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2 Hyakuichitaro Senju

CV: Ayumu Murase
BREAKER

Rating

S

Breaker Role

B

Reroll Target

Summary

Biography

CV Ayumu Murase
Birthday January 26
Height 151cm
Weight 44kg

Basic info

Attack Ability
Break Ability
Support Ability
Operating Difficulty

Stats

Stats are calculated at lvl , rank

Hyakuichitaro Senju
HP HP 0
Attack Attack 0
Defense Defense 0
Support Support 0
Stamina Limit Stamina 0
Stamina Limit Crit Rate 0
Stamina Limit Crit Damage 0

Rank Up Costs

Upgrade materials and kane cost.

Total Costs

Total Kane: 0

Featured Events

No featured events available for Hyakuichitaro Senju.

Related Content

No related content available for Hyakuichitaro Senju.

Pros

Highlighting Hyakuichitaro Senju’s strengths
Secondary Attack: The true reason for picking Senju. Senju’s secondary is a two-swinger that’s relatively fast, deals huge break, and can be easily dodge cancelled to spam.
Cheap Ultimate: A 1-bar ultimate is quite handy. It’s a good emergency option if you can’t avoid a hit or if you want to activate Bombard for a teammate. It also deals decent damage if the enemy remains in place.
Fighting Spirit: While not relevant currently, Senju’s shield is good enough to note – it offers damage reduction but injures Senju himself when allies take damage. This can trigger certain tension cards and help keep your team alive (though it risks Senju’s health).

Cons

Pointing out Hyakuichitaro Senju’s weaknesses
One Trick Pony: Right now, Senju’s job is to break the enemy quickly and maybe activate Bombard for a teammate. Future content might make a pure breaker less desirable.
Manual Only: AI Senju is terrible, often using his strategy skill at bad times. You have to pilot him, restricting your team building compared to other breakers.
Self Damage Woes: His shield can kill him as easily as it saves teammates. You can mitigate this with healing cards or a healer, but committing resources for that shield might not be worth it.

Review

In-depth Build and Guide
Overview

Mouthful of a name aside, Senju is a highly competent breaker if you’re willing to manually operate him. This is because Senju’s
break speed depends on spamming his Secondary Attack for the highest break-per-hit in the game. His break speed is so fast only
Kazuki can (kind of) keep up or beat him. Unfortunately, this is Senju’s main role. He can shield allies with Fighting Spirit, but
building it requires slow primary attacks or using his long strategy skill animation.

Fighting Spirit / Intimidating Ignition

Senju’s meter that builds via the third hit of his primary, his chain skill, or his strategy skill. Hitting 30 stacks consumes them
to apply Intimidating Ignition on allies, a shield based on Senju’s max HP. Damage taken by that shield redirects to Senju’s HP. The
shield lasts 30 seconds and is easy to maintain thanks to Senju’s fast break window (giving time to use his strategy skill). It’s a neat
mechanic but currently unnecessary since fights end quickly. You can ignore it by spamming his secondary.

Primary Attack

A slow 3-stage series. In theory it out-damages his secondary, but because of dodge cancelling the difference isn’t huge. The third hit
builds 3 stacks of Fighting Spirit, 1 per hit.

Secondary Attack

Character defining. Senju swings his bat twice, dealing extreme break plus decent damage. You’ll spam this and cancel the second hit
into a dodge to repeat.

Counterattack

A deflect counterattack (won’t deflect non-physical). Quick animation, decent damage for a counter.

Strategy Skill

One of the worst attacks in the game. After a lengthy windup, Senju leaps at his target, hitting 6 times total and generating 12
Fighting Spirit. Break is middling. It’s only worth using on a very passive or broken enemy if you want the shield. Otherwise, it’s too
risky.

Ultimate Skill

Costs 1 Tension Bar. Senju stomps, swings a bit, then creates a huge explosion in front of him. It’s pretty good for a 1-bar ult, but
its long animation lets enemies move away. At least it’s fully invincible. Best use is enabling Bombard.

Chain Skill

An average chain skill that generates 6 stacks of Fighting Spirit when it hits.

