient (look at the depth of the trough in 5* crit% rune). It is exactly the same as our conclusion above. All other stats follow as such.
The darker tinted line, in comparison, is less kinky, which means that it has less potential for pit stops. It’s as if Com2Us dev department wanted to emulate the trendline. Therefore, most pit stops have become less pronounced. However, there is still a marked jump from 5* to 6* runes, and so the benefits of 5* runes are still considerably different from their 6* versions. Also, you can still use pit stops on any point that is above the trendline. For example, 3* HP/Atk/Def runes are more cost-effective than 5*, since one is above the trendline and another is below it. It’s just less noticeable / much more efficient than before. As before, Chart1 is color-coded; the darker it is, the greater the pit stop potential.
Since the runes are more linear in benefits, you could theoretically graduate from 3* rune to 4*, 5*, and so on. However, I still strongly recommend that you first invest in at least 3* runes, then only move 0-1 time before stopping at 6* rune (ie: either move from 3* straight to 6* or only jump once to 4* or 5* on the way). This is because you need to re-upgrade those runes every time you move up, and they don’t come by cheap. You’ll need all those mana (and more) when you handle 6* runes.
4. Each rune is only worth raising to 3 times the number of stars. Therefore, raise a 3* rune to +9 until you can find a 4*, which is worth a +12 at most, and so on.
A: It depends, but mostly NO. Refer to question 3. For 1* and 2* the rule of thumb is valid (although I’m kinda iffy on +6 2* runes). It is also perfectly fine for flat stats, but some tiers have such a nice pit stop that I would +12 them, if not +15 altogether.
A: Much more reason to, but still NO. The cost of moving from 3* +9 rune, to 4* +12 rune, 5* +15 rune, 6* +15 rune is enormous. You’re much better served choosing a rune with good sub-stats and +12 them, even if it’s just a 3 star rune. Having a strong rune in +12 form is much better than spreading out the mana across multiple mediocre ones.
Guard Rune With Crit Dmg Summoners War 3
5. Only use 3* rune until you can find a 6* rune to save cost; Don’t use 4* and 5* runes since you will replace them soon after you find 6*.
A: It depends, but mostly NO. Again, refer to question 3.
A: No big reason to stick to 3* runes anymore. The star growth has been smoothened out, so you could conceivably stop at 4*, or 5*, etc. They are no longer inefficient (they are closer to the trendline now). The top-left graph in Chart3 shows the post-patch comparison to all rune stars. From there, we can derive several things:
6. How do you find specific 5* and 6* runes?
A: Here is the comprehensive list of all the methods to obtain them:
And as a bonus, here are some some tips on buying runes from the magic shop:
7. Which is better for me, Swift or Violent set?
A: It depends. I feel like this is the question where I honestly can’t give you a “rule of thumb” answer. Both have values in late-game. Before I do a pros/cons analysis, let’s examine what we do know and take it a step further.
You know that Swift’s effect is only applied to the base stat. All other speed stats are piled upon this bonus. But do you know that the more speed you stack on your runes, the less “effective” Swift effect is? Let’s compare some numbers.
You are considering outfitting a Megan with the Swift set. She already has 3 speed as a sub-stat from her Focus set. Now, you want to evaluate the effect of Swift (Swift will give 25% of her 97 base speed, or 24.25 extra speed):
As you can see, even though Swift’s effect is static, the more speed you stack, the less pronounced Swift’s effect is. This does not mean that Swift is less useful; it only means its marginal effect is less.
Now, let’s compare it to the Violent set. Violent offers 20% extra turn. The following table will show you how much extra speed Violent gives:
This means that you have 20% chance of acting at least once, 4% chance of acting at least twice, etc. Over time (infinite and averaging), Violent will give you 25% extra speed in the long run.
Now, what does this mean? This means that Violent’s effect is constant, unlike Swift’s. A Violent set will always give you 25% extra speed (in the long run), regardless of how much speed you stack.
Now that you know this information, does that mean Violent is always superior than Swift, given that Violent is always 25% extra speed, while Swift’s 25% is diminished if you invest in even 1 extra speed? The answer is NO.
Here are some arguments that favor Swift:
Here are some arguments that favor Violent:
8. I need both accuracy and HP on my unit. Should I go for Focus + HP% rune or Energy + Acc% rune?
A: Case-by-case basis. If you need both stats, there are two ways to get them from runes: Set and Main stat.
Suppose I tell you that if you go for bundle A, you will get 40% Acc and 30% HP, and if you go for bundle B you will get 50% Acc and 30% HP. Which bundle would you choose? Obviously, it’s bundle B. But how can we capture this information from the chart? Well, enter the second-half (right part) of Chart2.
The first number we can consider is Value. You can interpret it as the extra stat the set pegs into your runes. So for Fatal set, you can assume that each Fatal rune you assemble will give you 7.5% extra damage (so with a 4-set it’s 30%). Now, this gives you some indication of how much each set gives you, but you also want to know of the set is strong relative to the specific rune.
Here’s where the 3 ratios come in. For now, let’s use the 6* Ratio number. This is the ratio you use if you assume all runes are at 6*. As you can see, the calculation is Value*100/ FinalValue of 6* rune. This means that the set benefits (Value) is on the numerator, and the rune benefits (Final Value of 6* rune) is on the denominator.
The larger a ratio number is, the stronger the set benefit compared to the rune, and vice versa. In other words,if the ratio is large, you should get the set benefits over the rune. This can be either because the set benefit is particularly strong (large numerator), or the specific rune for it is particularly weak (small denominator). This might seem like a meaningless mumbo-jumbo to you, so let’s try out 2 examples:
1. Acc vs HP%. In the 6* Ratio, Acc is 15.6, while HP% is 11.9. Therefore, Acc has a larger ratio, and you should use Focus set and HP% rune. Why is this so? Let’s compare bundle A (3 Focus, 1 HP% rune) with bundle B (3 Energy, 1 Acc% rune). If our theory is correct, bundle A (with Focus and HP% rune) should win.
