<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Summoners War Fan Forum - Homunkulus]]></title>
		<link>https://summonerswar-fanforum.de/</link>
		<description><![CDATA[Summoners War Fan Forum - https://summonerswar-fanforum.de]]></description>
		<pubDate>Fri, 01 May 2026 21:16:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[Wind] Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=5656</link>
			<pubDate>Thu, 25 Oct 2018 11:37:38 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=2206">Chugn</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=5656</guid>
			<description><![CDATA[Komisch, warum gibs denn dazu noch kein Thema?<br />
<br />
Egal.<br />
<br />
Mein Anliegen:<br />
Habe aktuell Wasser Homi auf Vio/Rev, mit atacker-build<br />
Nutze ihn aber mittlerweile NUR noch zum food leveln. und dafür kann ich auch beth oder alicia nehmen.<br />
<br />
Daher soll er nun auf Wind und in r5 seine dienste tun.<br />
Da DDs im Raid nich unbedingt auf vio sein sollten, wollte ich nun hier mal 2 sachen efragen:<br />
a) ganz einfach, welche skills brauch er idealerweise für raid<br />
b) welches runen build? einfach nur hart auf damage (rage/fatal)? oder doch vio lassen?<br />
<br />
Danke]]></description>
			<content:encoded><![CDATA[Komisch, warum gibs denn dazu noch kein Thema?<br />
<br />
Egal.<br />
<br />
Mein Anliegen:<br />
Habe aktuell Wasser Homi auf Vio/Rev, mit atacker-build<br />
Nutze ihn aber mittlerweile NUR noch zum food leveln. und dafür kann ich auch beth oder alicia nehmen.<br />
<br />
Daher soll er nun auf Wind und in r5 seine dienste tun.<br />
Da DDs im Raid nich unbedingt auf vio sein sollten, wollte ich nun hier mal 2 sachen efragen:<br />
a) ganz einfach, welche skills brauch er idealerweise für raid<br />
b) welches runen build? einfach nur hart auf damage (rage/fatal)? oder doch vio lassen?<br />
<br />
Danke]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Licht] Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=4714</link>
			<pubDate>Mon, 07 Aug 2017 12:50:32 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=682">Thot</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=4714</guid>
			<description><![CDATA[<img src="https://vignette1.wikia.nocookie.net/summoners-war-sky-arena/images/9/9d/Awakened_Homunculus_%28Light%29_Icon.png/revision/latest/scale-to-width-down/80?cb=20170629215217" loading="lazy"  alt="[Bild: 80?cb=20170629215217]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 1 </span><br />
<br />
A) Light Shock - Purification: Attacks the enemy to remove 1 beneficial effect granted the target and decreases the target's Attack Bar by 15% with a 50% chance each<br />
<br />
B) Light Shock - Chain: Attacks the enemy 3 times to decreases the target's Attack Bar by 15% with a 50% chance each.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 2</span> [3 Runden Cooldown]<br />
<br />
A) Operation Alpha - Power-up: Recovers an ally target's HP by 39% and increases the Attack Power of all allies for 2 turns.<br />
<br />
B) Operation Alpha - Accelerate: Recovers an ally target's HP by 39% and fills up the Attack Bar.<br />
<br />
C) Operation Beta - Protect: Recovers the HP of all allies by 19,5% each. Creates a shield equal to 15% of the ally's HP on allies with full HP for 2 turns<br />
<br />
D) Operation Beta - Accelerate: Recovers the HP and Attack Bar of all allies by 15% each. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 3</span> [4 Runden Cooldown]<br />
<br />
A) Fast Pace: Makes the Attack Bar of the ally and the enemy to 100%<br />
<br />
B) Counter Phase: Increases the Defense of all allies and counterattacks for 2 turns whenever attacked. (Reusable in 6 turns) (Edited comment: This means AoE counterattack, for all your allies.)<br />
<br />
C) Rock On: Increases the Attack Power of all allies for 2 turns. After that, up to 2 allies, excluding yourself, will attack an enemy target (2x first skill)<br />
<br />
D) Turning Point: Evenly matches the percentage of the HP of all allies and removes all harmful effects. After that, the ally's Defense will be increased for 2 turns.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stats</span><br />
HP 12345<br />
ATK 626<br />
DEF 692<br />
SPD 101<br />
<br />
CR, RES und Acc bekommen keine Erweckungs-Boni]]></description>
			<content:encoded><![CDATA[<img src="https://vignette1.wikia.nocookie.net/summoners-war-sky-arena/images/9/9d/Awakened_Homunculus_%28Light%29_Icon.png/revision/latest/scale-to-width-down/80?cb=20170629215217" loading="lazy"  alt="[Bild: 80?cb=20170629215217]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 1 </span><br />
<br />
A) Light Shock - Purification: Attacks the enemy to remove 1 beneficial effect granted the target and decreases the target's Attack Bar by 15% with a 50% chance each<br />
<br />
B) Light Shock - Chain: Attacks the enemy 3 times to decreases the target's Attack Bar by 15% with a 50% chance each.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 2</span> [3 Runden Cooldown]<br />
<br />
A) Operation Alpha - Power-up: Recovers an ally target's HP by 39% and increases the Attack Power of all allies for 2 turns.<br />
<br />
B) Operation Alpha - Accelerate: Recovers an ally target's HP by 39% and fills up the Attack Bar.<br />
<br />
C) Operation Beta - Protect: Recovers the HP of all allies by 19,5% each. Creates a shield equal to 15% of the ally's HP on allies with full HP for 2 turns<br />
<br />
D) Operation Beta - Accelerate: Recovers the HP and Attack Bar of all allies by 15% each. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 3</span> [4 Runden Cooldown]<br />
<br />
A) Fast Pace: Makes the Attack Bar of the ally and the enemy to 100%<br />
<br />
B) Counter Phase: Increases the Defense of all allies and counterattacks for 2 turns whenever attacked. (Reusable in 6 turns) (Edited comment: This means AoE counterattack, for all your allies.)<br />
<br />
C) Rock On: Increases the Attack Power of all allies for 2 turns. After that, up to 2 allies, excluding yourself, will attack an enemy target (2x first skill)<br />
<br />
D) Turning Point: Evenly matches the percentage of the HP of all allies and removes all harmful effects. After that, the ally's Defense will be increased for 2 turns.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stats</span><br />
HP 12345<br />
ATK 626<br />
DEF 692<br />
SPD 101<br />
<br />
CR, RES und Acc bekommen keine Erweckungs-Boni]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dunkel] Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=4606</link>
			<pubDate>Sun, 02 Jul 2017 22:48:24 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=682">Thot</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=4606</guid>
