A silver-tongued salesman, where there is profit to be made, you can be sure Sampo is nearby. Sampo's unique knowledge makes it hard not to approach him for help, but becoming his "customer" is not necessarily a good thing.
After all, "customers" can quickly turn into "commodities" for the right price.
To learn more about Sampo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
This character has no video guide yet.
Last review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
December 3rd, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Sampo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Dazzling Blades
Single Target
Energy gain: 20
Break: 10
Ricochet Love
Bounce
Energy gain: 6
Break: 10
Surprise Present
Impair | 120 energy cost
Energy gain: 5
Break: 20
Windtorn Dagger
Enhance
Energy gain: 0
Break: -
Shining Bright
Impair
Energy gain: 0
Break: -
Trap
Defensive Position
Spice Up
Rising Love
Eidolon 1
When using Skill, deals DMG for 1 extra time(s) to a random enemy.
Infectious Enthusiasm
Eidolon 2
When an enemy with Wind Shear is defeated, there is a 100% base chance to inflict 1 stack(s) of Wind Shear, equivalent to the Talent's Wind Shear.
Big Money!
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.
The Deeper the Love, the Stronger the Hate
Eidolon 4
When Skill hits an enemy with 5 or more stack(s) of Wind Shear, the enemy immediately takes 8% of current Wind Shear DMG.
Huuuuge Money!
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Increased Spending
Eidolon 6
Talent's Wind Shear DMG multiplier increases by 15%.
Review
Decent Breaking capabilities,
Deals consistent damage with DoT,
Scales fantastically with Eidolons,
Can be SP-positive if needed.
Needs a bit of ramp-up time in combat,
Requires a fair bit of investment,
Free Light Cone options are limited,
Some people seem to dislike him a fair bit.
Sampo is a consistent damage dealer specializing in Damage over Time (DoT). He has no issues hitting every single enemy on the field and rapidly applying and maintaining 5 stacks of Wind Shear with a high DMG multiplier. In addition to this, he also deals absurd amounts of Toughness Damage and can even be played fully SP-positive if the situation calls for it. His Ultimate will also greatly increase the DoT that afflicted enemies will take, further improving his own damage as well as for any allies with DoT.
Ah, Sam-po Kos-ki, was it? What an excellent character. Either you love him or you love to hate him, but whichever way you spin it, everyone loves Sampo, and for good reason! However, our good and definitely honourable friend has been flying under the radar for far too long, and I’m here to remedy that. Prepare yourselves for some fully warranted shilling, baby.
Sampo’s Talent grants all of Sampo’s attacks a 65% base chance to inflict Wind Shear for 3 turns. This Wind Shear can stack up to 5 times with each stack dealing up to 52% ATK at the start of each turn, for a total DMG multiplier of 260% at 5 stacks. I said it before and I’ll say it again, that is an absurd amount of damage to be doing completely passively. For context, Kafka’s Shock deals 290% and she’s a fully fledged 5-star unit, and Sampo gets unreasonably close.
The way this Wind Shear works is also extremely favourable to Sampo; you need only reapply the Wind Shear once to refresh the duration of the entire stack of Wind Shear, meaning you have 3 turns at base to keep your 5 stacked Wind Shear going, which is incredibly generous. Additionally, all of Sampo’s attacks hit multiple times, meaning it is very easy to apply multiple stacks of Wind Shear with a single action, meaning the expected ramp-up time can also be a lot shorter than expected — his Basic ATK hits 3 times, his Skill hits 5-6 times, and his Ultimate hits 4 times against all foes.
Sampo’s Skill is a Bounce Ability, meaning it hits the primary target once guaranteed and then proceeds to Bounce its remaining hits across all enemies randomly. It hits 5 times in total with each hit dealing up to 56% ATK to the enemy it strikes. The initial Toughness damage is 30, with each subsequent hit being 15. This results in this Skill dealing a total of 280% ATK and 90 Toughness damage. Yes this is as absurd as it seems. Especially when going up against tougher Elites or Bosses, Sampo has no issues racking up the Toughness damage against them, and Wind-weak foes will be weeping in their Weakness Broken tears in no time.
