Copper[Wind Living Armor] Review – The Hardest Metal in Summoner’s War

Note: This is a guide by our knowledgeable moderator XelNecra.

I would like to give an introduction to one of my favorite Monsters in Summoner’s War, Copper, the Wind Living Armor. After an brief look at his abilities, I will discuss how to rune him and I will also go in-depth about possible Copper teams.

Why Copper?

Copper Wind

Copper is a Defense-Type Wind Monster that combines high burst with tankyness, while providing decent utility on the side. As a natural 3-star monster, he is very realistically obtainable from normal summoning without specifically hunting for him. Additionally, he is on Summoning Stone Rotation pretty frequently.

He is easy to skill up, since fire Living Armors are farmable at Ferun Castle. On top of that, the runes he needs in order to function have very few contestors, so runing him with mediocre-to-good runes will be easy if you are farming runes on a regular base anyway.

Easy to obtain, easy to skill up, easy to rune, effective in battle – Copper got you covered.

What Does He Do?

Let’s take a brief look at his abilities. I will add comments about his abilities in the “Comment”-Column. The cooltimes and effect rates assume a fully skilled Copper.

Pulverize: Strikes an enemy with a hammer and stuns the target for 1 turn with a 50% chance. The damage increases according to your Defense.

  • Lv.2 Harmful Effect Rate +5%
  • Lv.3 Damage +5%
  • Lv.4 Harmful Effect Rate +10%
  • Lv.5 Damage +10%
  • Lv.6 Harmful Effect Rate +10%
  • Lv.7 Damage +10%
  • Lv.8 Harmful Effect Rate +10%

Pulverize deals an okay-amount of damage, but with a 50% chance to stun his target he has one of the better Standard-Attacks of the 3-star Monsters.

Spinning Smash: Swing the hammer, attacking all enemies and decreasing their Defense for 2 turns with a 50% chance. The damage increases according to your Defense. (Reusable in 5 turns)

  • Lv.2 Damage +10%
  • Lv.3 Damage +10%
  • Lv.4 Damage +10%
  • Lv.5 Cooltime Turn -1
  • Lv.6 Cooltime Turn -1

This AoE-Armorbreak may be unreliable, but comes with an acceptable amount of damage. The low 3-turn cooldown is worth noting.

Thunder Strike: Strikes an enemy with thunder. The damage increases according to your Defense and ignores the target’s Defense if it is lower than 50% of your Defense. (Reusable in 5 turns)

  • Lv.2 Damage +10%
  • Lv.3 Damage +10%
  • Lv.4 Damage +10%
  • Lv.5 Cooltime Turn -1

This is what sets Copper apart from the other Living Armors. Thunderstrike has the potential to deal a devastating amount of single-target-damage, often deleting an enemy monster right away. With the help of a Defense-Buffer, the condition for ignoring the enemy’s Defense is easily fulfilled most of the time.

How Do I Build Him?

As you have noticed, all of Copper’s Skills deal damage according to Copper’s Defense. Additionally, his third skill requires you to have double the defense of the enemy Monster. This means it is inevitable that Copper builds Defense% in slot 2 and 6. To further boost his damage potential and to enable him to one-shot tankier Monsters, we want Critdamage% in Slot 4. This is pretty much set in stone.

When it comes to the Rune sets though, Copper is actually really versatile, as a lot of set combinations work for him. However, you have to take a risk-oriented approach here. The worst thing that can happen to you is bringing a Copper as your only damage source (or one of your main damage sources), only to find that you are not able to fulfill his third ability’s condition, and instead of one-shotting your target you are attacking it with a Toy Hammer.

As I already mentioned before, you usually want to bring a Defense-Buffer with Copper, so having insufficient defense usually only becomes an issue when you are up against Defense-Type monsters or Tanks that might have some Defense thrown into the mix. Still, you always have to have this in mind when you are deciding whether to use Copper or not.

Anyway, about the risk oriented approach: Because of the abovementioned problem, you have to evaluate how many Guard sets you need to put on Copper in order to make him safe enough to use. I go by the following rule:

3 Guard sets – This is the safest you can get.
2 Guard sets – Generally safe, but failed Thunder Strikes can happen against Tanks.
1 Guard set – Risky. Only recommended if your substats can make up for it.
0 Guard sets – Only consider this if you have very good substats.

This “tier list” applies if you do not have any extraordinary Defense% substats. If you have one or more runes with significant Defense% substats (15% or more), the above mentioned tiers should be applied less severe accordingly.

The other stats that you are aiming for are Crit Rate and Crit Damage, so preferable non-Guard-Sets are Blade and Rage.

If you have enough Defense and sufficient Critrate, you can consider other sets as well. Will Runes can be great to prevent turn one Stuns/Freezes or, even worse for Copper, Armorbreaks. Endure is an option if you are aiming to reach 100% resistance, which is comparatively easy because Copper enjoys a base Resistance of 40% due to his awakening bonus; similar to Will Runes, this Set protects against pesky Armor Breaks.

