Summary
Biography
Basic info
Stats
Stats are calculated at lvl , rank








Rank Up Costs
Upgrade materials and kane cost.
Total Costs
Total Kane: 0
Featured Events
Related Content
No related content available for Roku Saigo.
Pros
Cons
Review
Overview
With a massive hammer and even more massive defense, Saigo is an immortal wall (and not much else). No other character can ignore boss mechanics the way Saigo can, all while stacking his unique Rage meter to grow tankier as the fight continues. Given out as a free character to all, Saigo is a solid teammate that will always have your back. Just don’t expect him to bring much damage.
Rage
Saigo’s unique meter is Rage, built via hits from his Secondary Attack or from taking damage. Rage stacks to 30, each stack granting +5% defense. Using his ultimate clears all Rage, increasing its damage multiplier based on how much Rage he had (further boosted if you level passive 2). Rage also fuels passive 1, letting him heal himself per Rage stack.
Primary Attack
A slow 3-swing melee chain. You’ll rarely see the full chain unless the enemy is already broken. Each hit applies Attention for 20s and deals a high amount of break damage, though its slowness hampers its real value.
Secondary Attack
Saigo moves forward while spinning his hammer. Holding the button charges it, increasing hits before the final swing. He appears to resist interruption while spinning, letting him continue even if hit. As a player, you’ll spam this for break damage alongside counterattacks. Each hit grants +1 Rage and applies Attention for 20s.
Counterattack
A deflect counterattack (won’t deflect non-physical attacks). Saigo charges forward while deflecting. This can be awkward against certain enemies (like SHARK’s underwater dash). Otherwise, it functions as a standard deflect counter.
Strategy Skill
Character defining. Saigo holds his hammer up, gaining 70% damage reduction while the button is held. Each hit he takes costs him 200 stamina. After he’s hit, his next secondary attack is treated as fully charged (no spin-up needed). If you attempt to charge the secondary after that, you won’t get the full effect. As a player, you’ll often use this instead of counterattacking, especially against projectiles or if you want that fully charged secondary for break damage.
Ultimate Skill
Costs 3 Tension Bars and all Rage. Saigo slams down with a big AoE centered on himself. Its base damage is low but scales heavily with Rage, and can reach jaw-dropping numbers with passive 2. However, 3 bars is steep, and usually better spent on a dedicated DPS ult. Ult efficiency lines are handy if you choose to do this anyway.
Chain Skill
Saigo slams down with a leaping overhead strike. Applies Attention for 20s, otherwise fairly typical.
Combos (If Operating)
Use secondary attacks for break and Rage generation, then decide if you want to counterattack or use strategy skill to block enemy moves. For instance, you might deflect certain attacks (e.g., Backgammon’s aerial dive) for an extended stun but use the strategy skill vs its tail swipe.
Tips:
- Rage can be built by hitting enemies with secondary attack or by letting them hit you, so plan your openings to build Rage quickly.
- Saigo’s primary attacks do more DPS, but are slow. Use them if an enemy is stunned/broken or not attacking for a while.
- Don’t be shy about getting hit. Saigo easily tanks hits and can heal if built that way.
Potential
- Fighting Instincts: +60%, 60%, 240% Primary, +40%, 80% Secondary, +40% Counter, N/A for Strategy, +800% Ultimate, +240% Chain.
- Survival Instincts: +10% HP, +10% Defense, +100 Stamina.
- Coordination: +20 support per point.
- Passive Skill 1: Heals 0.04% (+0.04%/rank) max HP every 5s per Rage stack (up to 1.2% at rank 1, 6% at rank 5 with 30 Rage).
- Passive Skill 2: Increases Rage-to-ult multiplier by 2.4% (+2.4%/rank, 12% max) per Rage stack (72% at rank 1, 360% at rank 5; effectively
177% at rank 1 or 465% at rank 5 with base level included).
For pure survivability, max passive 1 and Survival Instincts (split as you need). For damage, max passive 2 and add Fighting Instinct, or just Fighting Instinct if you don’t plan on ulting. A single point in passive 1 is nice since Saigo will inevitably take hits.
Dupes
- T1 (Assistance): Upon “Roar of Outrage,” allies get increased recovery effect for 15s, +5% more for each Rage stack. Good for teammates like Yo’s passive 2.
- T2/T4: +2/+3 Potential Gems. Great for a character who likes 4-5 potential picks.
- T3 (Steel Body): -50% stamina use on Shock Absorber. Nice quality of life but not game-changing.
- T5 (Iron Fire): If all allies drop below 50% HP, apply 20s of Attention on all enemies. Doesn’t matter much now since he can keep single targets’ attention anyway, but could be helpful if multiple strong elites appear later.