Sampo’s Ultimate deals up to 160% ATK to all enemies on the field, hitting them 4 times each, and has a 100% base chance to apply a debuff that increases their DoT taken by up to 30% for 2 turns. This debuff applies to all DoT, including Sampo and his teammates’, as well as any Break DoT on the enemy. This is an incredibly easy way to stack Wind Shear on many foes at once, and it has an average cost of 120 Energy. Since you’re likely to be using Sampo’s Skill often anyway, you can get this back very quickly.
Sampo has some of the better Bonus Ability Traces among the early characters. A2 extends the duration of his Talent’s Wind Shear by 1 turn, resulting in a new duration of 4 turns. 4 turns of Wind Shear. That means even the absolute fastest enemies in the game cannot escape the Wind Shear wrath, as they would need to take 4 entire turns before Sampo is able to even take one or use his Ultimate, which just isn’t possible — nobody has a high enough skill issue to where this can ever happen, and if you say otherwise then you better be prepared with audiovisual proof bucko.
A4 will refund an additional 10 Energy upon using his Ultimate, meaning the cost effectively goes down to 110, which is even more accessible and powerful. A6 I think is the one that people gloss over a lot because they don’t read… Ehm, I guess this is a good time to say thank you if you’re actually still reading this far, that must have been tough on you, proud of you.
Anyway, Sampo’s A6 makes it so that any enemies affected by Wind Shear will deal 15% less DMG to him. DMG reduction is an incredibly powerful and rare defensive stat — the Guard of Wuthering Snow Relic Set 2 piece effect is only 8% and that’s already lowkey busted. Having a quite literally permanent 15% DMG reduction is absolutely invaluable because it raises Sampo’s survivability by such an extent that he can actually get away with even more offensive substats. Even his Minor Traces reflect this, not having any DEF or HP Traces at all.
Sampo is already strong without Eidolons, as a lot of his damage comes from the consistent nature of DoT without the need for CRIT stats. It’s definitely not as flashy as seeing those big CRIT hits from other characters, but the sheer quantity of damage coupled with his Breaking ability makes for a fairly reliable teammate.
However, he goes to another level with Eidolons. E1 will add an extra 6th Bounce to his Skill, increasing damage, Toughness damage and even Energy gain further. This is probably one of the most value E1s in the entire game, and is highly recommended for Sampo enjoyers. E2 will cause a defeated enemy with Wind Shear to have a 100% base chance to inflict all enemies on the field with 1 stack of Wind Shear, meaning Sampo can keep Wind Shear going quite easily even against respawning enemies.
E4 is where the real juice is. When Sampo’s Skill hits an enemy with 5 or more stacks of Wind Shear, the enemy immediately takes 8% of the current Wind Shear DMG. ‘What? How is this the juice? A measly 8%?’ Look closer, friend… It’s 8% per hit. Sampo is able to detonate 48% of the current Wind Shear damage on enemies, and it even shows up as additional damage, meaning you’ll see an absolute mess of damage numbers on enemies.
Finally at E6, he gets a permanent additional 15% DMG multiplier on his Talent’s Wind Shear. Not DMG percent, DMG multiplier. So his Wind Shear goes from dealing, at this stage thanks to E5, 57.2% ATK to now dealing 72.2% ATK, for a new total of 361% ATK at 5 stacks of Wind Shear. Yeah.
Sampo Koski is the archetypal jester character; he plays the fool for all to see because pretending to be weak amuses him… Sampo Koski is many things, friends, but weak is most assuredly not one of them. His facade is most impressive, but all it takes is a single look behind the curtain to ascertain the truth. Sadly, while in the early days of Honkai: Star Rail you could use him to great success, nowadays he has fallen behind the limited damage dealers and even newer 4-star ones. Also, the fact that the DoT archetype is struggling compared to FUA and Super Break, makes raising Sampo not really worth it.
Sampo Koski will see you for the next one!
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Available ratings:
MoC
PF
AS
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
100%
For every debuff the target enemy has, the DMG dealt by the wearer increases by 12/15/18/21/24%, stacking up to 3 time(s). This effect also applies to DoT.
Source: Stellar Warp
88.40%
Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Source: Stellar Warp
85.13%
When the wearer inflicts a debuff on an enemy, they gain a stack of Trick. Every stack of Trick increases the wearer's DMG dealt by 6/7/8/9/10% for a max of 3 stack(s). This effect lasts for 1 turn(s). When the wearer's Effect Hit Rate is greater than or equal to 80%, increases ATK by 20/24/28/32/36%.