			<description><![CDATA[Die Skills unten beziehen sich auf die gemaxten Skills, damit es übersichtlicher ist:<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Skill 1</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Dark Shock - Purification: Attacks the enemy to remove 1 beneficial effect granted on the target and absorbs 10% of the target's Attack Attack Bar with a 50% chance each.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Dark Shock - Chain: Attacks the enemy 3 times to absorb 10% of the target's Attack Bar with a 25% chance each.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Skill 2 </span></span><br />
[4 --&gt; 3 Runden Cooldown]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Operation Gamma - Weaken: Attacks the enemy to remove all beneficial effects granted on the target and weakens the Defense for 2 turns with a 75% chance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Operation Gamma - Control: Attacks the enemy to remove all beneficial effects granted on the target and stuns the target for 1 turn if you successfully remove the beneficial effects with a 75% chance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">C</span> Operation Delta - Chain: Attacks the enemy 3 times to elongate the harmful effect granted on the enemy by 1 turn with a 30% chance each.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">D</span> Operation Delta - Ruin: Attacks the enemy to elongate the harmful effect granted on the enemy by 1 turn with a 50% chance. After that, the enemy's HP will be decreased proportionate to the total no. of turns on the harmful effect granted on the target. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Skill 3</span> </span><br />
[6 --&gt; 4 Runden Cooldown]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Unbalanced Field: Increases the skill cooldown time of all enemies by 1 turn each and decreases the Attack Speed for 2 turns. After that, the skill cooldown time of all allies will be decreased by 1 turn each and the Attack Speed will be increased for 2 turns. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Lockdown: Puts the enemy target to sleep for 3 turns and decreases the Attack Speed of all other enemies for 2 turns. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">C</span> Shock Wave: Removes all beneficial effects on all enemies and Stuns them for 1 turn with a 25% chance. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">D</span> Analyze Weakpoint: Attacks the enemy 4 times to grant a harmful effect that isn't granted on the enemy for 2 turns each among Decrease ATK SPD/Increased chances of missing/Decrease DEF/Decrease ATK/Branding/Unrecoverable Effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stats</span><br />
HP 12345<br />
ATK 692<br />
DEF 626<br />
SPD 101<br />
<br />
CR, RES und Acc bekommen keine Erweckungs-Boni[/b][/b]]]></description>
			<content:encoded><![CDATA[Die Skills unten beziehen sich auf die gemaxten Skills, damit es übersichtlicher ist:<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Skill 1</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Dark Shock - Purification: Attacks the enemy to remove 1 beneficial effect granted on the target and absorbs 10% of the target's Attack Attack Bar with a 50% chance each.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Dark Shock - Chain: Attacks the enemy 3 times to absorb 10% of the target's Attack Bar with a 25% chance each.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Skill 2 </span></span><br />
[4 --&gt; 3 Runden Cooldown]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Operation Gamma - Weaken: Attacks the enemy to remove all beneficial effects granted on the target and weakens the Defense for 2 turns with a 75% chance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Operation Gamma - Control: Attacks the enemy to remove all beneficial effects granted on the target and stuns the target for 1 turn if you successfully remove the beneficial effects with a 75% chance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">C</span> Operation Delta - Chain: Attacks the enemy 3 times to elongate the harmful effect granted on the enemy by 1 turn with a 30% chance each.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">D</span> Operation Delta - Ruin: Attacks the enemy to elongate the harmful effect granted on the enemy by 1 turn with a 50% chance. After that, the enemy's HP will be decreased proportionate to the total no. of turns on the harmful effect granted on the target. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Skill 3</span> </span><br />
[6 --&gt; 4 Runden Cooldown]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A</span> Unbalanced Field: Increases the skill cooldown time of all enemies by 1 turn each and decreases the Attack Speed for 2 turns. After that, the skill cooldown time of all allies will be decreased by 1 turn each and the Attack Speed will be increased for 2 turns. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">B</span> Lockdown: Puts the enemy target to sleep for 3 turns and decreases the Attack Speed of all other enemies for 2 turns. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">C</span> Shock Wave: Removes all beneficial effects on all enemies and Stuns them for 1 turn with a 25% chance. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">D</span> Analyze Weakpoint: Attacks the enemy 4 times to grant a harmful effect that isn't granted on the enemy for 2 turns each among Decrease ATK SPD/Increased chances of missing/Decrease DEF/Decrease ATK/Branding/Unrecoverable Effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stats</span><br />
HP 12345<br />
ATK 692<br />
DEF 626<br />
SPD 101<br />
<br />
CR, RES und Acc bekommen keine Erweckungs-Boni[/b][/b]]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Wasser] Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=4144</link>
			<pubDate>Mon, 06 Feb 2017 09:20:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=618">Arkmot</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=4144</guid>
			<description><![CDATA[Stage 1<br />
<br />
Frost Ray:<br />
380% Attacks the enemy target to Freeze the target for 1 turn with a 15% chance. ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
 <br />
Stage 2 <br />
<br />
Frost Ray - Purify<br />
380%  Frost Ray - Purify: Attacks the enemy to remove 1 beneficial effect granted on the target and freezes the target for 1 turn with a 15% chance each. ◾Lv.2 Damage +15% <br />
◾Lv.3 Harmful Effect Rate +15% <br />
◾Lv.4 Damage +15% <br />
◾Lv.5 Harmful Effect Rate +20% <br />
 <br />
Frost Ray - Fluctuate<br />
280%  Frost Ray - Fluctuate: Attacks all enemies to Freeze them for 1 turn with a 15% chance. ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +10% <br />
 <br />
Stage 3 <br />
<br />
Pulverizing Magic Bullet<br />
580%  Pulverizing Magic Bullet: Attacks the enemy target to weaken the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Icy Magic Bullet<br />
