Reincarnated Sarasvati Guide
Table of Contents
Abbreviation Index
Introduction
Playstyle
Other Leader Pairings
Drilling Shark Toy Dragon Caller, Cotton
Amatsu
Summer Bamboo Virtue, You Yu
Jhoira, Weatherlight Captain
On-Type Subs
Optimal Subs
4.0 – 4.75 Subs
3.5 – 3.75 Subs
3.0 Subs
2.5 Subs and Below
Off-Type Subs
5.0 Sub
4.0 – 4.5 Subs
3.0 – 3.5 Subs
Inherits
Mel-Specific
Best Non-Sub Inherits
Useful Inherits
Team Composition
Generic AS Set-Up
Optimal Team A
Optimal Team B
My current R.Saras team
Latents
Sample Clear Videos
Contents
Abbreviation Index
5o1e – 5 orbs, one enhanced
7c – 7 combo awakening
AS – Active Skill/Skills
CD – Cooldown
FUA – Follow-Up Attack. This awakening.
GB – Guard Break Awakening. This awakening.
GFE – GodFest Exclusive
KFC – King Frost Cape
LS – Leader Skill
MTG – Magic: The Gathering
SA – Super Awakening/Awakenings
SB – Skill Boost Awakening
SBR – Skill Bind Resist Awakening
TE – Time Extend Awakening
VDP – Void Damage Piercer. This awakening.
Introduction
Best girl’s time has finally arrived!! If you read my Awoken Sarasvati guide (you know, before /u/fether went and just deleted all of them :eyes:), you’ll know I absolutely LOVE Sarasvati. Why you ask? Well, aside from being absolutely adorable, she’s honestly a pretty fun non-meta leader to run. She was pretty tanky before but now she’s 110% pure muscle. She’s now rocking a kickass unconditional 2x HP multiplier for dragon and attacker types (Why not god types too Gungbo?) and a pretty nice 2x ATK. Though that 2x ATK proves to be less helpful than the 1.5x that Awoken Saras has when you’re against Sopdet and Vishnu, but that’s about it. The biggest change to Saras, though, is the addition of the Unbindable+ awakening. A.Saras was bindable, which meant losing that sweet HP multiplier, but now that R.Saras is unbindable, you won’t have to worry about losing that sweet HP multiplier unless you get slapped with an awoken bind first followed by a regular bind. 99% gravities will suck though. Like, really suck ass.
In terms of activating her, it seems like it’ll be really annoying but you really don’t need to fully activate all the time. I hardly fully activate and can usually get by pretty well. Granted this only works if you have subs that have 7c awakenings. If you lack these, R.Saras is going to be a lot more of a struggle to play. In any case, with Saras’s AS making 5 water orbs, increasing water skyfall, AND being able to loop between 2 Saras, you’ll probably get up to 3 water combos on average per turn. The only times you really need to fully activate are against Arena boss floors or any end game dungeon where enemies have about 30m+ HP.
Her biggest drawback is the lack of RCV and access to subs who have high RCV, but that is easily overcome by using Mel. But it’s a bit more than just having Mel, which I’ll explain later on in the guide. Moving on to pros and cons!
The Yes’s and No’s
Pros | Cons |
She’s got HP for daysUnbindable to keep the HP for daysSub pool consists of pretty high HP subsFairly controllable damageHigh damage output at full activationCan easily pair with some other water leadsOption for permanent water skyfall7c subs allow for minimal activation for damageExtensive sub pool even though restricted | She doesn’t have the RCV to match the HPSub pool limited to Dragon and AttackersPairing with other leads can restrict your sub pool even moreDependent on subs with 7c for damageShe’s water orb hungryMost optimal subs don’t have a lot of TE’s if any at allCan’t fully activate if making a 3×3 box for VDP |
Playstyle
I know I briefly went over her playstyle but I want to go a bit more in-depth. She gives 2x HP and ATK to dragon and attacker types and all attributes 3x ATK for 2 water matches and an additional 1.5x ATK for each extra water watch up to 7.5x at 5 matches. It sounds off-putting at first because you have to match so many water matches to get your full multiplier, but you honestly don’t have to fully activate all the time. While she might not be able to hit as hard as Yusuke or some other meta leads every turn, she can still easily clear trash floors. You also have permanent water skyfall at your disposal, so even if you only have enough water orbs to make 2 water matches you can very well end up skyfalling an extra 3 orbs to fully activate (and I guarantee it’ll happen when you least need it). Regardless, her damage can skyrocket really quickly if you stack up water matches/skyfall or have a bicolor board active like Blonia. Below are 2 damage output examples from the team I run (which you can see a bit further below for inherits). One is at the bare minimum activation + 7 combos and the other is at full activation with no extra water matches and 10 combos. This is also with only 4 Water OE awakenings.
