Dazzling Blades
[Single Target]Deals Wind DMG equal to 140% of Sampo’s ATK to one designated enemy.
“All sorts of business are welcome, as long as you’ve got the cash.”
Sampo is a Wind Sub-DPS who stacks Wind Shear on enemies to deal damage over time. His Ultimate also makes enemies take more DoT, so every DoT character on the team benefits from it. These days, though, he has fallen behind the limited damage dealers and even newer 4-stars, so he is only worth raising if you really like his kit or need a Wind DoT character.
He suits you if you play a DoT team with Kafka, or need a Wind character who both spreads DoT and raises the DoT enemies take. If you are looking for someone to carry your team long term, save your resources for other characters.
Sampo doesn't need CRIT as a priority because most of his damage comes from Wind Shear. Get enough Effect Hit Rate so his debuffs land reliably, then put the rest into ATK and SPD.
Good Night and Sleep Well
Best
Lies Dance on the Breeze
Great
Eyes of the Prey
Great
In the Name of the World
Great
Those Many Springs
Great
Effect Hit Rate on the Body is equal to or slightly better than ATK%, because it helps Wind Shear and his Ultimate's debuff land reliably. On the Planar Sphere, Wind DMG Boost comes before ATK%. Feet are always SPD so Sampo gets more turns.
SPD only needs to reach the breakpoint you picked, and Effect Hit Rate only needs to reach the recommended amount. Put everything else into ATK%. Sampo's Talent has a fairly low base chance to inflict Wind Shear, so Effect Hit Rate helps it land more consistently when you fight several enemies.
His Talent, Windtorn Dagger, is his main source of damage, so level it first. His Skill is great for Weakness Break and deals good damage. His Ultimate raises DoT damage. Basic ATK is mostly there to generate Skill Points, so it goes last.
Trap extends Wind Shear by 1 turn, to 4 turns, which makes keeping the stacks up much easier. Defensive Position regenerates 10 extra Energy every time he uses his Ultimate. Spice Up makes enemies with Wind Shear deal 15% less damage to Sampo, so he is harder to take down.
E1 gives his Skill 1 extra hit, which raises its damage, Toughness damage and the Energy he gains. E2 spreads Wind Shear to all enemies when an enemy afflicted with Wind Shear is defeated, which helps against groups. E4 makes every Skill hit on an enemy with 5 or more stacks of Wind Shear immediately deal 8% of the current Wind Shear DMG. E6 increases Wind Shear's DMG multiplier by 15%.
Kafka is Sampo's best teammate because her Skill and Ultimate trigger the DoTs already on enemies, Wind Shear included. Sampo stacks Wind Shear, then uses his Ultimate so enemies take more DoT from every source. Remember to build Sampo's SPD higher than Kafka's.
Sampo's number one teammate. Kafka re-triggers Wind Shear with her Skill and Ultimate, and once Sampo is E6 his Wind Shear is already stronger, so every trigger hits even harder.
Can replace Kafka as the main DPS. All her attacks can apply Burn to multiple enemies, and she deals more damage to enemies afflicted with Burn.
The 4-star main DPS of the budget team. She applies DoT on her own, which Sampo's Ultimate then amplifies.
Her Basic ATK inflicts Burn on a single enemy. She covers support, Burn and Skill Point generation in one slot.
Brings his own DoT and makes enemies take more DMG through his own debuff, Ashen Roast.
Adds another DoT character to the team, and his kit also makes enemies take more DMG.
Increases the whole team's ATK and DMG, and advances everyone's turn after her Ultimate.
Buffs allies' ATK and regenerates Energy for them, so Sampo or Kafka gets their Ultimate sooner.
A 4-star healer whose Enhanced Basic ATK applies a debuff that lowers the enemy's ATK. When an ally attacks the debuffed enemy, the team gets healed.
Trades some damage for more team survivability. With Trend of the Universal Market equipped, he can apply Burn that scales off his DEF when he is attacked.
His Talent, Windtorn Dagger, gives every attack Sampo makes a 65% base chance to inflict Wind Shear for 3 turns (4 turns with Trap), stacking up to 5 times. Each stack deals Wind DoT based on Sampo's ATK. His Basic ATK hits 3 times, his Skill 5 to 6 times and his Ultimate 4 times on every enemy, so a few turns are enough to reach 5 stacks. Reapplying Wind Shear just once refreshes the duration of the whole stack.
His Ultimate, Surprise Present, hits all enemies and makes them take more DoT. This works on every kind of DoT, both Sampo's and his teammates', including the DoT that comes from Weakness Break. The Ultimate costs 120 Energy, and Defensive Position gives 10 back, so it comes around fairly quickly.
His Skill, Ricochet Love, hits the main target once, then the remaining hits bounce randomly across the enemies on the field. In total, the Skill deals 90 Toughness damage, which is very strong against Elites and bosses. If only 1 enemy is left, every bounce lands on it and breaks its Toughness even faster, especially when it is weak to Wind.
His Technique, Shining Bright, Blinds enemies in a set area for 10 seconds so they can't detect your team. If you start a battle against a Blinded enemy, every enemy has its action delayed by 25% (a 100% fixed chance), which gives you extra time to spread Wind Shear across the field.
Deals Wind DMG equal to 140% of Sampo’s ATK to one designated enemy.
Deals Wind DMG equal to 70% of Sampo’s ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 70% of Sampo’s ATK to a random enemy.
Deals Wind DMG equal to 192% of Sampo’s ATK to all enemies, with a 100% base chance to increase the targets’ DoT taken by 35% 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 65% of Sampo’s ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
After Sampo uses his Technique, enemies in a set area are afflicted with Blind for 10 second(s). Blinded enemies cannot detect ally targets.
When initiating combat against a Blinded enemy, there is a 100% fixed chance to delay all enemies’ action by 25%.
When using Skill, deals DMG for 1 extra time(s) to a random enemy.
Defeating an enemy afflicted with Wind Shear has a 100% base chance to inflict all enemies with 1 stack(s) of Wind Shear, equivalent to that of Skill.
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%.