Operating Character
His AI is decent enough for most. The AI often charges his secondary fully and holds strategy skill for extended periods (being quite passive), which might be all you want from a tank. Manually piloting him allows for more break optimization the AI doesn’t do.
Conclusion
While tanks aren’t strictly necessary right now, Saigo is still a good choice if you dislike or aren’t adept at countering/dodging. He can cheese many boss mechanics with strategy skill, and unlimited time in fights means you won’t mind his low DPS as much.
Synergy
Characters that work well with Roku SaigoSaigo is a tank, so he doesn’t strictly need synergy partners. You probably already chose your other members if you’re running him.
Best Team Composition
Party building guide for Roku SaigoF2P Friendly Team
Damage is low until Iroha’s passive 2 is online, but Saigo covers for Yo’s stamina usage by drawing aggro.
Best Compatible Monsters
Best Compatible Monsters for Roku SaigoTank Build
Attacker might help your damage, but substats matter more.
Sub Stats: Cut Rate++ is great for flat damage reduction. Max HP or defense also improve tanking, while max stamina helps keep
strategy skill up longer. Crit Damage, Attack, and Crit Rate can boost his damage if you’re building around his ultimate.
Patimon sets
- 2-piece: Decreases damage taken by 8%.
Fortress
- 2-piece: Increases Maximum HP by 10%.
Defender
- 2-piece: Increases Ultimate Skill DMG Multiplier by 25%.
Gladiator
- 2-piece: Increases Attack by 15%.
Attacker
Patimon stats
Damage Cut Rate
Maximum HP
Defense
Maximum Stamina
Critical DMG Multiplier
Attack
Critical Rate
Best Tension Cards
Best Tension Cards for Roku SaigoSaigo doesn’t need specific cards. Run cards for your teammates instead. A few do synergize with him though:
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Surprise Attack: Hegemony synergy is optional since Saigo already spams Attention.
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Mutual Trust: Good if you want sustained healing with Disorder. Saigo is tanky enough to maintain 30 Disorder stacks, repeating the
effect often. -
Chaotic Order: Decent option since Saigo will be taking hits anyway, but note it also speeds enemy tension gain.
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Heavy Metal: EX requirement is high, but it grants huge defense, letting him endure hits. Also reduces flinch, helping him land
secondary attacks. -
Gem of Flames: AI Saigo often gets hit, activating and maintaining the card’s attack buff.
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Various defense cards (Ace Up One’s Sleeve, Bitter Smile, etc.): Not typically worthwhile but available if you’re desperate.
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Leading Wisdom + Kingship Generator: If you plan on using his 3-bar ult, tension cost reduction helps.
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Stimulation + Pulsating Life: If passive 1 is unlocked, Saigo’s self heal triggers Clinical. Pulsating Life also boosts his ult if you
want to commit.
Special Condition
If the target is granted [Attention], the effect will be replaced by [Hegemony].
[Attention]
Enemies granted Attention will prioritize attacking the character who granted them the effect.
[Hegemony]
Target a specific character infinitely.
This effect cannot be overwritten, and has higher priority over [Attention].
When an enemy under [Hegemony] attacks the targeted character, damage is reduced by 5%.
If the character targeted with [Hegemony] is knocked out, the effect will be removed.
Characters: Conditions Met
When there are 30 or above [Disorder] on the field, this effect can be activated again. After the effect is activated, all members' [Disorder] stacks will be removed.
[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.
All Party Members
When the operating character takes damage, recharge allies' Tension by
Enemy's Tension will recharge 2x faster.
[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
When the effect is active, decrease Moving Speed by 25%.
When the effect is active, consume Tension by 10.
Characters: Conditions Met
This effect will be removed upon a character change.
Characters: Conditions Met
Characters: Conditions Met
Characters: Conditions Met
Consume all party members' [Kingship] stacks, and for each stack of [Kingship] consumed, decrease the amount of Tension consumed to execute the Ultimate Skill by
[Kingship]
Maximum 30 stacks.
Based on the number of stacks, increase own Primary Attack/Secondary Attack/Chain Skill DMG Multiplier by 0.1%.
When Stamina is recovered outside of basic Stamina recovery, gain 1 stack.
Characters: Conditions Met
This effect will not be triggered by the recovery from [Clinical].
[Clinical]
Recover 1% of own Maximum HP every 3 seconds.
All Party Members
When a character is granted [Clinical], increase their Ultimate Skill DMG Multiplier by
[Clinical]
Recover 1% of own Maximum HP every 3 seconds.