2 water matches at exactly 7 combos
Full activation at exactly 5 water matches and 10 combos
Damage aside, her HP is through the roof. You can easily sit at around 130-170k HP depending on your team composition, and that’s more than enough to be able to stall for skills. That is until you get slapped with a 99% gravity. Then you cry a little inside. But seriously, with that much HP, while you can oneshot most floors, you can also screw around so to speak. Need some more turns before ____ AS is ready? Go nuts. If you have a good RCV sub, it’s even better. Speaking of RCV…
Her RCV is complete garbage. Like I’m talking so bad you’ll wonder how she even survive in harder, longer dungeons. The answer to this is having good RCV subs. There’s a lot to pick from and a lot of inherits you can also pick from. You’ve got a few subs who can do a % heal as their AS and other subs who can improve your overall RCV capability. The absolute best RCV sub by far is Sly Masquerade Demon Princess, Mel. Her RCV is pretty low but she’s rocking six, count them, six Heart OEs. I’ll get more into this later but you can easily make her heal for half your total HP in a single turn. That said, you’re not exactly shit out of luck if you don’t have her. Like I said, there are a bunch of other subs that can do adequate healing. Enough to keep you alive. Aside from her orb hungriness, this is her second biggest downside. WIthout a proper healing sub, your enjoyment of R.Saras will be much lower than what it could (and should) be.
All in all, her playstyle isn’t that bad if you’re constantly matching out your board and at least half paying attention. I genuinely hope you guys enjoy playing her as much as I do but if you don’t, that’s okay too. Different strokes for different blokes.
Other Leader Pairings
I won’t be listing every possible leader pairing but I’ll go over a few of the best ones you can pair with that aren’t R. Saras. Just in case you guys feels like spicing up the Saras life every now and then. Keep in mind that with off-pairings, you’re opting out of a looped water skyfall buff unless you slap R.Saras on the team as a sub.
Drilling Shark Toy Dragon Caller, Cotton
Probably the best pairing you could use outside of R.Saras x R.Saras. Has no specific typing requirements and for a measly 2 water matches + 6 combos, you get 10x ATK, 25% shield, and 2.5x RCV. There isn’t much to say about this pairing really. It’s just so simple and works so well that it speaks for itself. You get pretty high damage output with fewer water matches but an overall lower max damage output at full activation, though it still hits pretty dang hard. Definitely worth trying out if you get the chance. I happen to have mine up in slot 1 so if you add me you can give her a whirl ;).
Amatsu
This is a pairing I never got to try because I didn’t have any friend with Amatsu up to pair with but I really want to try it, more so now that we have R.Saras. His LS is pretty similar to Saras in that you need multiple water matches for your ATK multiplier. He gives 2x ATK and RCV for physical and dragon types so pairing with R.Saras means you have 2/4/2 base but only for dragon types which means you’ll have to limit your sub to dragon type only if you want the full effect. That said, it’s honestly not that bad. You’ve got a lot of options to choose from that are still pretty hard hitters. Sonia Clea, Ney, Cotton, Uruka, Karin, and R.Andromeda not only fit the requirements for both R.Saras and Amatsu but are some of the best subs you could ask for in general for R.Saras.
Summer Bamboo Virtue, You Yu
If you ever bothered to actually get the radar dragon caller for YY’s ult evo or have a friend who did, this pairing can be pretty solid in terms of damage and damage control. Unlike the previous two, YY doesn’t have a typing restriction, so as long as you meet R.Saras’s requirements you’re gucci. He does make the team more orb hungry as he requires a 5o1e match. Since he’s like R.Saras in needing up to 5 total water combos, you can easily control the damage output if you don’t skyfall too hard. The 5o1e is the big boy damage multiplier portion of YY’s LS so you can leave it out for smaller multipliers and include it for bigger damage. You might think it’s impossible to get a 5 water match board with a 5o1e included but you’d be surprised to know there are some optimal arrangements for them. I found 3 arrangements that let you fully activate both R.Saras and YY but you can’t have any more than 20 water orbs on the board. Having 17-19 water orbs will let you pull off an 8c while the 20 water orb board stops at 7c. Optimal boards for 17-13, 18-12 v1 or 18-12 v2, 19-11, and 20-10. The difference between 18-12 v1 and 18-12 v2 is an extra 4-match of whatever the other color is. Be it hearts or another attribute, maybe you might not want the 4-match. Who knows. There’s probably some other arrangements you could come up with that are better but these are what I’ve come up with.
