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Roku Saigo build, teams and tier

Roku Saigo build, teams, tier and character info

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Roku Saigo build, teams and tier collects build notes, tier position, skills, stats, teams, and related Tribe Nine guides.

Roku Saigo

Roku Saigo

2 Stars Version 1.0 tankbreaker

Review Snapshot

Roku Saigo

Saigo is the best pure tank in the game at the moment. With high natural survivability and good break values, Saigo's only real flaws are his somewhat low damage (although this can absolutely be fixed with a proper build) and his long animations.

Support

B

Reroll

C

Strengths & Weaknesses

Pros and cons

Pros

4
The Wall: Saigo is THE tank in the most traditional sense. With his strategy skill active, he’s practically immortal, and his high base defense helps him shrug off hits even outside of it. With passive 1, he can heal himself, further boosting survivability.
Attention Grabber: Saigo easily applies and maintains the Attention debuff, keeping enemies focused on him.
Big Breaker: While the AI isn’t great at it, a player-controlled Saigo can break enemies quickly.
Big Ultimate: Saigo’s ultimate can dish out insane damage if you’re willing to pay 3 bars. With his passive 2, it becomes even more fearsome.

Cons

3
Long Animations: His attacks are slow, fitting for a massive hammer, but this limits fully landing his combos.
Low DPS: Outside of his ultimate, Saigo contributes minimal damage.
Unnecessary Role: Currently, tanks aren’t strictly needed if your DPS is well-geared. This con may fade as fights become longer and more difficult.

Character Analysis

Overview

With a massive hammer and even more massive defense, Saigo is an immortal wall (and not much else). No other character can ignore boss mechanics the way Saigo can, all while stacking his unique Rage meter to grow tankier as the fight continues. Given out as a free character to all, Saigo is a solid teammate that will always have your back. Just don’t expect him to bring much damage.

Rage

Saigo’s unique meter is Rage, built via hits from his Secondary Attack or from taking damage. Rage stacks to 30, each stack granting +5% defense. Using his ultimate clears all Rage, increasing its damage multiplier based on how much Rage he had (further boosted if you level passive 2). Rage also fuels passive 1, letting him heal himself per Rage stack.

Primary Attack

A slow 3-swing melee chain. You’ll rarely see the full chain unless the enemy is already broken. Each hit applies Attention for 20s and deals a high amount of break damage, though its slowness hampers its real value.

Secondary Attack

Saigo moves forward while spinning his hammer. Holding the button charges it, increasing hits before the final swing. He appears to resist interruption while spinning, letting him continue even if hit. As a player, you’ll spam this for break damage alongside counterattacks. Each hit grants +1 Rage and applies Attention for 20s.

Counterattack

A deflect counterattack (won’t deflect non-physical attacks). Saigo charges forward while deflecting. This can be awkward against certain enemies (like SHARK’s underwater dash). Otherwise, it functions as a standard deflect counter.

Strategy Skill

Character defining. Saigo holds his hammer up, gaining 70% damage reduction while the button is held. Each hit he takes costs him 200 stamina. After he’s hit, his next secondary attack is treated as fully charged (no spin-up needed). If you attempt to charge the secondary after that, you won’t get the full effect. As a player, you’ll often use this instead of counterattacking, especially against projectiles or if you want that fully charged secondary for break damage.

Ultimate Skill

Costs 3 Tension Bars and all Rage. Saigo slams down with a big AoE centered on himself. Its base damage is low but scales heavily with Rage, and can reach jaw-dropping numbers with passive 2. However, 3 bars is steep, and usually better spent on a dedicated DPS ult. Ult efficiency lines are handy if you choose to do this anyway.

Chain Skill

Saigo slams down with a leaping overhead strike. Applies Attention for 20s, otherwise fairly typical.

Combos (If Operating)

Use secondary attacks for break and Rage generation, then decide if you want to counterattack or use strategy skill to block enemy moves. For instance, you might deflect certain attacks (e.g., Backgammon’s aerial dive) for an extended stun but use the strategy skill vs its tail swipe.

Tips:
  1. Rage can be built by hitting enemies with secondary attack or by letting them hit you, so plan your openings to build Rage quickly.
  2. Saigo’s primary attacks do more DPS, but are slow. Use them if an enemy is stunned/broken or not attacking for a while.
  3. Don’t be shy about getting hit. Saigo easily tanks hits and can heal if built that way.
Potential

177% at rank 1 or 465% at rank 5 with base level included).

  • Fighting Instincts: +60%, 60%, 240% Primary, +40%, 80% Secondary, +40% Counter, N/A for Strategy, +800% Ultimate, +240% Chain.
  • Survival Instincts: +10% HP, +10% Defense, +100 Stamina.
  • Coordination: +20 support per point.
  • Passive Skill 1: Heals 0.04% (+0.04%/rank) max HP every 5s per Rage stack (up to 1.2% at rank 1, 6% at rank 5 with 30 Rage).
  • Passive Skill 2: Increases Rage-to-ult multiplier by 2.4% (+2.4%/rank, 12% max) per Rage stack (72% at rank 1, 360% at rank 5; effectively

For pure survivability, max passive 1 and Survival Instincts (split as you need). For damage, max passive 2 and add Fighting Instinct, or just Fighting Instinct if you don’t plan on ulting. A single point in passive 1 is nice since Saigo will inevitably take hits.

