Summoners are a fully ranged attack type class, with a high affinity for dealing DPS (damage per second) to multiple targets at ones from a variety of sources. Their damage type consists of ticks (attacks done in less damage per hit but in large amount of hits), dot (damage over time; isn’t instantaneous damage), and aoe (area of effect; a large area in which damage or effects are applied). Their skills consist of a summoned bat that can deal damage and slow enemies (if killed or recast it will deal large explosion damage), a large aoe skill that deals dot, a short 8-hit combo skill, and the elite skill which can switched at will to be either an aoe trap, single target dps unit, or character healer. We will come back to the advanced skill later.

Gems

To start off, we’re going to talk about gems. While I understand many people may come here looking for tips on their hero lineup and build in general, gems, and the stats that come from them, are the fundamental base for any character. Without optimal stats a character will not be able to perform at full potential. To put it into simpler terms- you will suck.

The recommended types of gems for a summoner will not vary (unless you as a player are an outlier, in which case a player review may be needed for someone to personally review your toon), however, the amount of each type of gem will. This is because we are not aiming for a certain amount of each gem on a character. Instead we are aiming for ratios of optimal use. These ratios allow for the stat to proc at maximum potential without taking away from other stats that could be invested into.

  • Atk gems- Take as many as you can. It’s that simple: If you have a character gear gem slot that doesn’t have atk in it, then you need to rectify that immediately. Atk is the most important stat from a gem, hands down. It determines the amount of dps you do as it is the base of damage calculation before other modifiers such as skill effects act upon it. Place atk gems everywhere you can on your character and endo and it will not lead you astray.

 

  • Deadly gems- Here’s where it starts to get a bit trickier. Deadly gems aren’t like atk gems in the sense that you want as much as physically possible; they’re taken in relation to the amount of atk your character or hero has. Max atk/14.44= the minimum amount of deadly needed to consistently proc max atk. Summoners don’t need too much deadly on their character, as they have the lowest atk range of all the classes. The lessened need for deadly allows for an individual to take more of the other gems about to be listed.

 

  • Toughness gems- Toughness has an important role to play in pvp: It works as a countermeasure against taking critical hts, and having your hits be parried or dodged. As such, it should be taken in excess for you exo hero, regardless of what it is, to make it  tankier via blocking critical hits. The more char and fusion toughness you have the more dodge and parry stat you are able to bypass and thus effectively hit your opponent.

 

  • +Dmg gems- For summoners these are very useful to place on character. Why? The answer lies in the class skills. A summoner’s skills work together with one another in succession. Because +dmg adds a predetermined amount of dmg to each hit, summoners will benefit immensely. They as a class are CONSTANTLY hitting their targets by dealing dmg in ticks, dot, and aoe and in many small hits that adds up in dps. Not to mention they hit multiple targets at once. Ergo, they gain a lot of use out of +dmg which gives a set amount of dmg per hit. This stat can however be reduced to 0 via damage mitigation from a powerful hero or player, unlike atk, which is why it is important to not solely invest into this skill for dps. Take +dmg in every slot that you have left after meeting the required ratios for deadly and toughness for both char, which shouldn’t be much because of the their atk stat typically being less than that of other classes.

 

  • -Dmg gems- As a rule take these everywhere you can on exo to allow for static dmg mitigation, and possibly on deploy depending on what kind of deploy you run (if bela/odin then -dmg is viable, if hela then don’t bother, if baha I wish the most horrible of curses upon you). Keep in mind that def can be taken in place of -dmg as well so it is important to understand how much you should have in relation to other stats you have on exo.

 

  • Hp gems- Can be taken on exo (and deploy depending on its purpose), though depending on rune setup the amount you wish to take may vary. If running shield or iron heart then take enough to meet your expectations without taking away from defense too much. If running perseverance runes on exo, take none as there would be no point as dmg is capped per hit anyways.

 

  • Pdef/Mdef gems- Depending on rune setup, take varying amount of this. If running perseverance on exo then take a varying amount of each depending on what you need most without paying heed to hp gems. Keep in mind most gem slots on exo should be -dmg/def and toughness, so take def gems in relation to the number of slots you have left open. Also, is viable on tankier deploys.