Jhoira, Weatherlight Captain
One of the exchangeable units during the MTG Collab. She is off-type so she won’t get the bonus from R.Saras, but otherwise she’s a pretty solid leader pairing. She’s basically a water version of Odin Dragon in terms of AS so you’ve got a solution to awoken binds and you have a 50% heal. The 7×6 board you get helps immensely with having water orbs to activate Saras. I personally don’t like 7×6 because the orbs are too tiny but that’s just me. The shield is decent but it’s not better than the total HP you could have with R.Saras x R.Saras. Works great for those pesky gravities though. Always activatable since she has fire sub-attribute and is unbindable. All-in-all, solid leader pairing. Lacks a bit of damage towards the higher water match activations but that’s the case with almost all these leader pairings.
On-Type Subs
Things to keep in mind:
- Icons are hyperlinked to PADX page so I don’t have to list awakenings and stuff.
- Farmables are denoted by *.
- If something isn’t listed, you are more than welcome to DM me and ask directly.
Optimal Subs
4.0 – 4.75 Subs
3.5 – 3.75 Subs
School Isis | 3.75 3.0 | Sub: She’s not the worst possible sub but not the best. She can get a 7c SA which somewhat makes up for her lack of damage. She’s bind immune and since her AS isn’t anything too amazing, you could easily slap something like LMeta equip assist or KFC on and have a soft bind clear sub. Overall pretty decent for a support sub but not the best offensive one. Assist: If you have no other bind clear AS, I guess she’s worth using but that’s about all she’s good for. No shield like R.Isis and the 5x RCV heal is nothing compared to how much HP you’ll have. |
School Sakuya | 3.75 2.0 | Sub: More or less same boat as School Isis but with slightly better stats. Her resists won’t do much for you until they do and you thank them, but otherwise you’ll forget you have them. She can get a 7c SA and with 2 TPAs, she can do decent damage but nothing to write home about. Her AS could potentially be useful to bring enemies down below their resolve threshold if you don’t have a FUA but it’s a pretty unreliable method. Assist: Would inherit for the same AS reason as above but it’s honestly not worth it. |
Barbarossa | 3.5 4.0 | Sub: He’s lacking in stats but he’s got an okay ATK stat with TPAs so he won’t do terribly. You can also get him a fourth TPA or a VDP through SA. His AS is great for making water orbs since it guarantees you 2 water matches which is just enough to make the bare minimum multiplier for Saras. The delay is handy to have against something like Hino if you don’t have a FUA. The AS is also short enough that you can throw on an inherit and have it be ready in a short amount of time. Assist: Same as above. Short CD so it won’t take long to come up. |
Beach Artemis | 3.5 3.0 | Sub: Lacks a bit in HP but has a pretty good ATK stat. No 7c awakenings so her damage output will be a lot lower than some others. The Team RCV awakening is really helpful if you’ve got another sub that can pull off some sick heals. Her AS is one of the few void attribute absorb actives that you can use on the team without inheriting it and staying on typing. Assist: Only if you need the void attribute absorb for the dungeon but even then it might be easier to just run her as a sub for that one dungeon. |
Beach Myr | 3.5 3.0 | Sub: She really needs an evo. Her stats are on par with that of REvos but her awakenings aren’t too amazing. Water OEs aren’t really necessary and too much of it can actually cause issues for damage thresholds on damage absorb enemies. That said, she’s pretty okay. Her AS is nice for making heart orbs and won’t eat your waters and if you just hold an orb in place while “Change the World” counts down. You can match normally after. Assist: She’s okay for stat inherit but AS isn’t really something you’d want to have over whatever you’re inheriting her on if they have double orb convert or something. |
Beach Urd | 3.5 3.5 | Sub: Please keep in mind that it must be the glasses wearing one. Which means you’d have to evolve her first since the regular form isn’t attacker typing. She’s a pretty mediocre sub since her stats are pretty bad but her AS is pretty useful. Tricolor board change with hearts is always nice to have. Awakenings are pretty meh but the heart OE is nice for a little extra healing. Assist: Totally worth using if you need an extra board change AS. If she had better stats she’d be even better but she’s alright. |
Berry Dragon | 3.5 3.0 | Sub: The only reason why you’d want to run Berry Dragon is if you need it’s AS to heal yourself. It’s awakenings aren’t too great and it’s stats are even less impressive but a 30% heal on a 6 turn CD is pretty solid. Couple that with the ability to make hearts and it can be a life saver. Assist: Not too bad if you need a healer. Outclassed by R.Gabriel but a pretty okay alternative. |
