Released 2/20/2025
This guide was translated into English by AI from the Korean version. View original (Korean)
A free SR Burst 1 whose key value is the increased damage taken debuff from the 5th slot in lineups where she doesn't burst.
She rarely makes it as a main Burst 1 in endgame content or top Raid lineups, and is used as a support buffer when you need multiple teams.
Every 120 normal-attack hits from sustained fire, applies increased damage taken to the enemy. grants the 2 lowest-HP allies increased healing received every 60 hits and Damage Taken reduction every 120 hits. , her Burst, grants the 2 lowest-HP allies sustained healing proportional to max HP.
Her Burst cooldown is 40 seconds, making her hard to use as a main Burst 1, but her debuff and survival buffs run without bursting as long as she keeps firing.
Keep sustained fire going so the debuff goes out every 120 shots.
By default, run her as a totem that doesn't burst, and only use when healing is needed.
You can leave her on auto by default.
She plays a damage-taken totem role similar to Ludmilla: Winter Owner, but her uptime and own firepower are lower. She assumes the 5th slot rather than the main Burst 1 slot.
In boss lineups with Burst 1 cooldown reduction and a Burst 3 DPS, one setup slots Sakura as a 5th-slot totem to add increased damage taken.
On the same boss lines as Maxwell and Mari, a lineup is used where Sakura handles only the debuff and Red Hood provides the firepower.
Grouped as a 5th-slot buffer as above, the right play is to leave her out of the Burst order and only keep her sustained-fire debuff going.
To meet the 120-shot condition, reduce reload with the Resilience Cube. For healing and survival support, the Healing Cube and Vigor Cube are the next choices.
As a totem and buffer, skip ATK and Elemental Advantage damage lines. Gear only needs basic stats.
The debuff is her core, so raise S1 to 4 or 7. at around 4 is enough. With totem play, you can stop at 1.
Used for 5th-slot debuff and survival support in early Story and bosses. She's almost never slotted as a main Burst 1 for Raids or endgame. She isn't an Arena main either.
Even without bursting, every 120 shots she applies increased damage taken to the enemy.
She keeps increased healing received and Damage Taken reduction up on the 2 lowest-HP allies through sustained fire.
As a free SR, she easily fills out lineups when your roster is short.
Her Burst cooldown is 40 seconds, making her hard to use as a main Burst 1.
Her healing requires bursting, so totem play alone provides almost no healing.
The 120-shot cycle can vary with frame rate, which can make her debuff uptime unstable.