360%  Icy Magic Bullet: Attacks all enemies to decrease their Attack Bar by 30% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 4 - Pulverizing Magic Bullet Route <br />
<br />
Pulverizing Magic Bullet - Fluctuate<br />
360%  Pulverizing Magic Bullet - Fluctuate: Attacks all enemies to weaken the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Pulverizing Magic Bullet - Amplify<br />
400%+10%  Pulverizing Magic Bullet - Amplify: Attacks the enemy target to inflict damage proportionate to the target's MAX HP and weakens the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 4 - Icy Magic Bullet Route <br />
<br />
Icy Magic Bullet - Absorb<br />
360%  Icy Magic Bullet - Absorb: Attacks all enemies to absorb their Attack Bar by 20% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +15% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Icy Magic Bullet - Chain<br />
120% x3  Icy Magic Bullet - Chain: Attacks all enemies 3 times to decrease their Attack Bar by 30% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +15% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 5 - Pulverizing Magic Bullet Route <br />
<br />
Ice Explosion<br />
460%  Ice Explosion: Attacks all enemies and the cooldown of the (Ice Explosion) will be decreased by 1 turn each according to the number of enemies defeated. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Freeze Mind<br />
550%+10%  Freeze Mind: Attacks the enemy target to inflict damage proportionate to the target's MAX HP and reduces the target's Attack Bar to 0. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Stage 5 - Icy Magic Bullet Route <br />
<br />
Frost Wind<br />
410%  Frost Wind: Attacks all enemies to inflict damage and Freezes them for 1 turn. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Ice Mist<br />
460%  Ice Mist: Attacks all enemies to inflict 2 Continuous Damage effects for 2 turns. 1 Continuous Damage effect is inflicted additionally for each harmful effect on the enemies with a 50% chance. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
<br />
Einerseits dacht eich daran das hier zu ergänzen, andererseits möchte ich auch gleich eure Meinung zu folgendem abgreifen:<br />
<br />
Ich bin auf der Zeilgeraden der Skill Evo des Homu eingelangt und sollte diese Woche fertig werden. Ich möchte ihn mir klassisch als Verad Ersatz für ToAh bauen.<br />
<br />
Skills:<br />
Frost Ray - Fluctuate<br />
Ice Magic Bullet - Chain<br />
Ice Mist<br />
<br />
Runen:<br />
das ist das große Thema<br />
Gewalt - Fokus/Rache/Broken oder gar eins der neuen support sets?<br />
oder<br />
Despair - Fokus/Rache/Broken ...<br />
<br />
Wenn man so Reddit Beiträge etc liest, bekommt man mehr oder weniger alles angeboten und klar hat sowohl Despair als auch Vio alles seine Vor- und Nachteile.<br />
SPD/Hp/Hp dürfte es recht gut treffen mit Subs auf Spd und Acc sowie HP, wobei er nicht unbedingt schneller als zB Baretta sein sollte.]]></description>
			<content:encoded><![CDATA[Stage 1<br />
<br />
Frost Ray:<br />
380% Attacks the enemy target to Freeze the target for 1 turn with a 15% chance. ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
 <br />
Stage 2 <br />
<br />
Frost Ray - Purify<br />
380%  Frost Ray - Purify: Attacks the enemy to remove 1 beneficial effect granted on the target and freezes the target for 1 turn with a 15% chance each. ◾Lv.2 Damage +15% <br />
◾Lv.3 Harmful Effect Rate +15% <br />
◾Lv.4 Damage +15% <br />
◾Lv.5 Harmful Effect Rate +20% <br />
 <br />
Frost Ray - Fluctuate<br />
280%  Frost Ray - Fluctuate: Attacks all enemies to Freeze them for 1 turn with a 15% chance. ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +10% <br />
 <br />
Stage 3 <br />
<br />
Pulverizing Magic Bullet<br />
580%  Pulverizing Magic Bullet: Attacks the enemy target to weaken the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Icy Magic Bullet<br />
360%  Icy Magic Bullet: Attacks all enemies to decrease their Attack Bar by 30% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 4 - Pulverizing Magic Bullet Route <br />
<br />
Pulverizing Magic Bullet - Fluctuate<br />
360%  Pulverizing Magic Bullet - Fluctuate: Attacks all enemies to weaken the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Pulverizing Magic Bullet - Amplify<br />
400%+10%  Pulverizing Magic Bullet - Amplify: Attacks the enemy target to inflict damage proportionate to the target's MAX HP and weakens the Defense for 2 turns. (Reusable in 4 turns) ◾Lv.2 Damage +5% <br />
◾Lv.3 Damage +5% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Damage +10% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 4 - Icy Magic Bullet Route <br />
<br />
Icy Magic Bullet - Absorb<br />
360%  Icy Magic Bullet - Absorb: Attacks all enemies to absorb their Attack Bar by 20% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +15% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Icy Magic Bullet - Chain<br />
120% x3  Icy Magic Bullet - Chain: Attacks all enemies 3 times to decrease their Attack Bar by 30% each with a 50% chance. (Reusable in 4 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Harmful Effect Rate +15% <br />
◾Lv.6 Cooltime Turn -1 <br />
 <br />
Stage 5 - Pulverizing Magic Bullet Route <br />
<br />
Ice Explosion<br />
460%  Ice Explosion: Attacks all enemies and the cooldown of the (Ice Explosion) will be decreased by 1 turn each according to the number of enemies defeated. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Freeze Mind<br />
550%+10%  Freeze Mind: Attacks the enemy target to inflict damage proportionate to the target's MAX HP and reduces the target's Attack Bar to 0. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Stage 5 - Icy Magic Bullet Route <br />
<br />
Frost Wind<br />
410%  Frost Wind: Attacks all enemies to inflict damage and Freezes them for 1 turn. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
Ice Mist<br />
460%  Ice Mist: Attacks all enemies to inflict 2 Continuous Damage effects for 2 turns. 1 Continuous Damage effect is inflicted additionally for each harmful effect on the enemies with a 50% chance. (Reusable in 5 turns) ◾Lv.2 Damage +10% <br />
◾Lv.3 Damage +10% <br />
◾Lv.4 Damage +10% <br />
◾Lv.5 Cooltime Turn -1 <br />
 <br />
<br />
Einerseits dacht eich daran das hier zu ergänzen, andererseits möchte ich auch gleich eure Meinung zu folgendem abgreifen:<br />
<br />
Ich bin auf der Zeilgeraden der Skill Evo des Homu eingelangt und sollte diese Woche fertig werden. Ich möchte ihn mir klassisch als Verad Ersatz für ToAh bauen.<br />
<br />
Skills:<br />
Frost Ray - Fluctuate<br />
Ice Magic Bullet - Chain<br />
Ice Mist<br />
<br />
Runen:<br />
das ist das große Thema<br />
Gewalt - Fokus/Rache/Broken oder gar eins der neuen support sets?<br />
oder<br />