Distel | 3.5 4.0 | Sub: His stats are pretty nice. Awakenings aren’t that great for offense but triple SB is always nice to have as is the double TE. Double L-match is a nice boost in damage and unlocking locked orbs. Especially useful if you have locked poisons or jammers. AS is really nice since it lets you be even tankier than you already are and has a nice little burst added to it. It’s unfortunate that the CD is stupid long though. Assist: Only really worth inheriting if you know you’ll need the shield and would be best if placed on a low max CD sub like Cotton. Great for pseudo skill delay while also being a pretty useful AS itself. |
Gammoth | 3.5 3.5 | Sub: Dude has HP for days. His awakenings aren’t spectacular but he’s a great HP stick for the team. His AS is useful for the most part but it can be problematic if you’re using it on a floor that needs a FUA since it will probably eat away at your hearts since it won’t eat water, woods, or darks. The delay helps with that though, if they don’t have a status shield up. The CD isn’t too long either so you can always just slap on an inherit. Assist: If you’re going to assist, it’s best you do it in his equip form. But if you don’t want to do an irreversible evo, his regular form isn’t that bad. A lot of HP stat bonus but his AS is meh. |
Mercuria | 3.5 4 | Sub: His awakenings are pretty bad. His ATK stat is through the roof though so he can still hit pretty hard for something that doesn’t have 7c awakening. His AS is where he really shines though since it’s the biggest burst available outside of scaling ones like Facet. The double skill haste is also really nice. Assist: Only if you want to ruin something’s day. |
Nut | 3.5 3.5 | Sub: Pretty lacking in stats but not the worst. Her awakenings are kind of garbage aside from that 7c but it shouldn’t be that big of an issue if you’ve got better subs to run on the team with her. Her AS is really nice since it’s a super short cooldown and you can use it in tandem with Saras for 2 columns of water orbs. Assist: Not that bad if you inherit her on someone with a short CD as well. Decent inherit if you only care about the skill. |
Sarasvati | 3.5 4.0 | Sub: It’s a sad day when you can’t be your own best sub. This is honestly due to her lack of 7c. Having a second Saras on the team means you can use her low CD base for better AS or just have an extra water orb maker + skyfalls. That’s all I really have to say. Assist: Honestly, the only sub you’d want to inherit her on is herself at skill level 1 for pseudo skill delay. Her AS is nice to have but not worth having as an inherit on subs with better AS. |
Sherias L | 3.5 2.5 | Sub: Double TE’s is useful and he’s unbindable so you can inherit something with a bind clear AS or something like LMeta or KFC for soft bind clear. Devil killer is neat but it’ll cause problems against Parvati. Decent inherit base since AS is 9 CD max. Assist: Only really useful if you want a burn AS to get rid of disgusting boards you don’t want to deal with. |
Sherias D | 3.5 2.5 | Sub: About as good as his light counterpart but for different situations. GB awakening is useful against PreDras and the like if you have all attributes. His killers are mediocre but his blind resists are pretty neat. AS is the same thing as his light counterpart. Assist: Same as L Sherias. |
Reine | 3.5 2.5 | Sub: Not my first choice but a decent sub. She’s a healer type so she has a nice chunk of RCV and a Heart OE so she could be useful in providing some healing. GB is still useful against high def enemies. Her AS isn’t that great since it eats your hearts but it is a short CD so if you can afford to lose your heart orbs, it’s nice. Valks really need a new evo. Assist: I wouldn’t but she’s better than some others. |
Barioth F.Hunter* | 3.5 4.0 | Sub: Not a terrible sub. She was a farmable during the Monster Hunter collab and will continue to be if they bring it back again. Her stats are pretty lackluster but her awakenings slightly make up for it. She’s got a 7c and a Dragon Killer so that’s nice. Her AS is a nice way to heal up if you’re short on HP and with a max CD of 8 turns, you could easily slap an inherit on her for use. Assist: Solid inherit to throw on if you need a healing AS or want a short delay. |
Herme-Do* | 3.5 | Sub: Not too bad for a farmable. If for whatever reason you find yourself wanting more Water OEs, she’s a solid farmable choice. Her AS is pretty useful if you’re lacking some water orbs and the 2x ATK for dragon types is nice if you need that extra bit of damage against something. The biggest downside to her is getting her. |
Whaledor* | 3.5 3.5 | Sub: Only really worth using if you want the extra SBs but he’s still pretty useful. He has a decent amount of HP and his AS is really nice if you want to save a Saras for the inherit. It’s also really short at max level so you can easily throw something more useful on him as well. He’s more valuable as a sub in shorter dungeons where you want your AS with longer CD to be up sooner. Longer dungeons wouldn’t benefit as much. |
3.0 Subs
