Summoners War Sky Arena Wiki
Generic Rune Build
This is a guide page for a generic build. Stat and rune options are designed to be flexible enough to apply to a wide variety of monsters of a specific group. For more generic rune builds, see here.


This page covers the general setup used by general support monsters.

Core build[]

Suggested Rune Builds
Build 4-Set 2-Set Suggested Stats Useful for

Violent supporter ?

Spd, Hp, Acc

End game

Core runes[]

The core of this build comes from the extra 22% chance of getting another turn provided by Violent runes. This extra turn can often turn the tide of battle drastically in the blink of an eye, and because Violent runes can activate virtually unlimited times consecutively (although the odds are small), this set is common in many end game builds. When used with support monsters, there is the potential to spam heals, stuns, and cause all kinds of general mayhem for opposing monsters.

Because good 5 and 6-star violent runes aren't available until late Dragon's Lair, this is a build reserved mostly for late game players. Because this is a support build, speed, HP or defense, and accuracy should be prioritized, although this build allows flexibility, depending on the monsters players use.

A common build may look like the following:

  Violent +
Slot 2 Spd
Slot 4 HP or Def %
Slot 6 Accuracy %
Other Stats:

Secondary runes[]

A general support build based on Swift runes allows for the flexibility of a variety of secondary rune sets.

  • Focus rune sets add a 20% bonus to accuracy, which is important for monsters that rely on proccing statuses. This rune set is easy to obtain, and useful for all stages and areas of the game.
  • Energy rune sets add a 15% bonus to max HP, which is great for ensuring survivability. This rune set is easy to obtain, but often lacks the same kind of utility compared to other sets, and is often passed up at later stages of the game.
  • Endure rune sets add a 20% bonus to resistance, which helps counter other support monsters relying on things like stun. This rune set can be obtained relatively early, and works well at all stages and areas of the game.
  • Nemesis rune sets turn damage into boosts to attack gauge, which works well for high HP supporters. This set can be difficult to obtain by early game players, and is often recommended for later game play, but is useful for all areas of the game.
  • Will rune sets add an inherent Immunity Buff to monsters at the beginning of a turn, ensuring resistance against other support monsters that rely on things like stuns. This set can be trickier to obtain for early game players, but is very useful in PvP battles.
  • Guard runes add a 15% boost to defense, which ensures survivability for high defense supporters. This rune set is relatively easy to obtain, but often lacks the same kind of utility compared to other sets, and is often passed up at later stages of the game.

Which secondary set is used will depend significantly on the monster, and the boosts from existing rune substats. Often, if stat boosts can be accomplished through high substats, Will and Nemesis runes work very well as their abilities can supplement support monsters better than the other secondary sets.

Areas of use[]

This build can be used in both PvE and PvP battles.

Variants[]

?

Drawbacks[]

Although having extra turns is nice, the lack of a speed bonus provided by Swift runes means this build won't be ideal for monsters needing the first turn in things like Arena combat. More importantly though, this build relies heavily on chance in order to be effective, since an extra turn isn't guaranteed.

As well, because of the high rune requirements needed for this build, it is unsuitable for players still in the early to mid-game stage.

Summary[]

Pros Cons
  • Great utility and versatility
  • Very dependent on chance to be effective
  • Higher rune requirements make build less ideal for early game