Despair - Fokus/Rache/Broken ...<br />
<br />
Wenn man so Reddit Beiträge etc liest, bekommt man mehr oder weniger alles angeboten und klar hat sowohl Despair als auch Vio alles seine Vor- und Nachteile.<br />
SPD/Hp/Hp dürfte es recht gut treffen mit Subs auf Spd und Acc sowie HP, wobei er nicht unbedingt schneller als zB Baretta sein sollte.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Feuer] Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=3419</link>
			<pubDate>Mon, 12 Sep 2016 21:02:35 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=299">Neo-Silver</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=3419</guid>
			<description><![CDATA[<a href="http://www.summonerswarmonsters.com/fire/homunculus" target="_blank" rel="noopener" class="mycode_url">http://www.summonerswarmonsters.com/fire/homunculus</a><br />
<br />
<blockquote class="mycode_quote"><cite>Zitat:</cite><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Flame Ray</span><br />
Attacks the enemy target to inflict Continuous Damage for 1 turn with a 50% chance.<br />
Flame Ray - Flood<br />
Attacks the enemy target to inflict Continuous Damage for 1 turn with a 50% chance. The damage increases according to the Attack Speed.<br />
Flame Ray - Chain<br />
Attacks the enemy target 4 times to inflict Continuous Damage for 1 turn with a 50% chance each.<br />
Flaming Magic Bullet<br />
Attacks the enemy target to weaken the target's Defense for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +5%<br />
    Lv.3 Damage +5%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Damage +10%<br />
    Lv.6 Cooltime Turn -1<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Igniting Magic Bullet</span><br />
Attacks the enemy target to decrease the Attack Speed for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +5%<br />
    Lv.3 Damage +5%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Damage +10%<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Magic Bullet - Flood</span><br />
Attacks the enemy target to weaken the Defense for 2 turns. The damage increases according to the Attack Speed (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Magic Bullet - Accelerate</span><br />
Attacks the enemy target to weaken the Defense for 2 turns and increases your Attack Bar by 50%.(Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Igniting Magic Bullet - Brand</span><br />
Attacks the enemy target to decrease the Attack Speed and leave a Branding Effect for 2 turns.(Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Igniting Magic Bullet - Chain</span><br />
Attacks the enemy target 3 times to decrease the Attack Speed for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Burn Soul</span><br />
Attacks the enemy target to inflict damage. The damage increases according to the Attack Speed of both you and the target. (Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Thunder</span><br />
Attacks all enemies to inflict damage. The damage increases according to the Attack Speed. (Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eruption</span><br />
Attacks the enemy target to inflict damage. The damage increases by 30% for each harmful effect on the enemy.(Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flame Explosion</span><br />
Attacks the enemy target 4 times to inflict Continuous Damage for 1 turn.(Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Passive</span><br />
Revives with 50% HP when you're inflicted with fatal damage and falls under the Magic Power Explosion state for 2 turns. The Magic Power Explosion state will increase the damage inflicted to the enemies by 30%, but you'll be uncontrollable and die when the effect ends. [Automatic Effect] </span></blockquote>
]]></description>
			<content:encoded><![CDATA[<a href="http://www.summonerswarmonsters.com/fire/homunculus" target="_blank" rel="noopener" class="mycode_url">http://www.summonerswarmonsters.com/fire/homunculus</a><br />
<br />
<blockquote class="mycode_quote"><cite>Zitat:</cite><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Flame Ray</span><br />
Attacks the enemy target to inflict Continuous Damage for 1 turn with a 50% chance.<br />
Flame Ray - Flood<br />
Attacks the enemy target to inflict Continuous Damage for 1 turn with a 50% chance. The damage increases according to the Attack Speed.<br />
Flame Ray - Chain<br />
Attacks the enemy target 4 times to inflict Continuous Damage for 1 turn with a 50% chance each.<br />
Flaming Magic Bullet<br />
Attacks the enemy target to weaken the target's Defense for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +5%<br />
    Lv.3 Damage +5%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Damage +10%<br />
    Lv.6 Cooltime Turn -1<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Igniting Magic Bullet</span><br />
Attacks the enemy target to decrease the Attack Speed for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +5%<br />
    Lv.3 Damage +5%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Damage +10%<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Magic Bullet - Flood</span><br />
Attacks the enemy target to weaken the Defense for 2 turns. The damage increases according to the Attack Speed (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Magic Bullet - Accelerate</span><br />
Attacks the enemy target to weaken the Defense for 2 turns and increases your Attack Bar by 50%.(Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Igniting Magic Bullet - Brand</span><br />
Attacks the enemy target to decrease the Attack Speed and leave a Branding Effect for 2 turns.(Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Igniting Magic Bullet - Chain</span><br />
Attacks the enemy target 3 times to decrease the Attack Speed for 2 turns. (Reusable in 4 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
    Lv.6 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Burn Soul</span><br />
Attacks the enemy target to inflict damage. The damage increases according to the Attack Speed of both you and the target. (Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flaming Thunder</span><br />
Attacks all enemies to inflict damage. The damage increases according to the Attack Speed. (Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eruption</span><br />
Attacks the enemy target to inflict damage. The damage increases by 30% for each harmful effect on the enemy.(Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flame Explosion</span><br />
Attacks the enemy target 4 times to inflict Continuous Damage for 1 turn.(Reusable in 5 turns)<br />
<br />
    Lv.2 Damage +10%<br />
    Lv.3 Damage +10%<br />
    Lv.4 Damage +10%<br />
    Lv.5 Cooltime Turn -1<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Passive</span><br />