Acubens | 3.0 2.5 | Sub: Unfortunately, he’s not the one that has a 7c but he’s the one that fits the typing requirement. His AS isn’t terrible but the jammers spawned could be a nuisance. The time extend portion is great for overriding pesky time debuffs from enemies like DIza since you probably won’t have too much move time to begin with. It’s also ridiculously short so he’s a great inherit base. Stats aren’t amazing but they could be worse. Assist: Only really useful for his time extend buff to override time debuffs. Not that great otherwise but a few extra water orbs is useful. |
Barioth | 3.0 3.5 | Sub: His awakenings leave much to be desired but his stats are really nice. Pretty well spread all things considered. His AS is great for board changing and the delay is useful should you actually need it. Assist: Same situation as Mizutsune and Gammoth. His inherit is MUCH more valuable as an equip assist but if you don’t want to give up running him as a sub, it’s still pretty decent. This is if you inherit him without evolving into the assist form. |
Beach Navi | 3.0 1.0 | Sub: Honestly not that impressive but I gave her a 3.0 because of her triple Heart OE awakenings. She doesn’t have much RCV but it’s still something. You can always throw an inherit on her that increases her base RCV like Sumire equip assist. The water rows don’t do much for you and aren’t really desirable but double SB is pretty nice. Her AS is literally just a worse version of mizutsune but it’s a really short CD so she makes for an okay inherit base. Assist: Honestly not worth using as an inherit unless you literally have nothing else. |
Kamiya Kaoru | 3.0 4.5 | Sub: Her stats and awakenings are pretty bad. You don’t really need Water OEs and the Light OEs aren’t helpful. Water rows are, well, rows and you know how useful they are. The real value lies in her AS. A 50% heal is a huge amount of HP recovered for the team and he guarantees 2 water matches from the row convert. Assist: Definitely worth having if you want a Heal AS and the row convert portion of the AS is nice for making an easy 2 water combo match. |
Kiri | 3.0 2.0 | Sub: Only really worth using if you know you’ll be fighting a beefy dragon type enemy. For instance, she’s great for Challenge Lv. 9 in the June Dungeon set since the boss is dragon type with a 75% shield and a lot of HP. The other awakenings and SA aren’t exactly anything to be excited about. Her AS is pretty niche since it’s suited towards her own LS but it’s not the worst. Great for doubling your damage against high HP/Def enemies since it goes through status shields. Her stats are pretty decent as well. Assist: Again, really niche use of her AS for dealing with high HP/Def enemies. It’s also a really long CD so you’ll probably have to stall for it in shorter dungeons. |
Merlin | 3.0 3.0 | Sub: Low stats but awakenings are nice for a card of it’s caliber. Triple TPAs with an option of a fourth means Merlin can still hit relatively hard. TE+ is a great choice of SA if you need extra time and the <50% HP SA isn’t that bad either since being below 50% HP for R.Saras is kind of like being at full HP for a lot of other leads. AS is mediocre but it can get rid of jammers and poisons so that’s neat. Also really short CD so you can inherit over it. Assist: Great for getting rid of jammers and poisons but you lose your hearts as well. |
Neptune | 3.0 2.0 | Sub: For a REvo, he’s not that impressive. He’s got chunk of ATK but no 7c to capitalize off of it. Poisons resist is pretty neat but not too practical. He can get a SB+ through SA so that makes him a triple SB sub. His AS is only really useful against high defense monsters or if you need that little extra damage but the burst is only for attacker and devil types. Assist: Same as above. Honestly not really worth it but he can provide a decent boost to ATK. |
Odin | 3.0 2.0 | Sub: Isn’t great offensively unless you make rows but he’s got a nice chunk of stats. He’s rocking four SBs which is great for having skills ready when you enter a dungeon and he’s unbindable so you can inherit a soft bind clear equip onto him or a bind clear AS. His AS isn’t really that useful for other than enhancing a Blonia board but the small heal is still a heal. At +99 ATK, you can still get a solid 20k HP or so. Low CD so you can always inherit over it. Assist: Maybe on high ATK subs but probably not worthwhile. |
Odin Tamazo* | 3.0 1.0 | Sub: Poor man’s Odin. His stats are much worse than Odin and the AS is identical. That said, he’s technically a farmable but only when we had that one one-shot challenge with him as the reward. His awakenings are still good though. Not quite as many SBs as Odin but he has 2 TEs and some Water OEs. I wouldn’t use him unless you had no other subs that fit the typing requirement but he’s decent. Assist: Same as Odin. |
Pixel Tidus | 3.0 3.5 | Sub: He’s one of the few monsters that you can use that naturally has a VDP. He isn’t particularly special otherwise. His stats and awakenings are mediocre but his AS is surprisingly useful. 99 damage laser on all enemies lets you just laser Predras and he double orb converts into water and light. Assist: Pretty useful if you don’t want to use up a board change to get past Predras and the like. Also great for making some extra water orbs when needed. |