Rage is an option to significantly increase his burst Damage. Violent is great since it helps Copper to wear off debuffs quicker and to get his Thunder Strike up more often. Revenge can be good since Copper has a stun on his normal attack. All other rune sets are not recommended unless you have a good reason for it.

The Substats you are aiming for are Critrate%, Defense%, and Critdamage% in that order. Resistance and Speed are also very nice to have.

How Do I Use Him?

Even though he becomes really tanky, which usually is a perk for Monsters on Guild Battle Defense and Arena Defense, Copper is easily played around and his AI is far from perfect. This is why he is best used in Arena Offense and in Guild Battle Offense.

His ability to one-shot monsters makes him even more valuable in Guild Battles because everyone can only bring 3 Monsters per Battle, so Copper has the potential to kill 1/3 of the enemy monsters and turn the Battle into a 3 versus 2 from the very beginning.

With this in mind, a very viable strategy is to bring Copper as your Sole Damage Dealer, and Focus the rest of the Team around buffing him up and keeping him alive. That way he can take out the enemy team one by one each time he has Thunder Strike available.

What Supports Should I Bring?

In this last paragraph, I will get specific and explain which monsters Copper should team up with. It is mandatory for Copper to have a Defense-Buffer on his side in order to be able to reliably Ignore the Enemy’s Defense, so keep that in mind when composing his Team.

Shannon – Wind Pixie

Shannon Wind

The easiest-to-obtain Defense Buffer. While other Monsters arguably offer more, she is your Go-To choice if you don’t have any other Defense-Buffers. Her Attack-Buff further increases Copper’s Damage (at least slightly), and the glancing hit debuff can help to keep Armor-Breakers under control.

Randy – Fire Bounty Hunter

Randy Awakened Fire

Along with a 3-turn Defense Buff, Randy also increases the Critical Rate of all allies, which helps Copper to be more consistent and easier to rune. On top of that, he offers a speed-leader in Guild Battles, and can deal a suprising amount of Damage by himself (partly defense-ignoring as well). Randy is one of the most popular defense-buffers for Copper.

Imesety – Wind Horus

Imesety Wind

Imesety grants a 2-turn Defense- and Critical Rate Buff as well, which is shorter than Randy’s 3-turn Buff. However, in addition to buffing his team, he fills the Attack Bar (ATB) of one target monster to 100% with the same ability. Copper is innately very slow, and since you have to rune for so many different stats it is very hard to also squeeze sufficient speed in there.

Imesety solves this problem: Build a fast Imesety, and let Copper enjoy the same speed. In addition to that, Imesety offers great enemy speed control and really helps to pace the battle in your favor.

However, as a natural 4-star Monster, he is rather difficult to skill up, and his 2-turn buff starts off with a 6 turn Cooldown. So unless you have the luxury to skill him up, you should invest in some Violent Runes for Imesety or else you will have a huge buff downtime. A well-runed and skilled-up Imesety is arguably the best Defense-Buffer Copper can have.

Duamutef/Wedjat – Fire/Light Horus

Duamutef Fire Amduat Dark

These two guys offer a 2 turn Defense buff on a 3-turn cooldown when skilled up, which is decent. While Duamutef deals Defense-Based damage by himself, Wedjat helps the entire team to move faster by recovering attack-buffs of allies every turn. Both are decent choices as Buffers for Copper.

Talc/Basalt – Water/Dark Battle Mammoth

Talc WaterBasalt Dark

Along with a 2-turn Defense buff, those two also heal your entire team. The Provoke on the first ability helps to keep armorbreakers and buff removers from targeting Copper, which should not be underestimated.

Emma – Water Neostone Agent

Emma Water

Emma Heals and buffs Defense, while also bringing some additional utility in the form of Buff removal and glancing hits. The heal is the majors selling part here, as that one is off the charts.

Megan – Water Mystic Witch

Megan Water

Many people already own a Megan. She can fill the role of the Defense Buffer as well, but apart from the ATB-Boost that comes with it, she does not offer much. She can fill the role if your main buffer died during guild battles.

Synergy with Non-Defense-Buffers

Once you have decided who your defense-buffer should be, you can proceed to fill the remaining team slots with Monsters that help to set up Copper or provide otherwise significant utility when paired up with him.

Chloe – Fire Epikion Priest

Chloe Awakened Fire

Chloe is a great Set-Up for any team, and Copper-Teams are no exception. The Immunity and Invulnerability make sure that the first turns go smooth, and having a heal on your team is never wrong.

Delphoi – Wind Undine

Delphoi Wind

The Wind Undine offers Debuff Removal, Immunity, and Heal for your entire team all packed into one skill, making Armor-Break nothing to be afraid of anymore. In addition, she comes with a Defense-Leader for Wind Monsters, which is just perfect for Copper.

Olivine – Wind Battle Mammoth

Olivine Wind

This Budget-Delphoi comes with Debuff-Removal and Defense-Leader as well and can be used as a way to get rid of Armorbreaks. The Team-ATB-Boost, Enemy-ATB-Decrease and Taunt help you to further control the flow of the Battle. Olivine is an inferior choice over Delphoi in many aspects, but can rudimentary fill her role if you are already covered in the Buff- and Heal-Departments.

