Honkai: Star RailSampoBest build, teams and other guides

Character
Introduction

Sampo is a 4 character from the Wind element who follows the Path of Nihility.

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.

Video guide

This character has no video guide yet.

Update tracker

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

Skills
Basic ATK

Dazzling Blades

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Wind DMG equal to #1[i]% of Sampo's ATK to a single enemy.
Skill

Ricochet Love

Bounce

Lv. 1

Energy gain: 6

Break: 10

Deals Wind DMG equal to #2[i]% of Sampo's ATK to a single enemy, and further deals DMG for #1[i] extra time(s), with each time dealing Wind DMG equal to #2[i]% of Sampo's ATK to a random enemy.
Ultimate

Surprise Present

Impair | 120 energy cost

Lv. 1

Energy gain: 5

Break: 20

Deals Wind DMG equal to #1[i]% of Sampo's ATK to all enemies, with a #4[i]% base chance to increase the targets' DoT taken by #2[i]% for #3[i] turn(s).
Talent

Windtorn Dagger

Enhance

Lv. 1

Energy gain: 0

Break: -

Sampo's attacks have a #1[i]% base chance to inflict Wind Shear for #3[i] turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to #2[i]% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to #4[i] time(s).
Technique

Shining Bright

Impair

Energy gain: 0

Break: -

After Sampo uses his Technique, enemies in a set area are inflicted with Blind for #1[i] second(s). Blinded enemies cannot detect your team. When initiating combat against a Blinded enemy, there is a #2[i]% fixed chance to delay all enemies' action by #3[i]%.
Major Traces
A2Major trace

Trap

Extends the duration of Wind Shear caused by Talent by 1 turn.
A4Major trace

Defensive Position

Using Ultimate additionally regenerates 10 Energy.
A6Major trace

Spice Up

Enemies with Wind Shear effect deal 15% less damage to Sampo.
Minor Traces (total)
ATK
ATK
+28%
Effect HIT Rate
Effect HIT Rate
+18%
Effect RES
Effect RES
+10%
Eidolons
E1

Rising Love

Eidolon 1

When using Skill, deals DMG for 1 extra time(s) to a random enemy.

E2

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.

E3

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.

E4

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.

E5

Huuuuge Money!

Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Increased Spending

Eidolon 6

Talent's Wind Shear DMG multiplier increases by 15%.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1023
ATK
ATK
617
DEF
DEF
396
Speed
Speed
102
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Ancient Part
    Ancient Part
    x 12
  • Ancient Spindle
    Ancient Spindle
    x 13
  • Storm Eye
    Storm Eye
    x 50
  • Ancient Engine
    Ancient Engine
    x 12
CV
ENG
Roger Rose
JPN
Hirakawa Daisuke (平川大輔)
CN
刘圣博
KR
정재헌
Gallery

Review

Pros & Cons
Pros

  • Decent Breaking capabilities,

  • Deals consistent damage with DoT,

  • Scales fantastically with Eidolons,

  • Can be SP-positive if needed.

Cons

  • 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.

Review (By Sushou)

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!

Ratings

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:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
Eidolon 0

T4

MoC

T4

PF

T3

AS

Eidolon 6

T3

MoC

T3

PF

T2

AS

Build and teams

Best Light Cones

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

Assumes 3 debuffs are present at all times on the enemy. Having less debuff at any point during the fight will lower this Cone's performance.

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

Calcs contain some reallocation of ATK% and SPD if required to hit 80% EHR in order to activate this Cone's main effect.

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

Assumes enemy is always debuffed with Wind Shear or Shock. When fighting enemies that are not constantly affected by Shock or Wind Shear this Cone's performance will reduce.
Best Relics

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.

Best Relic Sets

100%

(2)

Increases ATK by 12%.

(4)

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%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Flex

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:

  • Pioneer Diver of Dead Waters
    Pioneer Diver of Dead Waters
    [DMG to debuffed enemies +12%] (Recommended)
  • Musketeer of Wild Wheat
    Musketeer of Wild Wheat
    [ATK +12%]
  • Prisoner in Deep Confinement
    Prisoner in Deep Confinement
    [ATK +12%]
  • The Wind-Soaring Valorous
    The Wind-Soaring Valorous
    [ATK +12%]
Best Planetary Sets

102.69%

160 Speed

(2)

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.

100%

135 Speed

(2)

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.

98.40%

(2)

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%

(2)

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%.

Best Stats
Body
Effect HIT Rate
Effect HIT Rate
>=
ATK
ATK%
Feet
Speed
Speed
Planar Sphere
Wind DMG
Wind DMG
>
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (breakpoint) = EHR (Until recommended) > ATK% > Break Effect

Build comments

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.

Recommended endgame stats
  • HP: 3000+

  • DEF: 800 - 900+

  • ATK: 2800 - 3200+

  • SPD: 134 / 143 (Recommended) / 160

  • EFFECT HIT RATE: 67% - 80%

Traces priority
Skills priority:

Talent > Skill > Ultimate > Basic

Major Traces priority:

Trap (A2) > Defensive Position (A4) > Spice Up (A6)

Synergy

Below you can find a list of some of the stronger synergies between this character and others.

Teams (MoC)

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.

