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Summoners War Rune Slot 3 Atk

Summoners War Rune Slot 3 Atk Rating: 6,0/10 7267 votes

Summoners War Attacker Runes Guide by K1

  1. If you are not understand the abbreviations players are using when talking about runes, read about Summoners War Slang. Rune Best Practices. Elements are sorted through their corresponding color. CritDmg or Atk% in Slot 4 (Excluding bomb units) Below 75% CritRate, use Atk% Above 75% CritRte, use CritDmg%.
  2. Summoners War Rune Slot 3 Atk, pop slots ran out of chips, red rock casino resort food, craps table photo 0 First 3 deposits only, Min deposit £10, Max total Summoners War Rune Slot 3 Atk bonus £500 & 150 spins, Spin value varies, 30x wagering (dep + bonus), 30x on spins, 5x conversion, selected slots only, full T&Cs apply.
  3. Slot (6): HP, HP (%), ATK, ATK (%), DEF, DEF (%), Effect RES (%), ACC Effect (%) For installation rune try a set in order to obtain additional effects of the runes. For example gamers put rune energy fatal 4 sets and 2 sets of monsters so gamers will get an additional effect of 30% and 15% attack hp.

Introduction

An explanation of Fatal and Rage runes, there pros and cons. Here are the calculations for anyone who needs a visual: Fatal: Base stat 100 ATK Rune slot 2: 25% = 25 ATK Rune slot 4: 25% = 25 ATK.

Greetings and welcome. I am K, and I have been playing Summoners War, 100% F2P, since August 2014. While I may not be a top ranking player or a particularly renowned figure, from time to time I do take some enjoyment in playing around with this analytical stuff. The purpose of this guide is to analyze and determine the best set of runes for a standard damage dealing attack monster. We will be looking at the average damage produced by 12 combinations of runes in 2 different grades. Please be aware that certain arbitrary values will be used to simulate realistic builds and situations. The keyword to remember is “reasonable”. Obviously there are some variables that need to be omitted, because they are either too situational or uncontrollable. Let us begin our quest to end this debate.

Stats and Runes

For the purpose of this analysis, we will use a hypothetical monster with 845 base ATK, and the standard starting CR and CD of 15% and 50% respectively. Why 845? 845 is exactly 2/3 of the way up from the lowest base ATK and the highest base ATK in the game. This is the standard I will use for a “pretty good 6-star attacker”. Further testing indicated it does not actually matter what number we choose for this, as we mostly deal with multipliers.

ATKCRI RateCRI Dmg
84515%50%

We will mainly compare the rune sets Fatal/Blade, Rage/Blade, and Violent/Blade. Note that Violent gives a chance for extra turns with an expected value of about 24.85%. We will also list an “other” set, which are rune sets that don’t affect damage, such as Despair and Vampire. As Blade is less commonly used with “other”, it will be excluded. 3 different runes will be tested in slot 4 for each set: ATK%, CR, CD. For all combinations, ATK% runes will be used in slots 2 and 6. To help accommodate both endgame players and players who are still making their way up, we will run the same calculations using 6☆ runes and 5☆ runes. In addition, we will assign the following extra stats, which covers potential substats and stat buffs from buildings: 70% ATK, 24% CR, 80% CD for 6☆ setups, and 35% ATK, 12% CR, 40% CD for 5☆ setups. These values are proportional with rune set bonuses, and are sufficiently balanced and realistic. The following table summary excludes Fatal and Rage set bonuses and slot 4 stats.

GradeSlot 1Slot 2Slot 6BladeExtras
6☆ATK +160ATK +63%ATK +63%CRI Rate +12%ATK +70%CRI Rate +24%CRI Dmg +80%
5☆ATK +135ATK +51%ATK +51%CRI Rate +12%ATK +35%CRI Rate +12%CRI Dmg +40%

Now, we consolidate the base stats and the rune stats. This will be our starting point.

GradeBase ATKATKATK%CRI RateCRI Dmg
6☆845160196%51%130%
5☆845135137%39%90%

Analysis

Bear in mind that, despite the RNG’s often ridiculous effects, we are mainly comparing averages produced by an infinite number of hits. In the following tables, the highest value under each star grade will be in bold. I feel at this point I should spoil something a lot of you have probably guessed: Violent will technically win in every case we test. However, at the end I will explain why it still may not always be the best in practice despite being mathematically superior to Fatal and Rage. For now, I will also highlight the highest non-Violent value in bold italics.