Revives with 50% HP when you're inflicted with fatal damage and falls under the Magic Power Explosion state for 2 turns. The Magic Power Explosion state will increase the damage inflicted to the enemies by 30%, but you'll be uncontrollable and die when the effect ends. [Automatic Effect] </span></blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Informationen zum Homunkulus]]></title>
			<link>https://summonerswar-fanforum.de/showthread.php?tid=3387</link>
			<pubDate>Thu, 08 Sep 2016 08:07:23 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://summonerswar-fanforum.de/member.php?action=profile&uid=299">Neo-Silver</a>]]></dc:creator>
			<guid isPermaLink="false">https://summonerswar-fanforum.de/showthread.php?tid=3387</guid>
			<description><![CDATA[Prinzipiell nur eine Kopie aus einem reddit thread, aber sehr interessant.<br />
<br />
1) grind to infinity<br />
Wer dachte, dass es viele Materialien kostet um den Homunkulus zu beschwören, der wird sich ärgern, dass die Skills teilweise 3x so teuer sind.<br />
<a href="http://imgur.com/a/3ahgc" target="_blank" rel="noopener" class="mycode_url">http://imgur.com/a/3ahgc</a><br />
<br />
2) Skill overview<br />
<a href="https://www.reddit.com/r/summonerswar/comments/51olhq/homonculus_attack_ability_overview/" target="_blank" rel="noopener" class="mycode_url">https://www.reddit.com/r/summonerswar/co..._overview/</a><br />
<br />
<blockquote class="mycode_quote"><cite>Zitat:</cite>The basic idea for the Homonculus is that you will pick from one of three elements, and then "design" it using 4 upgrade choices the adapt it's abilities. Each element has a basic attack with minor added effect, which then gets one of 2 upgrades. Which upgrade you take doesn't impact your future choices at all. The 2nd upgrade you make is a major choice though, because you will only have access to 2 of the 4 final skills based on your 2nd upgrade skill choice.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 1</span><br />
There are a total of 6 skills (after variations) available for the first skill slot. What you pick makes a huge difference for where you'll want to use the Homonculus, because this is the default (no cooldown) skill. All first skills gain +30% damage via skillups. Some also gain effect increases. All have 5 levels (4 devilmon required).<br />
<br />
    Flame Ray - Flood: Damage increases according to your attack speed, 50% (65%) inflicts continuous damage for 1 turn.<br />
    Flame Ray - Chain: 4 strikes, each with a 50% chance to inflict continuous damage for 1 turn.<br />
    Frost Ray - Purify: Remove a beneficial effect, and freeze 15% (50%) for 1 turn.<br />
    Frost Ray - Fluctuate: Strike all enemies with a 15% (25%) chance to freeze for 1 turn.<br />
    Shock Ray - Chain: 3 strikes, each with a 50% chance to block heals for 2 turns.<br />
    Shock Ray - Destroy: 50% (65%) chance to block healing for 2 turns, and destroys max hp by 10% of damage dealt.<br />
<br />
Honestly to me, Fire and Water look the best here. Buff-strip on skill 1 is rare - the only monsters with a 100% chance on their first skill are nat 5s, so Frost Ray - Purify is a great way for a player to gain access to that if they didn't get an Archangel. Meanwhile, Frost Ray - Fluctuate is an aoe 25% freeze on the first skill. Paired with Despair, dear god. Flame Ray - Flood turns him into another Ifrit, so it doesn't impress me that much compared to landing 2 (up to 4) dots. More reliable bursty damage, I suppose.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 2</span><br />
For the 2nd Homonculus skill, you've got 12 final options to pick from, and each pair of them are paired with 2 options for your final skill. Like skill 1, all skills gain 30% damage from skillups, but some gain effect as well. All gain some cooldown reduction (same for each option for a given element).<br />
<br />
    Flaming Magic Bullet - Flood: Decreases the target's defense, and damage increases based on your speed. Cooldown 4 (2)<br />
    Flaming Magic Bullet - Accelerate: Decreases the target's defense, and increases your attack bar by 50%. Cooldown 4 (2)<br />
    Igniting Magic Bullet - Brand: Decreases the target's speed, and applies Brand. Cooldown 4 (2)<br />
    Igniting Magic Bullet - Chain: Attacks 3 times, decreasing the target's speed. Cooldown 4 (2)<br />
    --<br />
    Pulveriziing Magic Bullet - Fluctuate: Attacks all enemies and decreases their defense. Cooldown 4 (3)<br />
    Pulverizing Magic Bullet - Amplify: Inflicts damage propotional to target's max hp, and decreases defense. Cooldown 4 (3)<br />
    Icy Magic Bullet - Absorb: Attacks all enemies, and 50% (65%) chance to absorb 30% of their attack bar. Cooldown 4 (3)<br />
    Icy Magic Bullet - Chain: Attacks all enemies 3 times, each with a 50% (65%) to decrease their attack bar by 30%. Cooldown 4 (3)<br />
    --<br />
    Air Magic Bullet - Brand: Decreases attack speed for 2 turns and applies Brand. Cooldown 4 (2)<br />
    Air Magic Bullet - Chain: Attacks 3 times, and decreases attack speed for 2 turns. Cooldown 4 (2)<br />
    Lightning Magic Bullet - Destroy: 50% chance to stun, and destroys max hp by 30% of damage dealt. Cooldown 4 (2)<br />
    Lightning Magic Bullet - Suppress: 100% chance to stun. Cooldown 4 (3)<br />
<br />
All three elements get some cool options here, but it's important to remember that whichever you choose impacts the choice for your final skill. As such, here are the third skills.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 3</span><br />
    Flaming Magic Bullet (fire)<br />
<br />
    Burn Soul: Damage increases according to your speed and the target's speed. Cooldown 5 (4)<br />
    Flaming Thunder: Damages all enemies, with damage increasing based on your speed. Cooldown 5 (4)<br />
<br />
    Igniting Magic Bullet (fire)<br />
<br />
    Eruption: Damage increases by 30% per harmful effect on the target. Cooldown 5 (4)<br />
    Flame Explosion: Attacks 4 times, inflicting continuous damage for 1 turn each hit. Cooldown 5 (4)<br />
<br />
    Pulverizing Magic Bullet (water)<br />
<br />
    Ice Explosion: Damages all enemies. Cooldown is reduced by 1 for each enemy killed. Cooldown 5 (4)<br />
    Freeze Mind: Inflicts damage proportionate to the target's max hp, and reduces their attack bar to 0. Cooldown 5 (4)<br />
<br />
    Icy Magic Bullet (water)<br />
<br />
    Frost Wind: Damages and freezes all enemies. Cooldown 5 (4)<br />
    Ice Mist: Damages all enemies and inflicts 2 continuous damage effects for 2 turns, with an extra one added with a 50% chance for every debuff on the target.<br />
<br />
    Air Magic Bullet (wind)<br />
<br />
    Whirling Wind: Attacks 3 times, with each hit decreasing the defense and applying a brand. The third hit hits hardest. Cooldown 5 (4)<br />
    Magic Bullet Madness: Randomly attacks 5 times, with damage increasing on repeated hits to the same monster. Cooldown 5 (4)<br />