Rank 155

App. rate: 0.1%

Avg. cycles: 9.5

Kafka
Lightning
Black Swan
Wind
Sampo
Wind
Huohuo
Wind

Rank 249

App. rate: 0.05%

Avg. cycles: 9

Kafka
Lightning
Sampo
Wind
Robin
Physical
Huohuo
Wind

Rank 288

App. rate: 0.04%

Avg. cycles: 10

Acheron
Lightning
Kafka
Lightning
Sampo
Wind
Fu Xuan
Quantum

Rank 331

App. rate: 0.03%

Avg. cycles: 8.33

Acheron
Lightning
Sampo
Wind
Jiaoqiu
Fire
Aventurine
Imaginary

Rank 331

App. rate: 0.03%

Avg. cycles: 8.5

Kafka
Lightning
Black Swan
Wind
Sampo
Wind
Luocha
Imaginary

Rank 331

App. rate: 0.03%

Avg. cycles: 99.99

Kafka
Lightning
Black Swan
Wind
Sampo
Wind
Fu Xuan
Quantum

Rank 331

App. rate: 0.03%

Avg. cycles: 9

Acheron
Lightning
Black Swan
Wind
Sampo
Wind
Aventurine
Imaginary

Rank 331

App. rate: 0.03%

Avg. cycles: 10

Acheron
Lightning
Kafka
Lightning
Sampo
Wind
Aventurine
Imaginary

Rank 331

App. rate: 0.03%

Avg. cycles: 99.99

Kafka
Lightning
Sampo
Wind
Ruan Mei
Ice
Huohuo
Wind

Rank 408

App. rate: 0.02%

Avg. cycles: 10

Kafka
Lightning
Sampo
Wind
Ruan Mei
Ice
Fu Xuan
Quantum
Video guides

Sampo guide videos aren't available yet.

MoC/PF/AS Statistics

MoC 2.6 / PF 2.6 / AS 2.7

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.

  • For MoC, the last update happened on 29.11.2024 and the data below is based on 15955 accounts (7887 random we have scanned and 8068 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 4379 cleared MoC 12.
  • For PF, the last update happened on 15.11.2024 and the data below is based on 2462 accounts (4270 random we have scanned and 8192 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3073 cleared Pure Fiction 4.
  • For AS, the last update happened on 13.12.2024 and the data below is based on 11457 accounts (3897 random we have scanned and 7560 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 2987 cleared Apocalyptic Shadow 4.

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 Form
Usage rate (MoC 12)

Characters 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.

Usage rate (PF 4)

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.

Usage rate (AS 4)

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.

Common partners (MoC 12)

This section lists the characters that were most commonly paired with Sampo in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Sampo in the current phase of Pure Fiction.

Common partners (AS)

This section lists the characters that were most commonly paired with Sampo in the current phase of Apocalyptic Shadow.

Eidolons

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.

Change mode:

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

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.

Change mode:

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

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.

Relic Sets

77.91%

(2)

Increases ATK by 12%.

(4)

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%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

11.04%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Planetary Sets

88.95%

(2)

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%

(2)

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

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.

Main stats
Body
ATK
ATK
- 90.8%
Effect HIT Rate
Effect HIT Rate
- 9.2%
Feet
Speed
Speed
- 99.99%
Planar Sphere
Wind DMG
Wind DMG
- 99.99%
Link Rope
ATK
ATK
- 76.17%
Break Effect
Break Effect
- 19.32%
Energy Regen
Energy Regen Rate
- 4.51%
Average stats
Average stats
HP
HP
- 2978.19
ATK
ATK
- 3075.35
DEF
DEF
- 891.89
Speed
Speed
- 151.34
CRIT Rate
CRIT Rate
- 8.8%
CRIT DMG
CRIT DMG
- 64.5%
Wind DMG
Wind DMG
- 42.74%
Energy Regen
Energy Regen Rate
- 4.86%
Effect RES
Effect RES
- 21.75%
Effect HIT Rate
Effect HIT Rate
- 69.33%
Break Effect
Break Effect
- 39.12%
Average sub stats
Average sub stats
HP
HP
- 9.98%
ATK
ATK
- 22.88%
DEF
DEF
- 10.18%
Speed
Speed
- 24.31
CRIT Rate
CRIT Rate
- 3.8%
CRIT DMG
CRIT DMG
- 14.5%
Effect RES
Effect RES
- 12.9%
Effect HIT Rate
Effect HIT Rate
- 30.22%
Break Effect
Break Effect
- 20.41%
Other stats
Average stats
Character level - 80
Light Cone level - 78.07
Basic level - 5.65
Skill level - 10.07
Ultimate level - 10.45
Talent level - 10.45

Calculations

Damage Output

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:

  • Combat is simulated at 5 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage (this doesn't apply to Break characters - they simulate the Break bar correctly),
  • Enemies Speed is set to 140,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all player (excluding Limited LC).
Sampo in 1 Target scenario
Sampo in 3 Targets scenario

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

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

Relic Set

(2)

Increases ATK by 12%.

(4)

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.

Planetary Sets

(2)

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.

Relic Stats
Body
Effect HIT Rate
Effect HIT Rate
Feet
ATK
ATK%
Planar Sphere
Wind DMG
Wind DMG
Link Rope
ATK
ATK%
Substats:

ATK% (46.7%), Effect Hit Rate (46.66%), Speed (13.8)