Test 1 – Standard

6☆5☆
ATKCRCDATKCRCD
Fatal580368016124387043173904
Rage596271856054387145283763
Violent663176416881433347354282
Other481360174841319335613032

The biggest surprise here is the effectiveness of CR in slot 4 regardless of the rune set. Next to Violent/CR, Rage/CR in slot 4 generates the highest output, even though excess CR beyond 100% does absolutely nothing. If you can reach the CR cap without Blade, you have an opportunity to try things like Energy, Focus, or even Revenge.

Test 2 – Attribute Advantage (CR +15%)

Next, let us examine a common yet rarely considered scenario: attribute advantage.

6☆5☆
ATKCRCDATKCRCD
Fatal648368017055425646234470
Rage677771857052437249174389
Violent740876427928476550714903
Other543561215679354038503529
Summoners war rune rolls

With 24% wasted CR, Violent/CR has surpassed by Violent/CD. Interestingly, Rage/CR still holds runner-up. Since the 5☆ setups do not have any excess CR, Violent/CR and Rage/CR are still the top performers there.

Test 3 – Attribute Advantage + Awakening Bonus (CR +30%)

Summoners

What if we take it a step further and add another 15% CR as an awakening bonus?

6☆5☆
ATKCRCDATKCRCD
Fatal716468017987464346235036
Rage759171858050487349175014
Violent818676428974519850715523
Other605861216517388640624026

We now have very high starting CR, making slot 4 CR runes obsolete. The marginal benefit of CD has increased, so Violent/CD and Rage/CD lead. At 5☆ though, Fatal/CD compensates for the loss of ATK from both slots 2 and 6. Remember that our beloved and hated Theomars fits this example perfectly, as he has both an awakening CR bonus and attribute advantage against everything. For those of you who use SPD in slot 2, Fatal helps to make up for the lost ATK, but I highly recommend Violent if possible, as it scales better with SPD.

Test 4 – Critical Protection (CR/2)

A final scenario we will explore is the unfavorable case of attacking someone with critical protection. Susano, Acasis, Jubelle, Guillaume, Dias, etc. are able to cut your total CR in half. While it may not be problematic enough to justify changing your runes, we will take a look anyway for completion’s sake.

6☆5☆
ATKCRCDATKCRCD
Fatal464648794540336733753169
Rage457849234358322033332950
Violent530954825102377037743476
Other375439763416274227342386

With total CR drastically reduced, CD has also lost much of its power. Despite being half as effective, it seems additional CR still gives the highest return. Violent/CR and Rage/CR are the top picks, as in the first test. For 5☆, Fatal/CR beats Rage/CR just barely, due to the low total CR. Honestly, this worst case scenario is probably not something for which you should spend too much effort to prepare.

Conclusion

As pointed out in the beginning, while Violent setups performed mathematically better in every test, they are not strictly better in every real situation. Yes, in a long enough battle, Violent allows the highest damage over time. However, what if your attacker is not meant for consistent damage output? What if you absolutely needed that one hit to count, and could not leave it to chance? Fatal and Rage help to ensure your Katarina and Lushen make their kills when you need them to.

When choosing the most effective runes for your attackers, there is no single correct answer. There are simply too many variables that affect the outcome. I even skipped glancing hits because I value my sleep more. This guide merely offers a rough idea of what to choose, based on a hypothetical set of reasonably realistic numbers. If your stats are more balanced or more lopsided than the example, you would have to adjust for those differences. To help answer the common question of how to balance ATK and CD at various CR, the following chart illustrates an example that assumes you have a total of 400% you can freely distribute to either ATK or CD.

Thanks to my guildmates for their support and encouragement, especially to Fodder and Norad for contributing their ideas. Extra special thanks to Jerrod for debating with me in guild chat (in your face), and to Miko for keeping the peace. Finally, thank you all for reading. Your questions and feedback have helped a great deal in improving this guide. Good luck, and happy farming!

Here are the basic stats for this monster:
3 Star
Type
1
HP
2940
153
DEF
183
104
15
Crit Dmg
15
Acc
War
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:

Summoners War Rune Slot 3 Atkins Diet

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

Summoners War Monster Rune Guide

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.
Summoners10/6/14 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.