Combos (If Operating)

Spam his secondary, dodge cancel after the second swing for maximum break and damage. Counterattack when possible. Senju’s strategy
skill can be used on a broken enemy to quickly build a shield if that’s part of your plan.

Tips
  1. Senju is straightforward. Dodge cancel right after the second hit of secondary for best break speed and damage.
  2. Only use his strategy skill on a broken enemy, since its huge animation will leave you open otherwise.
Potential
  • Fighting Instincts: +64%, 64%, 88% Primary, +72% Secondary, +13.4% Counter, +36% Strategy, +40%, 600% Ultimate, +240% Chain.
  • Survival Instincts: +10% HP, +10% Def, +100 Stamina.
  • Coordination: +20 support per point.
  • Passive 1: +10% (per rank, up to 50%) damage reduction on Intimidating Ignition.
  • Passive 2: On reaching 30 Fighting Instinct, heal 5% (up to 25%) of max HP.

Max Survival Instincts for stamina/HP. Put extra points in Fighting Instincts (for more damage), or in Passive 1 or 2 if you
want better team or personal survivability, but keep in mind you need to use the shield for those to matter.

Dupes
  • T1 (What You Lookin’ At?): Start battle with 15 Fighting Spirit. Good QoL, letting you cast the shield early if you want.
  • T2 / T4: +2 / +3 Potential Gems. Not huge for Senju, but gems are always nice.
  • T3 (Fight Me If You Dare!): Taking damage from Intimidating Ignition buffs Senju’s attack by 20% for 20s. A decent boost.
  • T5 (The Most Handsome, Man of Men!): +30% DR on Intimidating Ignition plus -30% damage on redirection. Potentially amazing,
    especially with a max Passive 1, making the team nearly unkillable while shielded.
Operating Character

You must. AI Senju will get himself killed using strategy skill at bad times, losing his best trait of speedy breaks. You can pick
AI-friendly characters around him while you manually pilot him.

Conclusion

Senju is an amazing, simple breaker. He may not deal Yo-level damage or be AI-friendly like Kazuki, but with an easy Bombard activation
and a simple playstyle, he offers a niche for those who want what he brings.

Synergy

Characters that work well with Hyakuichitaro Senju

Senju is there to break enemies quickly, so any team that values a strong breaker can use him. But you must consider good AI for your DPS since you’ll be piloting Senju.

    Best Team Composition

    Party building guide for Hyakuichitaro Senju

    F2P Friendly Team

    Easy F2P synergy. Yo’s passive 2 can keep Senju topped up if the shield hurts him, all three break quickly, and Iroha can ult with all these breaks.

    Hyakuichitaro Senju
    Yo Kuronaka
    Tsuki Iroha

    Team Sukaban

    Premium synergy, or “Team Sukaban.” Possibly Miu’s best team aside from swapping Senju with Kazuki. This covers everything you want for destroying bosses fast.

    Hyakuichitaro Senju
    Miu Jujo
    Jio Takinogawa

    Best Compatible Monsters

    Best Compatible Monsters for Hyakuichitaro Senju

    Breaker Build

    Set Bonus: None matter much to Senju. Attacker boosts damage, Defender or Paladin can improve his shield. Substats generally
    matter more, but Senju’s fine without anything special.

    Sub Stats: Maximum Stamina and Counterattack Stamina Cost Reduction help you spam secondaries. Ultimate Skill Efficiency is another option if
    you plan to keep Tension Phase 1 for Bombard or if you don’t want your DPS to run it. Crit damage, crit rate, attack, and health are nice
    for more damage/survival.

    Patimon sets

    • AttackerAttacker
      2-piece: Increases Attack by 15%.
    • DefenderDefender
      2-piece: Increases Maximum HP by 10%.
    • PaladinPaladin
      2-piece: Increases Resistance of granted Shield by 20%.

    Patimon stats

    • Maximum Stamina
      Counterattack Stamina Cost Reduction
      Ultimate Skill Efficiency

    Best Tension Cards

    Best Tension Cards for Hyakuichitaro Senju

    Though Senju has some synergy with certain cards, you’ll likely choose based on your DPS.

