Invokers: Titan Legacy
Realm Wanderer Sakamoji

Realm Wanderer Sakamoji

Cambion

Sakamoji Story

While wandering as a ronin, Sakamoji fell foul of a swordshade, who challenged him to a duel. While Sakamoji won, it cost him his arm. Before its spirit could dissipate, the swordshade possessed and grafted the ronin's severed arm back onto him, chaining Cambion and ghost together forever. Sakamoji appreciates his new ghostly powers, but wishes his companion would stop ranting occasionally.

Sakamoji Stats

  • HP840
  • ATK94
  • DEF74
  • CRIT RATE5%
  • CRIT DMG50%
  • ACC0
  • RES10
  • COMBO SPD0
  • SKILL SPD7 (1.4%)
  • SKILL RECOV0
  • MANA GEN6 (3%)
  • INSTINCT5 (32%)
  • MOVE SPD110 (8.08 m/s)

Sakamoji Skills & Tolerances

Level

Rising Star

Skill 1

Cooldown10sRange0.65 mMana Gen+23 Ult · +12 Titan
Attacks 1 enemy, dealing 296 damage. Casts a [Willpower] buff on Sakamoji, lasting 6s, protecting the target against 1 Control debuff.
Applies
Willpower
#FormulaValue
1Damage315% ATK

Realm Wanderer Sakamoji guide: skills, build and team roles

Overview

Realm Wanderer Sakamoji is a Legendary Earth Melee Attacker from the Cambion Faction in Invokers: Titan Legacy. His damage grows when your team places debuffs on the enemy and keeps buffs on him, so with the right support he focuses one target hard. His Ultimate then brings his Skills back sooner, so he can repeat that damage.

Fully Awakened and before Gear, Sakamoji has 1,151 ATK, 779 DEF and 8,932 HP. His ATK is among the highest of any Melee Attacker and his HP is high.

He places no debuffs and has no heal, Shield or revive of his own, so the support around him decides how much of his damage bonus he can use.

Skills To Prioritize

Setting Sun deals focused damage, with a bonus for each debuff on the enemy. At Level 10 the bonus is 20% per effect, capped at 150%. Max Level keeps the 20% per effect but raises the cap to 200%, so ten effects reach the new ceiling.

Silent Earth attacks twice and uses his own buffs instead. It has the same 20% per effect and the same cap rise from 150% to 200%. Debuffs on the enemy don't count toward Silent Earth, so your team needs to place both debuffs on the enemy and buffs on him rather than treating the two Skills as interchangeable. These caps are ceilings, not automatic bonuses: if your team only has a few useful effects, improving its buffs and debuffs helps more than chasing the highest cap.

A critical hit with Setting Sun places 16% Combo SPD Up on him. It lasts twelve seconds at Level 10 or fourteen at Max Level, and the base cooldown falls from 24 to 23 seconds. Crit consistency therefore helps both the hit and the Combo Attacks that follow.

Rising Star gives him one Willpower charge for 5.8 seconds at Level 10 or six at Max Level. It blocks one Control Debuff, so it isn't unlimited immunity. Be wary of enemies who place several Control Debuffs, as a second one can still land once the charge is used.

His fifth Combo Attack reduces a random active Skill cooldown by 1.4 seconds at Level 10 or 1.5 at Max Level. The pick is random, so you can't count on it readying the Skill you need.

His Ultimate, Twilight Moon, attacks one enemy three times. Successive hits reduce the cooldowns of his first, second and third active Skills. The formula refers to the debuffs on the target and the buffs on him, so it uses the same team support as his damage Skills. Expect faster Skill access rather than a full reset. Max Level lowers its cost from 850 to 800 Mana. Interruptions or a changed target can reduce what he gets, and a Skill being ready doesn't mean it's safe to cast.

If you want Sakamoji to focus one enemy with your team's debuffs on it, upgrade Setting Sun first, as it gains 20% damage per debuff and Max Level raises its cap to 200%. If your team keeps plenty of buffs on him, consider upgrading Silent Earth first, for the same cap rise. Max Level's larger cap only pays off when your team can place enough effects to pass the 150% limit, so upgrade the Skill whose condition your team can keep up.

Build And Team Support

Build Crit Rate to about 75-80%, then as much Crit DMG as the build allows, with ATK alongside, as Setting Sun's Combo SPD Up depends on critical hits. Keep enough HP and DEF to survive in melee. He places no debuffs and has no Accuracy requirement, so Accuracy isn't a priority for him.

For Relic Sets, Crit Rate Relics get his critical hits more often and Crit Damage Relics make each one hit harder. Attack Relics raise the ATK his hits scale from, and Predator Relics add ATK and then Crit DMG.

His native Bloodrot and Manashock Tolerances help against Bosses with those Corruptions, such as Sakiel.

Pair him with Invokers who place debuffs on the enemy and buffs on him, and bring healing, Shields or revival from the rest of the team.

Arena, Bosses And Spires

In Arena, Sakamoji can focus a dangerous opponent while allies place control and debuffs.

Setting Sun gains damage for every debuff your team places, making Sakamoji very useful against Bosses that require specific debuffs to counter their mechanics like Sorgott, Sakiel, and Ulgorim.

In the Earth Spire he is well suited for bringing down Mini-Bosses, but he doesn't replace an area attacker for clearing several enemies. Bring another Invoker for healing, Shields or revival.

Awaken

Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Sakamoji's potential.

Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.

Review the Awakening guide for more detail.

Sakamoji Teaser Video

Sakamoji Tier List Ratings

Sakamoji is rated S+ for Sakiel on the official tier lists.

More Cambion Invokers

All Cambion Invokers

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