Secret Slot Gems-
These gems slots can only be unlocked via Godly Casting Stones which can be obtained via events. These gem slots allow you to take an extra gem on each piece of gear on character/treasures on heroes. HOWEVER, it is not bound by the rule of 1 gem type per gear, ergo you can place whatever gem you want here. This poses the question: What gem should I take on each hero and on my character? Well here you go. Please note that this section is subject to change as currently on NA server we are only able to unlock one gem secret gem slot per piece of gear/treasure, whereas in the future the option to unlock more will appear.

  • Summoner Character: Atk or +dmg gems. The reason I am torn between the two of these on a summoner is because while +dmg is generally more useful on the summoner for adding large amounts of dps easily and makes the best of the class skills and hitbox, atk is far more scarcely found for this class, and is the base modifier for all skills and cannot be reduced to 0, unlike +dmg. While you can easily find a modifier for +dmg on godly weapon, a character atk% is next to never found (hell it probably doesn’t even exist in lower awakening grades).
  • Hela: Atk gems. Don’t even think about anything else. It is the best stat for an offensive hero and is the base modifier for the majority of their dps.
  • Odin:Take whatever gems you need on this hero depending on its purpose. For example, if it serves as an exo, its beneficial to take gems that work alongside the other aspects of the hero build, i.e. def or toughness gems. Essentially, build upon its strengths, which is hard to pinpoint as a well-rounded and balanced hero. Despite this, be sure to treat it to the gems it needs the most of depending on its use to you.
  • Belandry: Def or toughness gems. Ggez. -dmg gems are viable on a belandry to reduce incoming damage, but try to build on the strengths of the hero, ergo, use def gems (feel free to use -dmg or hp if you feel like it is lacking in these departments), and toughness to stop incoming crits while also building up fusion toughness.
  • Bahamut: This guy is complicated in the sense that you can take a myriad of gems on him, ranging from def to hp to -dmg to toughness, and they’d all be useful to a certain extent. For Bahamut I say use whatever gems you feel he needs to make up for the stats he is lacking in your build. If you think you Bahamut is not lacking in some way then take -dmg, as it provides more damage reduction or take toughness to reduce the chance if a player critting you substantially.

Hero Lineup

The Norm- Used by most summoners. The 3 different heroes allow for multiple stacks of upgrades without having to spread over to deploy. The Belandry on deploy allows for a buff to player’s bat explosion damage, provides damage mitigation, and provides bonus immunity. The Odin on deploy buffs the Hela 100* enchant effect, thus providing increased dps while alive. Optimal build for low spenders for high power and balance between survivability and dps.
Difficulty: ★
Exo: Bahamut
Endo: Hela
Deploy: Belandry/Odin

The Specialized- Used by summoners with upgrades to spare for deploy. Allows for increased dps upon deploy death and potentially allows for much greater dps for a short duration of time. Useful to a certain degree, but not as cost friendly. Higher-end power, balance between survival and dps.
Difficulty: ★
Exo: Bahamut
Endo: Hela
Deploy: Hela

The Dps- Build for summoners who want increased dps while sacrificing survivability to a certain degree. When deploy dies it gives buff to character atk. Bela buffs bat dmg, provides large immunity bonus and dmg mitigation. Only useful with adequate def gems and runes for Bela as well many upgrades (generally +6 and above, but will vary depedning on what kind of player you fight).
Difficulty: ★★
Exo: Belandry
Endo: Hela
Deploy: Hela

The Holy Grail- This build is exceptionally powerful at taking out enemies, dealing large amounts of damage, high survivability, easy to build, and allows for Bahamut as a knight for some serious benefits to hero stats. However, the drawback is that this build is it’s only viable if each individual hero is completely at peak performance, with near max upgrades on each, high powered runes, nearly completed protection, and optimal stats. As such it is the end game build for summoners, the most effective in terms of survival to dps ratio. The Odin on deploy buffs the Hela 100) enchant effect, thus providing increased dps while alive. Bela buffs bat dmg, provides large immunity bonus and dmg mitigation. Highly don’t recommend building this early game as the benefits will not only not exist for your hero, hero stats will not provide enough dmg migration and survivability will be nil.
Difficulty: ★★
Exo: Belandry
Endo: Hela
Deploy: Odin

