Wednesday, October 1, 2014

Summoner's War: Fire Magical Archer Rune Theory Crafting

Here are the basic stats for this monster:

Fire Magical Archer
 
Rank
3 Star
 
Type
Attack
 
Level
1
25
HP
1635
2940
ATK
153
275
DEF
102
183
SPD
104
 
 
 
 
Crit Rate
15
 
Crit Dmg
50
 
Res
15
 
Acc
0

As we can see from the above stats, you would think that this character would be an all out offensive attacker, but then we look at the skills:

1. Attack and increase dmg by 15% for every debuff on target
2. AoE attack which also inflicts slow for two turns with 50% chance.  4 turn recharge
3. AoE attack 2x which also inflicts DoT for three turns with 35% chance on each attack. 6 turn recharge

Okay, so I will admit that that I was not expecting those kinds of skills when I looked at the massive starting ATK stat, but I think it can turn out to be a good surprise. =D

One thing we can definitely point out is that this character is really in their element when the enemy team is loaded up with debuffs.

Although one of my first thoughts is to focus on increasing critical damage and critical rate to take advantage of that quite high base atk, I think that isn't the best way forward due to the monster's low hp and def values.  They are not THAT bad, but it is still something to consider.

Here is my choice for runes:

Vampire (regain hp on hit): 1 set
Blade(+ crit rate): 1 set

Rune stats:

2. SPD
4. ATK% if 3*, otherwise ATK
6. ATK% if 3*, otherwise ATK

Why vampire?  Because now the monster is self healing when it attacks.  Since all of the rune stats will be focused into ATK, normal attacks will do a good amount of damage, which means that the vampire rune set will heal for more.  Another good reason for using this rune set is that this monster has two skills that are AoE, which means there are more sources of hp gain.

Since the vampire set takes 4 runes, I needed to add in a 2 rune set.  I could have chosen Energy to have a slightly larger max HP, but I chose to go with blade to increase my critical hit chance.  Since critical hits start at 1.5x normal damage, this means the more we have critical hits, the larger the self healing will be.

Now I will have to say that with the above rune choices, this monster is susceptible to burst damage.  With it's moderately low base hp and low defense scores, it is always going to be susceptible to burst damage.  If this monster gets priority targeted, then you can kiss it goodbye.

Additional notes:

Rune slot #4 can also be used for +% crit rate.  if a 3* rune is found, at +6 the crit chance can be increased by 15% just from this one rune.  This is something to highly consider in place of atk%, but it is a tough decision.

10/6/14 Addendum:

I was able to find a 3* crit rate rune for slot #4 and I must say that it was worth it.  This Magical Archer packs a mean punch with a decent critical rate.  I almost don't want to switch from Fatal to Vampiric runes.


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