Table of Contents
Early Game Tier T4
Mid Game Tier T3
Late Game Tier T3
|Obtain - Premium Draw|
Light Sarunan is a character with an odd kit that tries to do too much, without any real coherence or interesting synergy between his abilities. His role is mainly to buff the team with Light ATK up while also providing sustain and defensive power in order to last longer.
Up to 75% Light ATK up team buff
Between his C.A effect and his first skill, Sarunan is able to significantly boost the Light ATK up of his team, which can be a great asset in double Magna or double Primal setups.
A wide variety of defensive utility
Between his team Dark damage cut, Break Lock, Delay and team heal, Sarunan has a panoply of defensive utility which will make it easier to survive against difficult Dark fights.
Atma staff synergy
Thanks to his staff proficiency, Sarunan can be used in Atma staff Light teams alongside characters like Io, Fif, and Clarisse.
Awful passive and EMPs
Even with his 5* uncap, Sarunan didn’t receive any new passive to compensate for the very old one he still has. His EMPs are extremely disappointing as well, notably lacking heal nodes due to acquiring his EMP set prior to his team heal change.
A kit that lacks focus
As a buffer, his main buff ends up having a very short duration, while also being tied to his cut which isn’t practical. The heal he provides is just too weak to justify making use of Sarunan as a dedicated healer, and the utility he brings is far from required in order to perform well.
Light Sarunan is one of those characters who, for some reason, despite getting a rebalance and a 5* uncap still manage to feel underwhelming when used. His kit feels more like a sum of random abilities that someone stuck together, rather than a cohesive set with an internal logic.
Sarunan’s first ability, Mad Veil, is his signature skill: a 2 turns duration 70% Dark Cut combined with a 50% team Light ATK up buff. The high cooldown of 8 turns makes this ability quite frustrating to use in practice, as the player will often have to choose between using it as an offensive buff or keeping it as a defensive solution. As a damage cut, it ends up being a two turns Phalanx against Dark attacks in practice, but enemies rarely use back-to-back special attacks, which diminishes its usefulness. As a buff, it ends up being relatively mediocre as players will often prefer a high uptime, low effect buff rather than the contrary.
Thankfully, in order to mitigate that issue, it is possible to use Sarunan’s fourth skill, Void Soul, which will reset all of his cooldowns. This skill has a 3 turns initial lockout, which means that it won’t be possible to chain two Mad Veil casts in perfect succession from the very beginning of a battle. This reset would have been a perfect solution if it hadn’t been plagued with… a 20 turns cooldown. Which makes this pretty much a one-trick-pony, but it at least gives more flexibility to Sarunan’s Mad Veil use.
Hitch Force is his second ability, a 550,000 damage cap nuke which will also cast Break Lock (both Time and DMG) if the enemy is in Break, and a Delay. If the Delay is successful, Sarunan will gain 20% Charge bar. Unless one really needs a Break Lock ability for some reason, the main draw of this skill is the Delay and the Charge Boost. If combined with Void Soul, it is possible to obtain a double Delay and 40% charge bar in one turn.
Holy Suction is a drain skill which will absorb enemy HP in order to heal the whole team for up to 1500 HP. While the main effect of this skill is a heal, the skill is categorized as a nuke due to the damage portion, which means it is impossible for Sarunan to trigger the Huanglong Katana with it. The heal value is quite laughable but gets better if Sarunan has already used his C.A, since each C.A grants him a 50% Healing cap (up to 100%). Which means the maximum heal Sarunan can provide is 3000 HP, which is still very low compared to other healers like Io or Fif.
Sarunan’s C.A effect is perhaps the only redeeming part of his kit since it offers a 25% Light ATK up buff to the team for 3 turns (C.A turn included). This allows him to qualify as a decent buffer that can have some value when playing around with double Zeus or double Chev setups.
At the end of the day, Sarunan is a character that is pretty much mediocre at any stage of the game, only becoming desirable in fights where some of his utility is actually needed. Instead of focusing on one area to specialize in, Sarunan’s kit ends up being an awkward mishmash of skills that most of the time have little to do with each other. He ends up being a poor buffer, poor healer, and poor debuffer all at the same time… His saving grace ends up being his staff proficiency and Light ATK up buffs, which can make him a decent benchwarmer in Light staff teams while waiting for better units.
Characters and Grid Options
Charge bar boosting characters
Amira is a great fit since she will boost not only Sarunan’s charge bar generation but also his DA/TA rate, which is extremely low due to him not being an attacker. This should help in keeping a decent uptime on his C.A Light ATK up effect.
Seruel can also help in a similar fashion with his initial 20% team charge bar increase.
Fif 5* is a good candidate as well thanks to her 10% Revitalize on a very high uptime with her heal.
Clarisse benefits from Sarunan’s Mad Veil, as he is able to protect her against dark damage during the turns when she is vulnerable while casting her first skill. Additionally, Clarisse brings some nice complementary utility to Sarunan’s kit.
Baotorda and Summer De La Fille can combine their respective Phalanx and Reflect with Sarunan’s Dark damage cut in order to get a full damage cut, which can be useful against attacks like Bahamut’s Skyfall.
The True Purity Sunblade is a great weapon to main when using Sarunan, as it can grant him nearly permanent 10% uplift, which makes him charge attack much more often and will overall increase the team’s damage potential.
Double Primal and Double Magna summon setups will also have an interest in using Sarunan, as the amount of Light ATK up he provides becomes very appealing in order to compensate for the lack of elemental modifier of those setups.
Stamina weapons such as Eden and Metatron bow are also a great fit thanks to his rather defensive kit which will keep his team HP high.
Staff proficiency teams
Including Sarunan into an Ultima staff team can be a pretty valid choice, thanks to Light having pretty powerful staff characters. It generally consists of a mix between Sage / Nekomancer / Fif / Io / Clarisse / Amira, depending if one is playing Magna or Primal. An important note, however, Sarunan’s C.A effect will not stack with Atma/Ultima C.A which can be quite frustrating since using it as a main weapon makes one of Sarunan’s defining feature pointless.
|Skill DMG cap ★★★||Support Skill ★★★||TA ★★☆|
|DA ★★☆||Light ATK ★★☆||ATK ★★☆|
|ATK ★★☆||ATK ★★☆|
Skill cap makes Sarunan’s nukes hit a bit harder, even though that’s not his primary function. His support skill serves as an additional protection to the team (5% dark reduction at max level), and the rest of the points should be invested into improving his meager offensive power.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|C.A Damage Cap||Double Attack|
A Healing bonus is quite important since Sarunan doesn’t have any EMP node to boost his heal. Stamina will increase his sustained damage the most, while Skill DMG Cap will increase his burst potential, especially when taking into account his skill reset ability. The rest are decent options to increase his overall damage.
Extended Mastery Info
Lessen dark DMG for all allies