The Tank- Not recommended as a build for events and gameplays in which dps is key. Optimal to use in pvp events in which survivability for the team is key such as boss lair (though ineffective on killing and doing damage to the boss), Strongest Team, arena/mines/ai battles, can be useful in underground/ocean/bean if survivability is a problem for you (though in most cases it’s a lack of dps), and useful for not dying in general/absorbing dmg for team in events like valor, 3v3, and Alliance war. Drawbacks are a substantial lack of dps, which can be rectified with a Hela deploy, however only to a certain extent and until it dies. As a result, it is difficult to play with if your intent is to kill the enemy yourself and not rely too much on team to cover for your lack of dps.
Difficulty: ★★★
Exo: Bahamut
Endo: Belandry
Deploy: Odin/Hela

DISCLAIMER: The effectiveness of these builds will vary depending on the opponents you typically face and your own playstyle. Keep in mind that this will have a large impact on the effectiveness of these builds, as will the amount of effort into keeping the heroes used in them at optimal lv and stats. Also, be very warry of spring banner/use spring banner to your own benefit. If you can proc spring banner on most people by using a more power heavy build, such as the tank build, then use that build to have not only increased dps via spring banner, but also have the increased survivability of the tank build.

Runes

Runes needed will vary from player to player depending on their hero lineup, build, and playstyle. Runes will also vary depending on your power in relation to others in your server/interserver. Please note that runes spoken of here will be at RED grade, and thus as at their full optimal use.

Exo Bahamut-

  • Steel armor runes- Use 4-set steel armor runes to provide dmg reduction against you enemies. Useful against summoners, less effective on players with much higher power than yourself or bloods with high dps.
  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits (partially negligible if enemy is much higher power as spring banner bonus dmg ignores perseverance effect). Useful against players with high dps and more optimal than shield runes if you typically die very fast regardless of a exo Bahamut.
  • Iron Heart runes- Use 4-set iron heart runes if you want to become invincible for a short duration of time. This type of rune only activates with a 25% chance, and only will activate IF your hero was about to receive an attack that would have killed it. Said hero then becomes unkillable with 100 hp for the duration of the iron heart effect. Useful when fighting against multiple enemies and/or near heal pickup. Not to be depended on completely as a crutch as it will not activate most of the time, thus providing you with no benefit at all.
  • 2-set runes- After choosing your preferred 4-set rune set, you still have two open rune slots. Here you can either place steel armor for increased -dmg, perseverance for increased hp, or iron heart for increased def. The rune set you use here isn’t too important, and you should look for powerful sub attribute % values on these runes over their set effect.

Exo/Endo Belandry-

  • Steel armor runes- Useful on Bela if built-up excessively to push def as hp, as without proper management of Bela’s stats, will not provide adequate protection from incoming damage. Extremely useful if you are typically ahead of most people in terms of power and survivability as it will provide large amounts of damage mitigation.
  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits. Useful with a Bela exo/endo as it will provide it with more survivability despite having lower hp. Only viable when fighting a high dps enemy or if Bela is not completely built up to provide enough survivability without this rune equipped. Recommended for Belas that are not near max lvl and upgrades.
  • Iron Heart runes- Use this only if you trust in your ability to not die instantly in pvp or have the luck of the gods, as having neither capped dmg per hit or dmg reduction can make you very vulnerable with a Bela exo/endo.
  • 2-set runes- After choosing your preferred 4-set rune set, you still have two open rune slots. Here you can either place steel armor for increased -dmg, perseverance for increased hp, or iron heart for increased def. The rune set you use here isn’t too important, and you should look for powerful sub attribute % values on these runes over their set effect (Preferably def %).

Endo Hela-

  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits. Useful on endo Hela as it will keep it from dying instantly once exo has died, thus providing you with more dps for a longer duration of time. Using 2 different 4-sets of perseverance runes on both exo and endo makes it near impossible for a bloodline to use their 16-combo to kill you as 14 of the 16 hits will be wasted on exo and endo (though this doesn’t apply to bloods with much higher dps than your build is capable of handling as it is possible to kill your character bar in 2 hits).
  • Iron heart runes- 4-set iron heart is not nearly as optimal as perseverance runes for survival as the low hp makes iron heart not nearly as adept at protecting your endo longer than perseverance runes.
  • Sharp edge runes- Much more useful than its atk % based counterpart onslaught, to be used in pvp ONLY. Provides Increased dps output in pvp by 10%.
  • Onslaught runes- Allows for a substantial increase in atk% of hero, and assuming you have a well-built Hela with the recommend amount of atk to deadly ratio, it will provide a nice increase in dps. Increases dps in pvp and pve.
  • 2-set runes- The clear choice for this is onslaught for some atk%. Nothing else really competes, as sharp edge 2-set gives +dmg which isn’t as useful as atk on a hela.