<br />
    Lightning Magic Bullet (wind)<br />
<br />
    Sharp Wind: Attacks one enemy and destroys their max hp by 50% of inflicted damage. Cooldown 5 (4)<br />
    Soul Shot: Attacks one enemy and prevents them from being revived if they die to this skill. Cooldown 5 (4)<br />
<br />
Okay, so between Skill 2 and Skill 3, there are a total of 24 options, and all 3 elements look pretty damn good (IMHO, wind needs a bit of love on skill 1 though).<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fire</span><br />
Fire Homonculus skill 3 is a nuker, through and through. Of interest is that with only one AoE 3rd skill, you are limited to using the Flaming Magic Bullet 2nd skill if you want to use him for aoe nuking. However, you can build him with speed scaling on all 3 of his skills, giving him some great synergy with any speed buffing monster. With this build, you can choose between a single target and aoe 3rd skill.<br />
<br />
Going down the Igniting Magic Bullet path opens up his access to either Brandia's_-_Brandia) 3rd skill, or Orochi's (well, not quite, only 4 hits). Pairing the skill 2 brand + slow with a copy of Brandia's debuff-scaling nuke looks particularly potent, especially for raid usage.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Water</span><br />
Water Homonculus can an absolute CC king, right up alongside Verad and Tyron. With access options for destroying attack bar and/or freezing targets, he can be a great pvp or toa monster.<br />
<br />
Path 1 is taking Pulverizing Bullet (either aoe defense break, or single target enemy HP scaling and defense break). From there you can pair it with and aoe nuke, or a single target atb reducing nuke that scales off enemy hp. Pairing the two HP nukes gives you insanely strong damage vs hp monsters and bosses, as well as atb reduction and defense break (pair with the 50% freeze + buff strip first skill for most control). But by mixing the skill 2 and 3 you can have a strong single ability and strong aoe, or double down on either.<br />
<br />
Path 2 is Icy Magic Bullet, giving you an aoe 2nd skill that impacts attack bar for sure (either strong decrease, or absorb). Either way, it then pairs up with an aoe 3rd skill, making path 2 an excellent aoe nuker (with cc). One option enjoys the target having debuffs. However, I'm not a huge fan, because of the debuff limit. You're using 2 (of 10) slots automatically by using the skill. Then you (on average) get one more continuous damage per 2 debuffs. At 2 existing debuffs, its an okay skill (landing three 2-turns on everything is about on par with Baretta landing two 3-turn ones). At 4 existing, its definitely strong. But getting to 6 just makes it more likely you get your 4 added, because you're likely trying to use occupied slots. Would be fun for ToA though!<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wind</span><br />
Wind Homonculus gets to come in and show everyone else how to stop annoying heal or revive comps. With his Lightning Magic Bullet path completely focused on screwing those comps up, there's not many monsters that can compare. I can definitely see this guy getting some Guardian+ love. Sadly, he's wind, so he misses out a bit versus the ever-annoying Perna.<br />
<br />
Path 1 has a skill 2 and skill 3 brand option (take either or both), which could give him some use as a raid monster (though I think Fire path 2 is superior for that). Similarly, 5 random hits would be nice on raid (still not as good as fire can get though). However, both have some potential fun in Guild Wars to co-enable himself and any other nuker. Of particular note is that his skill 2 at max rank is a 2 turn brand on a 2 turn cooldown.<br />
<br />
Path 2 has a lot more pvp use I think, with Lightning Magic Bullet having a 50% or 100% chance to stun (and hp destruction on the lower), and both 3rd skills having some juicy bonuses. 50% destroyed HP will completely shut down any heal, and I think pairs great with the 100% stun option (and the 10% destroy on skill 1). Having the 30% destroy is a bit of overkill - if you can't nuke through something with 50% max hp, you have other issues. Meanwhile, the anti-revive (soul shot) is a rare ability to have at all. Again though, I think the 100% stun is just superior utility, as having a (near) guaranteed stun on a 3 turn cooldown is incredibly powerful.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Final Thoughts</span><br />
48 possible builds out there, but here are what I think the most useful 6 will be (2 per element):<br />
<br />
    Fire: Flood/Flood/Flaming Thunder<br />
<br />
Full-on speed scaling skills, this build is all about nuking fast and hard. Swap out the 2nd flood for Accelerate and you can turn cycle more - which may be the better option depending how fast speed scales the damage up.<br />
<br />
    Fire: Flood/Brand/Eruption<br />
<br />
Raid-focused build, able to do decent damage on skill 1, apply slow + brand on 2, and nuke hella hard on 3.<br />
<br />
    Water: Purify/Amplify/Freeze Mind<br />
<br />
Single target cc champion, should be able to keep one unit entirely out of the fight (unless it is on violent). Strips buffs and does %hp damage, along with applying defense break. Might be best 1v1 unit in the game at that point.<br />
<br />
    Water: Fluctuate/Absorb/Frost Wind<br />
<br />
Team-wide CC for a despair rune build. With every attack an aoe, this guy would be a pain on arena defense if it was allowed (no way to stop him from including your nuker in his attacks). As much fun as I think Ice Mist could be in ToA, 100% freeze just makes me happier.<br />
<br />
    Wind: Destroy/Chain/Whirling Wind<br />
<br />
A generic nuke build, with brand effect and defense break adding to the power of 2nd and 3rd hits. Meanwhile, AMB-Chain lets you apply some useful slows as well, and gradual HP destruction guarantees that you can make progress versus a stall/heal defense.<br />
<br />
    Wind: Destroy/Suppress/Soul Shot<br />
<br />
Here's the buildable anti-revive. Able to nuke a target into another dimension as well as provide gradual destroy damage and single target lockdown, this build would be great for guild war revive comps (other than Perna).<br />
<br />
Worst skills<br />
<br />
Shock Ray - Chain: 3x 50% heal block just doesn't impress me. It's useful in raid, but you can use a Death Knight for skill 1 heal block that is more reliable. Plus a Fire Homonculus dishes out much better raid damage due to Eruption. Gaining a 10% (of inflicted damage) hp destruction just has more utility anywhere not named Necropolis.<br />
<br />
