Invokers: Titan Legacy
Saducine

Saducine

Freeborn

Saducine Story

Saducine carries dangerous powers: a mind-controlling hexdoll and an arsenal of curses. The world got lucky when she found a love of justice instead of coin… and that she found Sebastin, who could see the dreams of mortals and know their true desires. Together, they are the bane of all tyrants.

Saducine Stats

  • HP1,008
  • ATK78
  • DEF73
  • CRIT RATE5%
  • CRIT DMG50%
  • ACC4
  • RES10
  • COMBO SPD0
  • SKILL SPD6 (1.2%)
  • SKILL RECOV3 (0.8%)
  • MANA GEN0
  • INSTINCT5 (32%)
  • MOVE SPD97 (7.82 m/s)

Saducine Skills & Tolerances

Level

Hex Pulse

Skill 1

Cooldown10sRange9 mMana Gen+34 Ult · +19 Titan
Attacks 1 enemy from a distance of 9m, dealing 160 damage. Saducine gains 10 Ultimate Mana per debuff on the target.
#FormulaValue
1Damage205% ATK

Saducine guide: skills, build and team roles

Overview

Saducine is a Legendary Light Support from the Freeborn Faction in Invokers: Titan Legacy. She does two jobs at once: DEF Down and Weaken raise your team's damage, while ATK Down, Crit Rate Down and Combo SPD Down cut enemy offence. The more debuffs are on a target, the more Ultimate Mana, Titan Mana and Ultimate damage she gets. That makes her a great fit for a team that places several useful debuffs reliably.

Fully Awakened and before Gear, Saducine has 885 ATK, 772 DEF and 11,600 HP. Her ATK is high for a Support and her HP is the highest of any Support.

Crit Rate Down is scarce: she is one of the few Invokers in the game who place it, so she's a good candidate if you're building a team that needs it.

She's a Support because she strengthens the team, not because she heals it. She has no healing or revive, so she's less complete on her own in a team that still lacks healing, cleansing or frontline protection.

Skills To Prioritize

Grinning Fate places DEF Down and Weaken in an area around a selected enemy. At Level 10 they reach 60% and 20%, a strong pairing for attackers whose damage benefits from lower enemy DEF. Weaken raises the damage the enemy takes, while DEF Down lowers its DEF, so don't add the two percentages together to get a fixed damage increase. At Level 10 they last thirteen seconds; Max Level extends that to fifteen and lowers the base cooldown to twenty-two seconds.

Calamity Needles extends several random debuffs on one target. It starts with up to three effects for six seconds, reaches five for 11.4 seconds at Level 10, and reaches six for twelve seconds at Max Level. That keeps your team's debuffs running on a Boss setup, but it doesn't extend every debuff on every enemy, and Boss-specific duration rules still apply.

Hex Pulse gives Ultimate Mana for each debuff on its target. Her fifth Combo Attack makes a small area attack and gives Titan Mana for each debuff on the target. Those are two different resources for two different actions, and how much Mana you get depends on what's actually on the enemy.

Her Ultimate, Doom Strings, places ATK Down, Crit Rate Down and Combo SPD Down around its target, then deals damage for each debuff. At Level 10 they reach 60% ATK Down, 35% Crit Rate Down and 25% Combo SPD Down. Max Level keeps those strengths but extends their duration from eighteen to twenty-two seconds and lowers the cost. The Ultimate costs 1,100 Mana at Level 1 and 1,000 at Max Level. Resisted or removed debuffs weaken both the team's damage and Doom Strings' own damage.

If you want Saducine to raise your team's damage, prioritize Grinning Fate, as Max Level adds two seconds and lowers its cooldown to twenty-two seconds. If you want her to keep a heavily layered Boss setup running, upgrade Calamity Needles first, as it extends five debuffs at Level 10 and six at Max Level. If your team will use longer-lasting debuffs, take Doom Strings to Max Level, as it extends its duration from eighteen to twenty-two seconds and lowers its Mana cost.

Build And Team Support

Accuracy comes first, on her Chestplate and then as much as the build allows, so her debuffs land. Then add enough HP, DEF and relevant Tolerances to keep her alive, and Skill RECOV for Grinning Fate and Calamity Needles. Mana Gen helps her reach Doom Strings, and so does a team that keeps debuffs on the target. ATK, Crit Rate and Crit DMG improve her own damage once those requirements are met.

For Relic Sets, Accuracy Relics help her debuffs land. Fury Relics add Skill RECOV, so Grinning Fate and Calamity Needles come back sooner. Mana Relics add Mana Gen, which helps with the 1,000 Mana Doom Strings costs.

She has no healing, shielding or revive, so bring a healer and a Tank beside her, and a team that keeps several useful debuffs on the target so her Mana tools and Ultimate have something to work with.

Arena, Bosses And Spires

In Arena, Grinning Fate's DEF Down and Weaken give a teammate a strong hit to follow up with, and Doom Strings' ATK Down, Crit Rate Down and Combo SPD Down soften the enemy's response. She has no Stun, Taunt or revive, so bring other Invokers for those. Be wary of enemy Invokers with debuff-cleansing Skills or high RES, as they can break the setup before your attacker follows up.

Against Sorgott, Grinning Fate's DEF Down and Weaken and Doom Strings' ATK Down raise your team's damage and cut his offence where allowed. Her native Manaburn Tolerance helps, but it doesn't make Sorgott a guaranteed clear. She doesn't remove allied debuffs, place Jinx or steal his buffs, so bring other Invokers who do.

Against Pentiax, Titan damage matters, so her fifth Combo Attack's Titan Mana generation has a direct purpose. How much Titan Mana you get depends on how many debuffs stay on the target.

Against Althar, Saducine doesn't place Bleed herself, but a teammate's Bleed still triggers his Invincibility, so think before relying on Calamity Needles to extend debuffs there. She doesn't provide Block Revive for his minions, so bring another Invoker who does.

Against Galvos, who rewards multiple debuffs with increased incoming attack damage, Grinning Fate and Doom Strings place several debuffs at once and Calamity Needles extends them.

Against Dark Omnissi, Doom Strings places Combo SPD Down, which switches off her active-skill reflection. Because the Ultimate is expensive, you may need another Invoker who places Combo SPD Down to have it ready at the start. Calamity Needles can help keep it running, but it extends debuffs at random, so don't count on it.

In the Light Spire, her area debuffs help a wave-clearing team deal damage and survive retaliation. Calamity Needles is more focused: use it on a dangerous surviving enemy, not to refresh a whole wave. Bring Invokers for broad damage and recovery, as she doesn't cover those herself.

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 Saducine'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.

Saducine Tier List Ratings

Saducine is rated S+ for 10 of the 16 bosses on the official tier lists, among them Sorgott, Ulgorim and Sakiel.

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