Deploy Hela-

  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits. Useful on deploy Hela to keep it up longer and thus do more damage to enemies.
  • Onslaught runes- Allows for a substantial increase in atk% of Hela and thus increasing its dps, albeit at decreasing its survivability. Useful for gameplays in which sharp edge runes don’t work, ergo pve.
  • Rage runes- If your deploy’s only purpose is to die and give you more atk power, rage is useful for giving you 20 pvp for the duration that it is alive as well. Also, useful on deploys in general that aren’t very well built or not caught up in the player’s lvl.
  • 2-set runes- The clear choice for this is onslaught for some atk%. Nothing else really competes, as sharp edge 2-set gives +dmg which isn’t as useful as atk on a hela.

Deploy Odin-

  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits. Useful on deploy Odin to keep it up longer and thus keep the ghost buff on your Hela up longer.
  • Rage runes- If your deploy’s only purpose is to die or will do so anyways, rage is useful for giving you 20 pvp for the duration that it is alive. Also, useful on deploys in general that aren’t very well built or not caught up in the player’s lvl.
  • Steel armor runes- Use 4-set steel armor runes to provide dmg reduction against you enemies. Mildly useful on odin as it has a good deal of hp and def to keep it alive, but falls short compared to perseverance in protecting it from multiple hits.
  • 2-set runes- After choosing your preferred 4-set rune set, you still have two open rune slots. Here you can either place steel armor for increased -dmg, perseverance for increased hp, or iron heart for increased def. The rune set you use here isn’t too important, and you should look for powerful sub attribute % values on these runes over their set effect.

Deploy Belandry-

  • Steel armor runes- Useful on Bela if built-up excessively to push def as hp, as without proper management of Bela’s stats, will not provide adequate protection from incoming damage. Extremely useful if you are typically ahead of most people in terms of power and survivability as it will provide large amounts of damage mitigation.
  • Perseverance runes- Use 4-set perseverance runes to cap dmg done per hit to 15%, thus making it impossible to kill a hero in less than 7 hits. Useful with a Bela exo as it will provide it with more survivability despite having lower hp. Only viable when fighting a high dps enemy or if Bela is not completely built up to provide enough survivability without this rune equipped. Recommended for Belas that are not near max lvl and upgrades.
  • Rage runes- If your deploy’s only purpose is to die or will do so anyways, rage is useful for giving you 20 pvp for the duration that it is alive. Also, useful on deploys in general that aren’t very well built or not caught up in the player’s lvl.
  • 2-set runes- After choosing your preferred 4-set rune set, you still have two open rune slots. Here you can either place steel armor for increased -dmg, perseverance for increased hp, or iron heart for increased def. The rune set you use here isn’t too important, and you should look for powerful sub attribute % values on these runes over their set effect (Preferably def %).

Deploy Bahamut-

  • No.
  • Steel armor runes- If you find yourself using a Bahamut deploy because of recently made changes to lineup and no other choice, use 4-set steel armor runes to provide dmg reduction against you enemies because of its increasingly absurd amount of hp on deploy due to titles effect.
  • 2-set runes- After choosing your preferred 4-set rune set, you still have two open rune slots. Here you can either place steel armor for increased -dmg, perseverance for increased hp, or iron heart for increased def. The rune set you use here isn’t too important, and you should look for powerful sub attribute % values on these runes over their set effect.

Goddess/Holy Weapons

Another fundamental aspect of a player build is their goddess and holy spot orientation. These allow for the placement of goddesses to character and heroes to increase their stats by a very large amount, which can often make or break a player’s gameplay. Holy weapons are also important aspects of a character and hero’s development and add an extremely high number of stats depending on the way they are cast, and assuming they are done properly.