Ice Mist: Layers on the continuous damage effects like crazy. Sadly, though, the limit of 10 debuffs pretty much stops this from ever doing more than 4, and even that requires a lot of setup. I can see this used for a ToA team with Baretta and Thrain, but that's about it. And if you have that combo, you should be doing just fine in ToAh anyways. Especially when the other option is a 100% chance to attempt freeze...<br />
<br />
TL;DR<br />
<br />
Nope.</blockquote>
]]></description>
			<content:encoded><![CDATA[Prinzipiell nur eine Kopie aus einem reddit thread, aber sehr interessant.<br />
<br />
1) grind to infinity<br />
Wer dachte, dass es viele Materialien kostet um den Homunkulus zu beschwören, der wird sich ärgern, dass die Skills teilweise 3x so teuer sind.<br />
<a href="http://imgur.com/a/3ahgc" target="_blank" rel="noopener" class="mycode_url">http://imgur.com/a/3ahgc</a><br />
<br />
2) Skill overview<br />
<a href="https://www.reddit.com/r/summonerswar/comments/51olhq/homonculus_attack_ability_overview/" target="_blank" rel="noopener" class="mycode_url">https://www.reddit.com/r/summonerswar/co..._overview/</a><br />
<br />
<blockquote class="mycode_quote"><cite>Zitat:</cite>The basic idea for the Homonculus is that you will pick from one of three elements, and then "design" it using 4 upgrade choices the adapt it's abilities. Each element has a basic attack with minor added effect, which then gets one of 2 upgrades. Which upgrade you take doesn't impact your future choices at all. The 2nd upgrade you make is a major choice though, because you will only have access to 2 of the 4 final skills based on your 2nd upgrade skill choice.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 1</span><br />
There are a total of 6 skills (after variations) available for the first skill slot. What you pick makes a huge difference for where you'll want to use the Homonculus, because this is the default (no cooldown) skill. All first skills gain +30% damage via skillups. Some also gain effect increases. All have 5 levels (4 devilmon required).<br />
<br />
    Flame Ray - Flood: Damage increases according to your attack speed, 50% (65%) inflicts continuous damage for 1 turn.<br />
    Flame Ray - Chain: 4 strikes, each with a 50% chance to inflict continuous damage for 1 turn.<br />
    Frost Ray - Purify: Remove a beneficial effect, and freeze 15% (50%) for 1 turn.<br />
    Frost Ray - Fluctuate: Strike all enemies with a 15% (25%) chance to freeze for 1 turn.<br />
    Shock Ray - Chain: 3 strikes, each with a 50% chance to block heals for 2 turns.<br />
    Shock Ray - Destroy: 50% (65%) chance to block healing for 2 turns, and destroys max hp by 10% of damage dealt.<br />
<br />
Honestly to me, Fire and Water look the best here. Buff-strip on skill 1 is rare - the only monsters with a 100% chance on their first skill are nat 5s, so Frost Ray - Purify is a great way for a player to gain access to that if they didn't get an Archangel. Meanwhile, Frost Ray - Fluctuate is an aoe 25% freeze on the first skill. Paired with Despair, dear god. Flame Ray - Flood turns him into another Ifrit, so it doesn't impress me that much compared to landing 2 (up to 4) dots. More reliable bursty damage, I suppose.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 2</span><br />
For the 2nd Homonculus skill, you've got 12 final options to pick from, and each pair of them are paired with 2 options for your final skill. Like skill 1, all skills gain 30% damage from skillups, but some gain effect as well. All gain some cooldown reduction (same for each option for a given element).<br />
<br />
    Flaming Magic Bullet - Flood: Decreases the target's defense, and damage increases based on your speed. Cooldown 4 (2)<br />
    Flaming Magic Bullet - Accelerate: Decreases the target's defense, and increases your attack bar by 50%. Cooldown 4 (2)<br />
    Igniting Magic Bullet - Brand: Decreases the target's speed, and applies Brand. Cooldown 4 (2)<br />
    Igniting Magic Bullet - Chain: Attacks 3 times, decreasing the target's speed. Cooldown 4 (2)<br />
    --<br />
    Pulveriziing Magic Bullet - Fluctuate: Attacks all enemies and decreases their defense. Cooldown 4 (3)<br />
    Pulverizing Magic Bullet - Amplify: Inflicts damage propotional to target's max hp, and decreases defense. Cooldown 4 (3)<br />
    Icy Magic Bullet - Absorb: Attacks all enemies, and 50% (65%) chance to absorb 30% of their attack bar. Cooldown 4 (3)<br />
    Icy Magic Bullet - Chain: Attacks all enemies 3 times, each with a 50% (65%) to decrease their attack bar by 30%. Cooldown 4 (3)<br />
    --<br />
    Air Magic Bullet - Brand: Decreases attack speed for 2 turns and applies Brand. Cooldown 4 (2)<br />
    Air Magic Bullet - Chain: Attacks 3 times, and decreases attack speed for 2 turns. Cooldown 4 (2)<br />
    Lightning Magic Bullet - Destroy: 50% chance to stun, and destroys max hp by 30% of damage dealt. Cooldown 4 (2)<br />
    Lightning Magic Bullet - Suppress: 100% chance to stun. Cooldown 4 (3)<br />
<br />
All three elements get some cool options here, but it's important to remember that whichever you choose impacts the choice for your final skill. As such, here are the third skills.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill 3</span><br />
    Flaming Magic Bullet (fire)<br />
<br />
    Burn Soul: Damage increases according to your speed and the target's speed. Cooldown 5 (4)<br />
    Flaming Thunder: Damages all enemies, with damage increasing based on your speed. Cooldown 5 (4)<br />
<br />
    Igniting Magic Bullet (fire)<br />
<br />
    Eruption: Damage increases by 30% per harmful effect on the target. Cooldown 5 (4)<br />
    Flame Explosion: Attacks 4 times, inflicting continuous damage for 1 turn each hit. Cooldown 5 (4)<br />
<br />
    Pulverizing Magic Bullet (water)<br />
<br />
    Ice Explosion: Damages all enemies. Cooldown is reduced by 1 for each enemy killed. Cooldown 5 (4)<br />
    Freeze Mind: Inflicts damage proportionate to the target's max hp, and reduces their attack bar to 0. Cooldown 5 (4)<br />
<br />
    Icy Magic Bullet (water)<br />
<br />
    Frost Wind: Damages and freezes all enemies. Cooldown 5 (4)<br />
    Ice Mist: Damages all enemies and inflicts 2 continuous damage effects for 2 turns, with an extra one added with a 50% chance for every debuff on the target.<br />
<br />
    Air Magic Bullet (wind)<br />
<br />
    Whirling Wind: Attacks 3 times, with each hit decreasing the defense and applying a brand. The third hit hits hardest. Cooldown 5 (4)<br />
    Magic Bullet Madness: Randomly attacks 5 times, with damage increasing on repeated hits to the same monster. Cooldown 5 (4)<br />
<br />
    Lightning Magic Bullet (wind)<br />
<br />
    Sharp Wind: Attacks one enemy and destroys their max hp by 50% of inflicted damage. Cooldown 5 (4)<br />
    Soul Shot: Attacks one enemy and prevents them from being revived if they die to this skill. Cooldown 5 (4)<br />
<br />