Source: Forgotten Hall Store
82.05%
Increases the wearer's Break Effect by 16/20/24/28/32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16/20/24/28/32%. This also applies to DoT.
Source: Echo of War | Forgotten Hall Store
The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
100%
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
95.58%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
102.69%
160 SpeedIncreases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
100%
135 SpeedIncreases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
98.40%
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
98.15%
Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
SPD (breakpoint) = EHR (Until recommended) > ATK% > Break Effect
HP: 3000+
DEF: 800 - 900+
ATK: 2800 - 3200+
SPD: 134 / 143 (Recommended) / 160
EFFECT HIT RATE: 67% - 80%
Talent > Skill > Ultimate > Basic
Trap (A2) > Defensive Position (A4) > Spice Up (A6)
Below you can find a list of some of the stronger synergies between this character and others.
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
Sampo guide videos aren't available yet.
MoC/PF/AS Statistics
This section contains information about Sampo performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.7), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Sampo in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Sampo in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Sampo in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Sampo in the current MoC cycle (76), in the current PF cycle (281) or in the current AS cycle (17) and had the character placed in their Profile. Use the switcher below to show Sampo Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
1%
99.99 cyc.Eidolon 0
1%
99.99 cyc.When using Skill, deals DMG for 1 extra time(s) to a random enemy.
1%
99.99 cyc.When an enemy with Wind Shear is defeated, there is a 100% base chance to inflict 1 stack(s) of Wind Shear, equivalent to the Talent's Wind Shear.
1%
99.99 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.
1%
99.99 cyc.When Skill hits an enemy with 5 or more stack(s) of Wind Shear, the enemy immediately takes 8% of current Wind Shear DMG.
25%
9 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
95.49%
99.99 cyc.Talent's Wind Shear DMG multiplier increases by 15%.
Light Cones are ranked with usage rate among the players we have scanned who used Sampo in the current MoC cycle (76), in the current PF cycle (281) or in the current AS cycle (17) and had the character placed in their Profile. Use the switcher below to show Sampo Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
42.13%
99.99 cyc.For every debuff the target enemy has, the DMG dealt by the wearer increases by 12/15/18/21/24%, stacking up to 3 time(s). This effect also applies to DoT.
Source: Stellar Warp
33.44%
9 cyc.Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Source: Stellar Warp
11.04%
99.99 cyc.Increases wearer's Effect Hit Rate by 40/45/50/55/60%. When the wearer deals DMG to an enemy inflicted with Wind Shear, Burn, Shock, or Bleed, they will individually gain 1 stack of Prophet. This effect can stack up to 4 times. In a single battle, each type of DoT can only generate 1 stack of Prophet. Every stack of Prophet increases wearer's ATK by 5/6/7/8/9% and the DoT dealt will ignore 7.2/7.9/8.6/9.3/10% of the target's DEF.
Source: Event Warp (limited)
11.04%
99.99 cyc.Increases the wearer's Break Effect by 16/20/24/28/32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16/20/24/28/32%. This also applies to DoT.
Source: Echo of War | Forgotten Hall Store
2.35%
99.99 cyc.When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
Source: Stellar Warp
Relic Sets are ranked with usage rate among the players we have scanned who used Sampo in the current MoC cycle (76), in the current PF cycle (281) or in the current AS cycle (17) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
77.91%
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
11.04%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
11.04%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
88.95%
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
11.04%
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Sampo in the current MoC cycle (76), in the current PF cycle (281) or in the current AS cycle (17) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
And here are the Relics and the Light Cone used in the calculations above:
For every debuff the target enemy has, the DMG dealt by the wearer increases by 12/15/18/21/24%, stacking up to 3 time(s). This effect also applies to DoT.
Source: Stellar Warp
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
ATK% (46.7%), Effect Hit Rate (46.66%), Speed (13.8)
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Sampo's Talent has a rather low base chance to hit, so EHR will help with consistency in AoE situations. Build at least 67% Effect Hit Rate to guarantee the DoT Vulnerability debuff. Pan-Galatic has slightly more value in term of substats but can be inefficient to farm.