Goddess-

  • Character- Place offensive type goddesses here that give essential stats to one’s character such as crit, atk, and toughness. Recommended goddesses to place here are Freya, Pandora, Hammanya, Valkyrie, Lolita.
  • Endo- Easily the biggest hero in need of deadly (assuming running Hela), and as a result should have Athena as one or two of your goddesses on endo. Other options include more offensive type goddesses like Freya, Pandora, Hammanya, Valkyrie, Lolita.
  • Exo- Hp goddesses such as Ista, Chang’e, Joan, & Maria and toughness based goddesses should be placed here. Be sure to not take away from necessary stats one char and endo when placing toughness based goddesses here such as Pandora or Freya.
  • Deploy- Place extra goddesses here depending on what kind of deploy you are running and what purpose it should serve. If it is ratter deploy and is just going to die immediately don’t invest too many goddess upgrades into it. If it is to live for an extended period, use hp goddesses. If it is to dish out dmg, then place dps oriented goddesses on it.

 

Holy Weapons-

  • Character- There are two options here- Olympus’ Glory or Odin’s Blessing. Each holy place must only have ONE SET of holy weapons, so don’t try to mix and match or you are losing out on valuable stats. The recommended set for character on summoners is typically Olympus’ Glory as it provides bonus atk% and +dmg, however Odin’s Blessing is also viable assuming that the player in question typically has a very large amount of pvp in relation to the people they fight, otherwise it will not outweigh the benefits of Olympus. Odin’s will also give large amounts of deadly which will allow more gem slots to open up for +dmg gems.
  • Endo- The only viable option here for summoners is Olympus’ Glory, as it gives a large amount of atk % and +dmg increases for every summoned unit the player has out.
  • Exo- Saracen’s Relic is the only option here. Use it to acquire large amounts of hp for your exo.
  • Deploy- Your choice between Odin’s, Olympus’, or Saracen’s depending on deploy’s build and purpose. If to die instantly and do nothing, Odin. If to survive and benefit character, Saracen. If to deal damage, Olympus’.

Additional Notes:

Splitting goddesses becomes an option for when you have more open holy places and need to fill them up. Splitting goddesses increases the stats by which they give in a cumulative total rather than when they were one.

Holy places should be placed accordingly to how your goddesses are oriented. If you follow the above guide on placement, be sure to use a 50% atk spot on char and endo, and a 50% hp on exo. Deploy will vary based on your goddess placement on it.

Elite Skill

Darkshade Drake- A single target, stationary, dps-oriented unit that can deal exceptionally large amounts of damage to a single enemy over time. A necessity in gameplays such as beanstalk, underground castle, dragonslaying, etc. where the objective is to do as much dps in a limited amount of time. Useful in pvp to deal damage to a single unit and chip away at their health faster.

Spiritsoul Bones- A stationary unit that heals your character every 2 seconds while with the range of its aoe. Note that this skill does not heal allies, nor can revive a hero death. Useful in gameplays where survival is hard to maintain such as underground floors with dual bosses, or in boss lair for when you want to go afk and keep your fusion heroes alive (assuming your exo isn’t a bela which can tank the hits anyway), at the cost of dps. Viable in pvp to some extent, mainly used alongside the tank build to promote survivability over damage. Not recommended for other builds.

Underworld Princess- The most annoying skill to ever exist. Deals small amounts of damage in a very large aoe. However, the main aspect of this skill isn’t the damage, but rather, the paralyze. Paralyzed enemies are stuck in place and unable to move (they can still use skills, so a blood could dash towards or away from you for example, but a warrior spin does nothing in terms of movement). This places enemies at a high disadvantage as they are rooted in place and unable to adequately hurt their targets, while the summoner in question can use their skills on them from a distance. Works exceptionally well with silence procs, making a player who is unfortunate enough to be caught in both effects completely useless. The paralyze is said to last 3 secs, however due the effect of bring immune from paralyze being coded to a specific princess, multiple princesses can theoretically trap a player forever, albeit at a very low chance. Being immune from paralyze is said to be 5 secs long, however this is misleading as the immune period from being paralyzed begins immediately upon getting trapped. This is to prevent multiple procs of paralyze from the same princess to stack or refresh the effect. This however, means that upon being released from being trapped, you only get 2 secs of being immune from that player being able to trap you again (but another player can still trap you for this duration). Extremely useful in pvp for 1v1s as it can easily break an entire enemy’s strategy in half if the paralyze procs (also enables kiting on enemy ai), and for the same reason useful in team fights to trap incoming enemies or stop a push. Combined with multiple princesses makes for one annoying team to beat. Not especially useful in pve; may be useful for kiting a boss in underground if you have trouble defeating it, but otherwise underwhelming outside of pvp, where it shines. (If you are a summoner use this skill no matter what in Path to Valor.)

