






Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
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%.
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%.
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
Effect Hit Rate until 67% > SPD = ATK%
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.
Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Increases the wearer's Break Effect by 20/25/30/35/40%. When the wearer unleashes their Ultimate, increases DoT dealt by the wearer by 24/30/36/42/48% for 2 turn(s). Defeating the target suffering from the wearer's DoT allows the wearer to regenerate 4/4.5/5/5.5/6 Energy.
Increases the wearer's DMG to debuffed enemies by 24/28/32/36/40%. When the wearer uses their Skill, the Effect Hit Rate for this attack increases by 18/21/24/27/30%, and ATK increases by 24/28/32/36/40%.
Increases the Break Effect dealt by the wearer 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.
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).
Talent > Ultimate > Skill > Basic
Trap (A2) > Defensive Position (A4) > Spice Up (A6)
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 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 SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
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%.
Effect Hit Rate until 67% > SPD > Break Effect > ATK%
Increases the wearer's Break Effect by 20/25/30/35/40%. When the wearer unleashes their Ultimate, increases DoT dealt by the wearer by 24/30/36/42/48% for 2 turn(s). Defeating the target suffering from the wearer's DoT allows the wearer to regenerate 4/4.5/5/5.5/6 Energy.
Increases the Break Effect dealt by the wearer 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.
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).
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.
Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Increases the wearer's DMG to debuffed enemies by 24/28/32/36/40%. When the wearer uses their Skill, the Effect Hit Rate for this attack increases by 18/21/24/27/30%, and ATK increases by 24/28/32/36/40%.
Talent > Ultimate > Skill > Basic
Trap (A2) > Defensive Position (A4) > Spice Up (A6)
To maximize the break DMG and DoT, you will want to bring Sampo up to level 80 and then stack as much Break Effect as possible while still maintaining a reasonable SPD and Effect Hit Rate to land the debuffs.
Synergy information are not available for this character yet. We will add them as soon as it is possible!
Video guides are not available for this character yet. We will add them as soon as it is possible!
Sam-po Kos-ki!
What an absolute character. A character, mind you, who is actually quite the reliable and consistent teammate! Having the majority of his damage stem from a stackable damage over time effect means that, once his DoT debuff is stacked, he seldom has reason to use his skill outside of a timely weakness break, allowing him to constantly use his basic attack to recover SP for the rest of the team whilst simultaneously extending his damage over time indefinitely.
The reason this works is because of his talent; a 65% base chance to apply Wind Shear for 3 turns on enemies he hits, dealing damage over time equal to 52% of Sampo’s atk at max level. This can stack up to 5 times, resulting in a total damage over time value of 260% at max level. For entirely passive damage, that’s genuinely absurd. Even better is that his talent counts multi-hit actions as separate triggers, so you can potentially get 3 stacks from his three-hit basic attack, 4 stacks from his ultimate, and potentially max his stacks out instantly with his 5-hit skill on a single target.
Specifically, his skill is a bouncing aoe skill, much like Asta’s; it’ll hit your initial target guaranteed and then bounce randomly between all enemies for the final 4 hits. Just as with Asta’s skill, against a single target, this is a fantastic way to lay on the toughness damage, and because, unlike Asta, Sampo has a damaging ultimate, he makes for an extremely competent breaker.
Speaking of his ultimate, it is a key reason he can be so effective. Deals damage to all enemies on the field, hitting 4 times as previously mentioned, and has a 100% base chance to apply a debuff that increases the damage afflicted targets will take from damage over time effects, such as Sampo’s own Wind Shear, but also Serval’s Shock, Asta’s and Hook’s Burn, and even the damage tick from Freeze. That aforementioned 260% multiplier for 5x Wind Shear can be buffed by a further 30% at max ultimate level. It’s nutty.
Sampo’s bonus traces further accentuate his Wind Shear domineering. A2 extends the duration of Wind Shear by 1 turn, for a new total duration of 4 turns. It’s important at this stage to note that this is actually somewhat useless because of how the Wind Shear stacks actually work; reapplying Wind Shear will automatically extend its duration to the maximum, and this actually holds true for any amount of stacks, because a stacked Wind Shear is still technically a single debuff. As such, A2 isn’t really that useful outside of massive aoe situations where it may be difficult to keep Wind Shear up on all enemies otherwise.
A4 offers an energy refund for Sampo when he uses his ultimate of 10 energy, which is just a solid boost, and A6 makes enemies affected by Wind Shear deal 15% less damage to Sampo, which is a surprisingly effective and powerful source of personal damage mitigation, especially against the dangerous foes that like to use hard-hitting aoe hits.
Sampo is phenomenal at base, with eidolons only boosting what he’s already great at.
Sampo is an extremely powerful and consistent character who’s expertly tailored to abusing and amplifying damage over time effects. He’s a man having the time of his life, and you won’t regret taking him on your journey with you.
Sam-po Kos-ki will catch you for the next one!
Excellent breaker unit,
Very strong and consistent damage contribution thanks to his unending DoT,
Potentially very skill point efficient,
Ultimate boosts all forms of DoT including weakness break DoTs.
There aren’t many characters that can take advantage of his ultimate’s debuff,
Needs a couple of turns at the start to get his DoT going.
Deals Wind DMG equal to 50/100/110% of Sampo's ATK to a single enemy.
Deals Wind DMG equal to 28/56/62% of Sampo's ATK to a single enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 28/56/62% of Sampo's ATK to a random enemy.
Deals Wind DMG equal to 96/160/172% of Sampo's ATK to all enemies, with a 100% base chance to increase the target's DoT taken by 20/30/32% for 2 turn(s).
Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 20/52/57% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
After Sampo uses Technique, enemies in a set area are inflicted with Blind for 10 second(s). Blinded enemies cannot detect your team. When initiating combat against a Blinded enemy, there is a 100% fixed chance to delay all enemies' action by 25%.
Unlocks at A2
Unlocks at A3
Unlocks at A3
Unlocks at A4
Unlocks at A5
Unlocks at A5
Unlocks at A6
Unlocks at Lv. 75
Unlocks at Lv. 1
Unlocks at Lv. 80
When using Skill, deals DMG for 1 extra time(s) to a random enemy.
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.
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.
When Skill hits an enemy with 5 or more stack(s) of Wind Shear, the enemy immediately takes 8% of current Wind Shear DMG.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Talent's Wind Shear DMG multiplier increases by 15%.
Build Comments
Sampo's Talent has a rather low base chance to hit, so EHR will help with consistency in AoE situtations. 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.