Pixel Y’shtola | 3.0 4.0 | Sub: She may be rated the same as Pixel Tidus but between you and me, she’s slightly better. HP isn’t as nearly as high but ATK is relatively the same and a lot more RCV. Awakenings are more useful than Tidus for sure. Double SB, TE, soft bind clear, and VDP. Her AS is great since it unlocks orbs and makes waters and hearts. Since she’s also healer type, she can hold Dragon Killers. Assist: Solid assist. Honestly not much else to say. |
Sadalmelik | 3.0 3.5 | Sub: If you act like his stats don’t exist, he isn’t that bad. Double SB, unbindable, and soft bind recovery. His AS is pretty decent as it gives you 2 guaranteed water matches and a 1 turn haste. Not too impressive otherwise, but acceptable. Assist: Not too bad for water orb generation. It’s decent otherwise. |
Scheat Shinji | 3.0 3.0 | Sub: Stats are average but he’s got pretty bad awakenings. Triple TPA is decent for damage output but it’s still pretty lacking. His AS is substantially useful as a replacement for Saras’s AS since it both makes waters and gives water skyfall for 4 turns but it eats your heart orbs which isn’t that nice. Assist: Fairly decent. If he didn’t convert heart orbs away he’d be a lot better as an assist. |
Weld | 3.0 3.5 | Sub: Great stat spread for the most part. He could do with a little more HP but if you have other subs with high HP, it won’t matter too much. His AS is great for stalling/board changing and especially useful against resolve enemies that can be delayed like Hino in Arena. Awakenings aren’t too spectacular but with his ATK stat, he can make good use of those TPAs. Assist: Fairly good if you inherit him as his sub form. He’s phenomenally better if he’s inherited as his equip assist form but same dilemma as always. If you don’t want to lose using him as a sub, his regular form is still good. |
Another Justice* | 3.0 1.5 | Sub: Not the best farmable but totally usable. He’s bind immune so you can slap a soft bind recovery AS or equip assist on him like KFC. He already has a soft bind recovery on his AS but the machine ATK multiplier isn’t exactly useful so you can overwrite it with someone more useful. That said, farming him isn’t exactly fun so if you have him, great! If you don’t and need one last farmable sub, go with one of the other ones. Assist: Yeah he has a soft bind recovery and if you have no one else to inherit for a soft bind recover, go for it. Otherwise, he’s not really worth it. |
Cthulhu* | 3.0 4.0 | Sub: For a “harbinger of doom,” he isn’t particularly amazing. His stats are just shy of being equal to a REvos so that’s pretty cool for a farmable. He can get a VDP SA which is pretty cool if you have no other VDP sub. He’s not lacking in ATK too much either so he can put out some damage with VDP. The problem is that he lacks 7c. AS is great for removing pesky poisons and jammers but it’ll also eat your hearts so be wary. Assist: Oddly enough, he better as an inherit because the CD on his AS is so absurdly long at level 1, you could easily inherit him just for the stat bonus and pseudo skill delay. |
Herme-Ku* | 3.0 | Sub: Surprisingly useful. Her stats aren’t amazing but her AS works well with Saras’s since it converts the left-most column into water and the 2x ATK for dragon types is nice since your subs will probably be dragon types. If anything, it’s a great boost for Saras since she has no 7c. Awakenings could be better but they could also be worse. |
Herme-Ra* | 3.0 | Sub: A bit less valuable than Herme-Ku in terms of awakenings but her AS makes up for it since she converts the top-most row into water orbs which guarantees 2 water matches. Not much to say considering she’s more or less just like Do and Ku. |
Ilsix* | 3.0 4.5 | Sub: Awakenings are hot garbage. Doesn’t even have an SBR. Despite that, his stats aren’t too terrible. His AS is where he shines. Makes 5 water and heart orbs from non-water and heart orbs and locks all water and heart orbs. There aren’t a whole lot of AS in the game that lock orbs and even less that are on usable cards. The locked orbs can be a lifesaver if you know you’ll be getting a board change. Just tank the hit (if you can) and save as many water and heart orbs as possible. Not to mention because he spawns 5 heart orbs, you can easily use his AS to make a FUA. Assist: For the longest time he was one of my favorite inherits and he still is. He gives a good chunk of HP bonus and his AS is just so useful. I suggest farming one up solely for the purpose of inheriting. |
Volsung* | 3.0 0.0 | Sub: He’s mediocre for a farmable. His AS is even hotter garbage. The only use it has is for EXTREMELY niche situations like lowering your damage against Sopdet so you can match 2 water combos against her. Otherwise, max skill it and slap on an inherit. Assist: You don’t. |
2.5 Subs and Below
Honestly don’t know why I’m even including these 2.0 subs. I’d hope no one has to resort to using them. But in case anyone does, here they are.