Dragon Crests/Banners

Spring Dragon God-

  • Crests- Take all three of the 3rd tier of crests and upgrade them as you see fit. I would recommend going up to lvl 20 on all of crests unless your toughness is large enough as is. For the 4th crest take the 2nd tier +dmg and max the crest at lvl 20.
  • Banner- I don’t recommend investing into this banner unless your power, relative to most people you fight, is more than 20% of theirs. This is because unless you meet this requirement, the spring banner is effectively useless.

Summer Dragon God-

  • Crests- As these crests affect a summoner’s rain it is arguably the most important to invest into. Take all three of the 3rd tier of crests and upgrade them as you see fit. I would recommend only upgrading to lvl 10 on the deadly crest.  For the 4th crest take the 2nd tier +dmg and max it out at lvl 20.
  • Banner- I recommend upgrading this banner only if your playstyle involves taking a lot of incoming damage but you intend to survive as long as possible. Useful on players with high power relative to most of players.

Fall Dragon God-

  • Crests- Take all three of the 3rd tier of crests and upgrade them as you see fit. I would recommend maxing out on as many as you can without deriving from other crests or banners. For the 4th crest take the 2nd tier +dmg crest and max it at lvl 20.
  • Banner- This banner is mildly useful on a summoner since they can typically kill things from a distance without taking much damage. However, summoners are resilient on their char bar due to their large amounts of def, and as such this banner les them dish out more damage when at low hp. It also acts as a good countermeasure to the loss of Hela 100* buff when hp % is lower than enemy target’s. Level this banner as you see fit, with lvl 20 being the max.

Winter Dragon God-

  • Crests– As these crests affect the summoner’s elite skill, it is arguably the least important. I would advise just leveling the 3rd tiers up to lvl 10. You can invest past that on the crit and toughness crests if you feel like your stationary needs to crit more.
  • Banner- This banner is rng based on its activation and as such it can becomes very useful or completely useless in a life. However, because of spiritsoul bones acting as a healer, the proc chance increases sustainably (assuming you use bones). Useful as a countermeasure to the reduced damage from bringing bones into battle. Can proc without bones of course, giving a sizable increase to dps, and as such is worth investing into, for summoners are expected to live longer than the other classes.

Godly Weapon

A summoner’s godly weapon is ESSENTIAL. If you do not have one of these you are effectively crippling yourself as a player. This is because the godly itself has a 50% damage boost (at max Godly Weapon Skill) to everything. That’s right. EVERYTHING. While this modifier is placed before others such as Hela 100* buff, it is easily the largest increase in dps a summoner can have. It also incorporates the silence feature, a class specific function that enables a summoner to have a 20% chance per hit to place all the target’s skills on cooldown for 3 secs, which effectively cripples an opponent for that duration. Has no immunity period so if it procs again on a target, that target will have their silence period reset to 3 secs. Silence will interrupt bosses’ skills as well, though has no effect on lair boss. Godly skill also provides bonus damage to high speed targets, making players who use the speed buff pickup or use warrior spin skill highly susceptible to incoming damage from a summoner.

Awakenings-

The following will be the awakenings that should be taken from a godly using your awakening stones/gems. Please note that the awakenings listed here are when they are in % value. Static (non-percentage) values may be taken in place of %, only if it outweighs the benefits of the % value, which in most cases, won’t happen.

  • Godly Weapon Skill- Upgrade this to +10 immediately. Do not take anything but this in your first awakening slot.
  • Character or endo crit rate % (Good for increasing total fusion crit and thus making it easier to critical hit enemies.)
  • Atk % on char or endo
  • Character Def % (Only to be taken for the purpose of pushing ranks/leader-boards and gaining power, not to be used in actual combat)
  • Character or endo deadly % (Only to be taken if you cannot meet the recommended ratio for deadly in relation to atk.)
  • Exo or Character hp % (More hp means more trouble for your enemies.)
  • Exo Def % (More defense means more damage reduction from enemy hits)
  • Char, Endo, or Exo toughness % (More toughness makes it so that less people can crit the unit with the excess toughness on it, while also increasing total fusion amount to help not be parried or dodged.)
  • Character +dmg%
  • Exo Parry/dodge (Makes the exo more powerful against players who do not meet the necessary amounts of toughness to bypass these stats’ effects.

Shapeshift

Coming Soon!