    • Bombard: Possibly the main reason to pick Senju over Kazuki. A simple 1-bar ult that sets Bombard up easily, letting a teammate’s ult
      do huge damage. You’ll want ult efficiency or good timing to pull this off.
    • Rebellious Spirit + Fighting with Flames: This combo and art are basically made for him. Senju can shield to gain Unbending, buffing
      the team. Requires actually using the shield.
    • Interlocking Stratagems + Fighting Scene / Forerunner / Mastermind: Typically run if you have an AI DPS. Interlocking Stratagems
      boosts chain skill damage.
    • Chaotic Order: Potential tension generation if you let your AI get hit while the shield is up.
    • Gem of Flames: Works better with AI Senju (he’ll take damage frequently).
    • Misc: Control for +15% crit rate, or Ejection for a shield on Senju himself.

    Characters: Conditions Met Characters: Conditions Met

    After executing an Ultimate Skill, if an Ultimate Skill is executed within 10s, increase the Ultimate Skill DMG Multiplier of that character by 80% for 10s.

    Characters: Conditions Met Characters: Conditions Met

    When granting Shield, **grant that character [Unbending] for 20s.

    Unbending[Unbending]

    When receiving an attack that will reduce own HP to 0, 1 HP will remain.
    After the effect is activated, [Unbending] will be removed and [Resuscitate] will be granted.

    All Party Members All Party Members

    When the operating character executes a Strategy Skill, create a Field effect that can increase Attack point by 100% for 15s.
    When a character within the Field is under [Unbending], further increase Attack point by 100%.

    Unbending[Unbending]

    When receiving an attack that will reduce own HP to 0, 1 HP will remain.
    After the effect is activated, [Unbending] will be removed and [Resuscitate] will be granted.

    Characters: Conditions Met Characters: Conditions Met

    When a Chain Skill is executed, grant the character who executed the Chain Skill 1 stack of [Interlocking Stratagems].
    When granted [Star Actor] and the maximum stack of [Interlocking Stratagems] at the same time, increase the Attack point of that character by 27%.

    [Interlocking Stratagems]
    Maximum 3 stacks.
    Based on the number of stacks, increase Chain Skill DMG Multiplier by 12%.
    This effect can be inherited at +1 additional stack by the next character executing their Chain Skill.
    This effect will be removed upon a character change, and there will be a 30s CD.

    Star Actor[Star Actor]

    Increase Attack point by 5%.
    This effect will not be granted on the operating character, and will be removed when a character becomes the operating character.

    Characters: Conditions Unmet Characters: Conditions Unmet

    When a Strategy Skill hits, grant party members [Star Actor] for 20s.

    Star Actor[Star Actor]

    Increase Attack point by 5%.
    This effect will not be granted on the operating character, and will be removed when a character becomes the operating character.

    Characters: Conditions Unmet Characters: Conditions Unmet

    When the operating character executes Counterattack successfully, grant party members [Star Actor] for 20s.

    Star Actor[Star Actor]

    Increase Attack point by 5%.
    This effect will not be granted on the operating character, and will be removed when a character becomes the operating character.

    Characters: Conditions Unmet Characters: Conditions Unmet

    When a Primary Attack hits a target at a certain distance, grant party members [Star Actor] for 20s.

    Star Actor[Star Actor]

    Increase Attack point by 5%.
    This effect will not be granted on the operating character, and will be removed when a character becomes the operating character.

    All Party Members All Party Members

    At the start of battle, grant all members 5 stacks of [Disorder].
    When the operating character takes damage, recharge allies' Tension by 5.
    Enemy's Tension will recharge 2x faster.

    Disorder[Disorder]

    Maximum 50 stacks.
    For party members granted this effect, based on the number of stacks, increase own Critical Rate by 0.5%.
    For enemies granted this effect, based on the number of stacks, increase own Attack point by 1%.
    While under [Disorder], when party members take damage or execute a Perfect Evasion/Counterattack successfully, grant all members 1 stack.
    If the number of stacks doesn't increase within 15 seconds, all stacks will be removed.

    Characters: Conditions Met Characters: Conditions Met

    When a party member other than the operating character takes damage, increase the operating character's Attack point by 70% for 10s.
    This effect will be removed upon a character change.