Off-Type Subs
These subs don’t fit the typing requirement for Saras but they can still be of some use. This list is MUCH shorter than the on-type ones. In comparison to on-type subs, they’re roughly about the same as on-type subs that are ~0.5 to 1.0 less in ranking depending on the sub. Some more than others. For example, a 3.5 sub here is about as good as a 3.0 sub or 2.5 sub that’s on-type. It wasn’t that too much of a difference with A.Saras since she only gave 1.5x ATK for a total of 2.25x ATK but now that R.Saras is 2x, you’re losing out on 4x ATK which is huge. That said, you should try to avoid using them unless you just lack good on-type subs.
5.0 Sub
4.0 – 4.5 Subs
3.0 – 3.5 Subs
Inherits
Mel-Specific
These inherits are the best options to put on Mel if you have her. That’s not to say they can’t be used elsewhere, but they’re exceptionally good when put on Mel. That said, I still included a rating for in general use.
Best Non-Sub Inherits
Outside of the subs already listed that work as good inherits, these are the best ones to use in my opinion. They’re primarily equip assists that you wouldn’t run on the team other than Amaterasu.
Useful Inherits
These inherits aren’t exactly bad or good. They’re just useful inherits you can use in place of whatever’s been mentioned in the above lists. Other than bicolor, the rest only list some of the possible options. There aren’t too many remaining considering I already mentioned them above but there are still some I missed for tricolor and quadcolor for sure.
Bicolor | Tricolor | Quadcolor | Double Convert |
– Yusuke – Halloween Sonia– Beach Sonia | – Haku (Any version)– Urd– Superman– Pixel Mai– Billy Kane– Allatu– Halloween Karin– Beach Meimei– School Ishtar– A.Ma Chao– Amenomina.– Halloween Nene | – Valentine’s Kirin– Male Nerg. Hunter– Andy Bogard– Astraea– Typhon– Guan Yinping– Lumiel | – W/F Harley– P5 Makoto– Coran– Sima Yi– Bard Robin |
Team Composition
Generic AS Set-Up
Sub 1 | Sub 2 | Sub 3 | Sub 4 | |
Base | Bicolor board change | Bicolor/Tricolor board change with hearts | Double orb convert w/ heart orbs | Double orb convert |
Inherit | Same as above | Same as above or bicolor | Same as above or tricolor with hearts | Same as above or tricolor/any necessary AS** |
**Any necessary AS for a dungeon can go on the shortest CD sub as well.
Double orb convert actives are less important in shorter dungeons. Bicolor board change is for boss floors/high hp or def floors where you would need full activation (or close to it), since it requires at least 15 water orbs. Bicolor/Tricolor with heart orbs is for sticky situations where double orb convert wouldn’t be enough and the bicolor board change isn’t worth using. Also useful if you have no waters and your double orb convert is still on CD or you just don’t have one on the team. Double orb convert with hearts is great for when a board change isn’t worth using but you still need to heal up or need some more water orbs. Double orb convert is the most expendable AS of the bunch and is only really there for situations where you only need water orbs. That said, if you have a Mel, she should almost always be on the team. Furthermore, the less subs you have with 7c awakening, the more subs you’ll need that can convert orbs. Mostly due to needing an extra match of water orbs to make up for the lack of 7c awakenings.