Okay, so between Skill 2 and Skill 3, there are a total of 24 options, and all 3 elements look pretty damn good (IMHO, wind needs a bit of love on skill 1 though).<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fire</span><br />
Fire Homonculus skill 3 is a nuker, through and through. Of interest is that with only one AoE 3rd skill, you are limited to using the Flaming Magic Bullet 2nd skill if you want to use him for aoe nuking. However, you can build him with speed scaling on all 3 of his skills, giving him some great synergy with any speed buffing monster. With this build, you can choose between a single target and aoe 3rd skill.<br />
<br />
Going down the Igniting Magic Bullet path opens up his access to either Brandia's_-_Brandia) 3rd skill, or Orochi's (well, not quite, only 4 hits). Pairing the skill 2 brand + slow with a copy of Brandia's debuff-scaling nuke looks particularly potent, especially for raid usage.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Water</span><br />
Water Homonculus can an absolute CC king, right up alongside Verad and Tyron. With access options for destroying attack bar and/or freezing targets, he can be a great pvp or toa monster.<br />
<br />
Path 1 is taking Pulverizing Bullet (either aoe defense break, or single target enemy HP scaling and defense break). From there you can pair it with and aoe nuke, or a single target atb reducing nuke that scales off enemy hp. Pairing the two HP nukes gives you insanely strong damage vs hp monsters and bosses, as well as atb reduction and defense break (pair with the 50% freeze + buff strip first skill for most control). But by mixing the skill 2 and 3 you can have a strong single ability and strong aoe, or double down on either.<br />
<br />
Path 2 is Icy Magic Bullet, giving you an aoe 2nd skill that impacts attack bar for sure (either strong decrease, or absorb). Either way, it then pairs up with an aoe 3rd skill, making path 2 an excellent aoe nuker (with cc). One option enjoys the target having debuffs. However, I'm not a huge fan, because of the debuff limit. You're using 2 (of 10) slots automatically by using the skill. Then you (on average) get one more continuous damage per 2 debuffs. At 2 existing debuffs, its an okay skill (landing three 2-turns on everything is about on par with Baretta landing two 3-turn ones). At 4 existing, its definitely strong. But getting to 6 just makes it more likely you get your 4 added, because you're likely trying to use occupied slots. Would be fun for ToA though!<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wind</span><br />
Wind Homonculus gets to come in and show everyone else how to stop annoying heal or revive comps. With his Lightning Magic Bullet path completely focused on screwing those comps up, there's not many monsters that can compare. I can definitely see this guy getting some Guardian+ love. Sadly, he's wind, so he misses out a bit versus the ever-annoying Perna.<br />
<br />
Path 1 has a skill 2 and skill 3 brand option (take either or both), which could give him some use as a raid monster (though I think Fire path 2 is superior for that). Similarly, 5 random hits would be nice on raid (still not as good as fire can get though). However, both have some potential fun in Guild Wars to co-enable himself and any other nuker. Of particular note is that his skill 2 at max rank is a 2 turn brand on a 2 turn cooldown.<br />
<br />
Path 2 has a lot more pvp use I think, with Lightning Magic Bullet having a 50% or 100% chance to stun (and hp destruction on the lower), and both 3rd skills having some juicy bonuses. 50% destroyed HP will completely shut down any heal, and I think pairs great with the 100% stun option (and the 10% destroy on skill 1). Having the 30% destroy is a bit of overkill - if you can't nuke through something with 50% max hp, you have other issues. Meanwhile, the anti-revive (soul shot) is a rare ability to have at all. Again though, I think the 100% stun is just superior utility, as having a (near) guaranteed stun on a 3 turn cooldown is incredibly powerful.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Final Thoughts</span><br />
48 possible builds out there, but here are what I think the most useful 6 will be (2 per element):<br />
<br />
    Fire: Flood/Flood/Flaming Thunder<br />
<br />
Full-on speed scaling skills, this build is all about nuking fast and hard. Swap out the 2nd flood for Accelerate and you can turn cycle more - which may be the better option depending how fast speed scales the damage up.<br />
<br />
    Fire: Flood/Brand/Eruption<br />
<br />
Raid-focused build, able to do decent damage on skill 1, apply slow + brand on 2, and nuke hella hard on 3.<br />
<br />
    Water: Purify/Amplify/Freeze Mind<br />
<br />
Single target cc champion, should be able to keep one unit entirely out of the fight (unless it is on violent). Strips buffs and does %hp damage, along with applying defense break. Might be best 1v1 unit in the game at that point.<br />
<br />
    Water: Fluctuate/Absorb/Frost Wind<br />
<br />
Team-wide CC for a despair rune build. With every attack an aoe, this guy would be a pain on arena defense if it was allowed (no way to stop him from including your nuker in his attacks). As much fun as I think Ice Mist could be in ToA, 100% freeze just makes me happier.<br />
<br />
    Wind: Destroy/Chain/Whirling Wind<br />
<br />
A generic nuke build, with brand effect and defense break adding to the power of 2nd and 3rd hits. Meanwhile, AMB-Chain lets you apply some useful slows as well, and gradual HP destruction guarantees that you can make progress versus a stall/heal defense.<br />
<br />
    Wind: Destroy/Suppress/Soul Shot<br />
<br />
Here's the buildable anti-revive. Able to nuke a target into another dimension as well as provide gradual destroy damage and single target lockdown, this build would be great for guild war revive comps (other than Perna).<br />
<br />
Worst skills<br />
<br />
Shock Ray - Chain: 3x 50% heal block just doesn't impress me. It's useful in raid, but you can use a Death Knight for skill 1 heal block that is more reliable. Plus a Fire Homonculus dishes out much better raid damage due to Eruption. Gaining a 10% (of inflicted damage) hp destruction just has more utility anywhere not named Necropolis.<br />
<br />
Ice Mist: Layers on the continuous damage effects like crazy. Sadly, though, the limit of 10 debuffs pretty much stops this from ever doing more than 4, and even that requires a lot of setup. I can see this used for a ToA team with Baretta and Thrain, but that's about it. And if you have that combo, you should be doing just fine in ToAh anyways. Especially when the other option is a 100% chance to attempt freeze...<br />
<br />
TL;DR<br />
<br />
Nope.</blockquote>
]]></content:encoded>
		</item>
	</channel>
</rss>