I hope this guide inspired a few of you to build a Copper-Team and have just as much fun with him as I do. Thanks for reading, and best of luck!

Cheers,

XelNecra(EU Server)

Copper[Wind Living Armor] Review – The Hardest Metal in Summoner’s War

6.56

Dungeon

7/10

    Arena Offense

    9/10

      Arena Defense

      5/10

        Guild Wars Offense

        8/10

          Guild Wars Defense

          4/10

            Pros

            Cons

            • DalisDL

              So Vampire is not suggested on Copper? 😮

              • somegame

                Vampire Copper is nice if you want to use him for farming and dungeons as well as PVP but for PVP alone the set does not contribute much.

            • KJen

              vampire rune more suitable for copper as farmer in scenario map

            • Simulacrum

              “Pulverize deals an okay-amount of damage, but with a 50% chance to stun his target he has one of the better Standard-Attacks of the 3-star Monsters.”
              Sorry but isnt that wrong? Summoners War only increases the basic stats by X%. So if you skill-up ‘Pulverize’ by 10% its value changes from 15% to 16,5%.
              +35% of 15% means round about 20% stun chance.

              The easiest way to verify this is to watch heal buffs change with a skill-up.
              I verified that with the heal skills of Konamiya, Belladeon and Chasun. So why should SW change its math with other skill types. Its the same as the +33% HP leader skill of Veromos. He only raises by 33% of the basic hitpoints of a monster not of its max.hp.

              • Kienzan

                For heal it is as you say. For other types of skills like stun chance, it adds directly: 15% +10% = 25%, not 16,5%

            • Lillo

              Posting this not to say that you got something wrong, but for the sake of givin other cheap alternative for the low level guys since copper is one of the more summoned 3 star I know. I summoned like half a dozen and one really early in the game. Kinda like, the first one I got with 75 cristal.
              There are other “really cheap to skill max” monster to help him survive:
              for the two star we have
              -Wind/water (better light) fairy help remove the debuff (and in case of the light make copper heal and invincible for 2 turn evey 4 turn if maxed)and can stun/freeze with the first skill. She just need to survive to clean the debuff. And water is one of the first monster you get. Wind is in the magic shop too.
              -Konoyama (water garuda) is usefull too: awakened heal 15% and remove ALL the debuff from all the ally. Resurge moreover give immediatly a turn on one of your monster. Can be bought at the magic shop.
              -Vagabond of all the element have armorbreak on the first skill, with the damage proportionate to the MAX hp of the vagabond himself. Light vagabond decrease the damage of all the ally of 15% but is rare. And escluded light and wind all the vagabond have a taunt skill with 80% chance. So energy/energy/energy and some accuracy and bob is you uncle. Wind is one of the first monster you get too. And sometime you see those guys in the magic shop.

              for the three star
              -Light inugami (belladeon) is the best one since he armorbreak debuff the enemy, remove the buff and have a heal on hand. But. Wind inugami (ramahan) while don’t heal is easy to get from the telain forest and can armorbreak and remove the debuff. And you can get water inugami from the garen forest to max the skill too.
              -wind harpy can be farmed at Kabir ruins, can armorbreak for 2 turn and stun for one. And is needed for wind ninetails fusion. So better get one anyway.
              -Wind griffon can be farmed at Tamor desert, armorbreak, weapontbreak, buff speed and give all your monster 30% attack bar. And I know many use him on giant B10. So, yeah. Easy to get and with long life shelf. One of the fastest monster outta here, I’m told too.
              -Geoffrey (fire viking) is easy enought to get since it’s a 3 star, you can get him on secret dg (correct me if I’m wrong here). He can armorbreak, but his really strong point is that once awakened he steal the buff from the enemy. His wind counterpart is in the magic shop more often than not. Walter (wind viking) himself have an armorcrusher that deal damage based on his current hp situation. Good, if more rare, alternative is Jassend (dark viking) that can armorbreak and revives ally.
              -Magical archer, all of them, on first skill, can debuff armorbreak if the enemy have the elemental disvantage. Simple enought to farm in secret dg and more than once I summoned a wind one with the unknow scroll.
              -Fire inferno second skill armorbreak for 2 turn every 3 turn, the third stun one target and inflict continuous damage on the nearby every 4 turn. And can be farmed at Vrofagus ruin.

              So if you get a copper really early in the game just get a wind inugami and a water garuda or water inugami and a wind/water fairy and you can get REALLY far away.

            • toter_rosa_Hase

              Great guide!

              I even would sugest that as long as u dont have good runes u should focus entirely on Def untill u reach the 2k mark. Your CR/CD will not help you if the base Def is too low.

              Later on its most important to work with what u got.
              Like u said, if u get godlike Vampire runes, they are better then okish Violent runes.
              I point it out because thats the most common mistake people make. AKA the popular “what runes for xy?” question. Primary Stats > Type of rune-set

              for Example I have some good Violent runes but I use Vamp/Blade because I got far better subs on them (65%DEF, 87flat on Substats).

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