Optimal Team A
Saras | Ney | Cotton | Amatsu | Mel | Saras |
Barioth Equip | Sonia Clea | Ney* | Paolumu Equip | Barioth Equip | Barioth Equip |
This team has a little bit of everything you need. You’ve got Ney for a base board change AS that makes water and hearts, Cotton and Amatsu who both double orb convert, and Mel for healing. Barioth Equips aren’t necessary but they offer the most benefits an inherit can give. More RCV and slight boost to attacks for Sarasvati since she lacks 7c. You could use Weld Equip on her but you probably won’t be making TPAs too often. Or at least you shouldn’,t since two 3-matches of water and 7c will get you enough damage off Ney, Cotton, and Amatsu to deal with trash floors. Ney has Sonia inherit for bursting on boss floors and Ney on Cotton for when you lose sub Ney’s AS. Mel can run any of her SAs with this team since you have 2 unbindable subs with FUA but TPA is probably the most useful for that extra bit of damage when you do make a TPA.
The Ney inherit on Cotton can also be used as a flex spot. For dungeons that require no specific AS, Ney is the go-to but if you need a specific kind of AS like a shield, burst, damage absorb void, etc., throw it on her since she has the lowest CD. Mel technically could take it too but you’d be doing yourself more harm than good.
Optimal Team B
Saras | Ney | Bujin | Amatsu | Mel | Saras |
Barioth Equip | Sonia Clea | Ney* | Paolumu Equip | Barioth Equip | Barioth Equip |
If you find yourself lacking some move time, you can replace Cotton with Bujin. Of course, not everyone has all the optimal subs to make said optimal team but you can easily replace Bujin with any other sub that has two or three TEs. Bujin is the best option since she can put out damage on top of giving you more move time. I put Ney as her inherit but it really doesn’t matter too much since you probably won’t be seeing that AS unless you’re running a longer dungeon. The problem with this set up though is if you need Bujin’s AS, you’ll either have to opt for no inherit, a second Fujin AS as an inherit so you don’t lose it, or a stupid long CD inherit like a skill level 1 KFC.
My current R.Saras team
Saras | Ney | Blonia | Cotton | Mel | Saras |
Barioth Equip | Halloween Sonia | Blonia | Gabriel | Barioth Equip |
This is the team I usually always run unless I need a specific inherit in which case Cotton gets the AS as an inherit. If I need an actual sub, I replace Cotton with it. An example of this is in the July Lv.10 clear below. I swapped out Cotton for Jhoira for the awoken bind clear on the floor with Folklore. For the most part, this team is good enough to get me through most content, minus some of the new end game dungeons. I would love to replace Sonia with an Amatsu but it really wouldn’t make that much of a difference. The inherit spot for the helper Saras is blank since it doesn’t matter too much to me since I’m almost always activating her AS.
Latents
Since R.Saras requires dragon and/or attacker types, the killer latent you’ll be using the most is Machine Killer. You could slap God or Devil killers on them but that can cause issues against Sopdet/Parvati/Vishnu and Saras already has enough trouble with them. Machine Killers offer the most benefits even though they aren’t too common in regular dungeons. You could also slap stat latents on them but there really isn’t a need to. The team will have enough HP as it is so having a bit more might be helpful, but less essential. Extra ATK could be useful but again, it could cause problems against Sopdet/etc. RCV latents won’t do jack shit unless it’s on someone with a lot of RCV, but it still won’t make that much of a difference with how much HP you have and no RCV multiplier.
The only exception to the RCV multiplier is Mel. Yes, RCV latents go off the card’s base RCV so you won’t be getting a whole lot from putting it on her but it’s honestly one of the best options. She’s devil/attacker type so you can’t put any real useful killers on her and she won’t hit hard enough to make vendor killers worth using for Predras. Since she’s your dedicated healer, any extra bit of RCV she can get will be helpful.
Sample Clear Videos
Just some clear videos using R.Saras. If you’d like to contribute your own clear video of a dungeon, feel free to DM me the youtube link for it and I’ll throw it in the list :).
- R.Saras clears Colosseum. It also happened to be my first clear so that was fun. Ignore how horribly I match. I am but a filthy casual nowadays.
- R.Saras clears A3. Fairly smooth run. Got lucky and only had to deal with Sopdet this run. ZeusDra wasn’t too hard to kill. Scariest part was probably the kill turn where Ney and Blonia went over the void threshold but all-in-all it was pretty easy.
- R.Saras clears July Lv.10. Went incredibly smoothly all things considered. I did run Jhoira as an off-type sub for her awoken bind clear AS against Folklore. I want to say I got pretty lucky with the extra skyfall against Tsubaki but there’s always some luck involved when playing Saras. Was my first attempt at it with R.Saras as well so it felt good being able to clear in one go.
- Will try to add clear videos of A4 and AA when/if my filthy casual ass gets around to it.