Bundle A gives you 18% extra worth of stats for the cost of 4%. If you are not strapped for runes, you can find a 4% sub-stat much, much easier than you would for 18%.
You might make the argument of “What if I need 100% Acc, or 100% crit rate?” My response to this is that you should do this min-maxing when you still have a blank slate, so you get to fill up the missing stat from sub-stats. Doing this will min-max your units to their absolute peak.
2. Res vs HP% (personal experience). Those who answered my posts (thank you!) will know that I’m raising a 6* Rina for AD and Faimon farming. Right now, I want to make a 100% Res Rina. Obviously, I need to balance between Res and HP. Since Rina’s base Res is 40%, I need another 60% from runes. I can do this with eitherbundle A (Energy x3 with Res slot 6) or bundle B (Endure x2 Energy x1 with HP% slot 6). For both case I can fill the remaining < 20% Res from sub-stat. https://newai734.weebly.com/canon-pixma-tr8520-download-mac.html. I’m also not able to afford 6*, so I use Pre-6* Ratio. Here are the comparisons:
The Pre-6* Ratio for HP% is 14.7 and the ratio for Res is 19.6. Do you think the ratio supports our conclusion? (the theory states that the higher ratio stat should be used as a set bonus, and cover the lower ratio with rune, or bundle B as per the theory)
Which ratio should you use?
Also, some general inferences:
9. Should I maximize strength or cover the weak stats of my units?
A: Maximize strength, most of the time. This is the easiest question to answer. Your base stat mostly defines your role (nukers such as Lushen typically has high base Atk), and scaling runes work best on high base value. If SW is a game where flat stat runes rule, then my answer might be different, but here, you don’t get as much benefit from multiplying an already low number by a percentage than a high number. This means that Def% rune for your Water Imp won’t do jack. This is especially prominent in Speed. Many players try to equip their Dragon (or other similarly slow units) with Swift set. Now, I’m not saying that they don’t need Speed to do their job, but % of a low number is still a low number. What you can do here is two-fold:
The only exception is if you absolutely, 100%, need that particular stat to do the unit’s niche, in which case you just have to suck it up and suffer the inefficiencies. A popular example is Megan. Megan’s 97 speed isn’t particularly good, but Swift is always the best set for her, given her need to go first.
10. Why do I see so few Fatal and Energy set used in high-level tier, and disproportionately more Despair, Violent, etc?
A: Because those stats aren’t easily replicated. Look at the top 100 arena players. Many of them have units with 6* runes, but their sets are different from yours; they might use more despair, violent, and swift, and less fatal and energy. Now, you might ask, why is this so? Should you mimic them and get those sets as well? Does this mean that as soon as you use those sets you will climb arena ladder? Not necessarily!
There are several reasons why they use those runes. The easiest one is of course, because they can have it. The average player simply doesn’t have enough 6* Despair, Violent, and Vampire runes lying around. B10 Dragon is also much harder than B10 Giant to farm, and so Violent, Will, etc sets are harder for new players to obtain. The second reason is a bit more subtle.
These players, with access of 6* runes, can easily have lots of Atk, HP, etc. Let’s compare two players, a top 100 player and our classic average Joe. Both have a attacker monster to fit runes with.
Now, suppose that both player decide to min-max a bit. A Fatal set for our average Joe will give him 30/214 = 14% extra attack, while a Fatal set for the top 100 arena player will give him 30/289 = 10.4% extra attack. As you can see, with a similar set, average Joe has more to gain relative to the top 100 arena player. To put it another way, the more you stack a stat, the less effective each additional ones are. Another direct example of this is our Swift calculations at question 7.
Knowing this, it is easy to predict why the top players behave as such. They will have a lot of extra HP, Atk, Def (slot 1/3/5 also give a lot at +15 6*), making those sets not as useful. They also get a lot of extra sub-stats, making a 100% crit rate especially easy to reach.
Mathematically, based on Chart2, they operate on 6* Ratio, while we might operate at Pre-6* Ratio (check the numbers: 6* Ratio numbers are lower across the board). As we know from the theory, a lower ratio means the related set is not as favorable. This means that they tend to stay away from these sets and favor sets that have no rune equivalent. What are these? You guessed it: Despair, Vampire and Violent. The only set still going strong is Swift, and that is more due to speed’s strength in arena than due to efficiency itself.
Once the high-tier players have accumulated enough 6* Atk/HP/other stats, they will suffer diminishing returns from stacking more of them. This is when stat-related sets such as Rage, Blade, Fatal, etc fade and Violent, Revenge, etc rise in appeal. Their effects are unique and hard to replicate, and thus these sets have suffered no diminishing returns yet. That’s why you see a Violent Sigmarus instead of Rage Sigmarus.
Knowing this, does this mean that having the same set preferences as top players will make you min-max better? NO. They have their own constraints, and you have your own constraints. They avoid Fatal runes because they have stacked enough Atk, while the same cannot be said for you. Each side has his/her own limitations, and each operates to optimize his/her own situation. When you have stacked more Atk (6* runes), THEN you might want to consider other sets.
11. Download rhapsody for mac. What do you think of the January ’15 rune system overhaul?
A: Non- pit stops are less of a rip off, but there are still recurring patterns. TBA….
And so we have come to the end of this guide. Any comments, whether constructive or destructive, are appreciated!
Comments are closed.
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