Dupes
  • T1 (Assistance): Upon “Roar of Outrage,” allies get increased recovery effect for 15s, +5% more for each Rage stack. Good for teammates like Yo’s passive 2.
  • T2/T4: +2/+3 Potential Gems. Great for a character who likes 4-5 potential picks.
  • T3 (Steel Body): -50% stamina use on Shock Absorber. Nice quality of life but not game-changing.
  • T5 (Iron Fire): If all allies drop below 50% HP, apply 20s of Attention on all enemies. Doesn’t matter much now since he can keep single targets’ attention anyway, but could be helpful if multiple strong elites appear later.
Operating Character

His AI is decent enough for most. The AI often charges his secondary fully and holds strategy skill for extended periods (being quite passive), which might be all you want from a tank. Manually piloting him allows for more break optimization the AI doesn’t do.

Conclusion

While tanks aren’t strictly necessary right now, Saigo is still a good choice if you dislike or aren’t adept at countering/dodging. He can cheese many boss mechanics with strategy skill, and unlimited time in fights means you won’t mind his low DPS as much.

Synergy & Teams

Best partners for Roku Saigo

Synergy

Saigo is a tank, so he doesn’t strictly need synergy partners. You probably already chose your other members if you’re running him.

Best Team Composition

F2P Friendly Team

Damage is low until Iroha’s passive 2 is online, but Saigo covers for Yo’s stamina usage by drawing aggro.
1

Premium Team

A premium team. Tsuruko can attack freely while Saigo distracts enemies, or you could run passive 1 Tsuruko for extra heals. Kazuki can ult as needed if fights last longer than usual.

Build & Tension Cards

Recommended setup

Best Compatible Monsters

Tank Build

Set Bonus: Fortress or Defender for maximum survivability. If you’re banking on EX tension and want to ult, Gladiator or
Attacker might help your damage, but substats matter more.

Sub Stats: Cut Rate++ is great for flat damage reduction. Max HP or defense also improve tanking, while max stamina helps keep
strategy skill up longer. Crit Damage, Attack, and Crit Rate can boost his damage if you’re building around his ultimate.

Patimon Sets

Fortress Fortress Defender Defender Gladiator Gladiator Attacker Attacker

Priority Stats

Damage Cut Rate Damage Cut Rate Maximum HP Maximum HP Defense Defense Maximum Stamina Maximum Stamina Critical DMG Multiplier Critical DMG Multiplier Attack Attack Critical Rate Critical Rate

Best Tension Cards

Saigo doesn’t need specific cards. Run cards for your teammates instead. A few do synergize with him though:
- Mutual Trust: Good if you want sustained healing with Disorder. Saigo is tanky enough to maintain 30 Disorder stacks, repeating the
effect often.

- Chaotic Order: Decent option since Saigo will be taking hits anyway, but note it also speeds enemy tension gain.
- Heavy Metal: EX requirement is high, but it grants huge defense, letting him endure hits. Also reduces flinch, helping him land
secondary attacks.

- Gem of Flames: AI Saigo often gets hit, activating and maintaining the card’s attack buff.
- Various defense cards (Ace Up One’s Sleeve, Bitter Smile, etc.): Not typically worthwhile but available if you’re desperate.
- Leading Wisdom + Kingship Generator: If you plan on using his 3-bar ult, tension cost reduction helps.
- Stimulation + Pulsating Life: If passive 1 is unlocked, Saigo’s self heal triggers Clinical. Pulsating Life also boosts his ult if you
want to commit.

- Cornerstone of Supremacy: The best option for activating Hegemony. Saigo himself doesn’t need Hegemony, but other tension cards exist
that do want it active.

- Surprise Attack: F2P option for activating Hegemony. The effect isn’t great but Saigo does mainly DPS through his secondary so I guess it has that going for it?
- Narrow Focus: Arguably unnecessary but the synergy is absurdly good. Saigo can take a lot of damage and even be knocked down while performing his
lengthy max charge secondary attack, which this card effectively negates for very little tension drain. Best suited vs bosses who deal big attacks that
can’t be counterattacked, but can be survived via strategy skill -> secondary attack spam. Very useful vs Destroyer and Red Alert in particular.

Mutual Trust
3-Star Tension 1

Mutual Trust

Characters: Conditions Met
When the HP of the operating character is lower than 25%, recover their HP by 100% of their Maximum HP.
When there are 30 or above [Disorder] on the field, this effect can be activated again. After the effect is activated, all members' [Disorder] stacks will be removed.

Synergy

Disorder
Chaotic Order
3-Star Tension 0

Chaotic Order

All Party Members
At the start of battle, grant all members 5 stacks of _[Disorder]_.
When the operating character takes damage, recharge allies' Tension by 5.
Enemy's Tension will recharge 2x faster.

Synergy

Disorder
Heavy Metal
3-Star Tension EX

Heavy Metal

Characters: Conditions Met
When executing a Strategy Skill, increase Defense point by 500% and is less likely to lose balance for 10s.
When the effect is active, decrease Moving Speed by 25%.
When the effect is active, consume Tension by 10.
Gem of Flames
2-Star Tension 2

Gem of Flames

Characters: Conditions Met
When a party member other than the operating character takes damage, increase the operating character's Attack point by 70% for 10s.
This effect will be removed upon a character change.
Ace Up One's Sleeve
1-Star Tension 1

Ace Up One's Sleeve

Characters: Conditions Met
When taking damage from an enemy, increase Defense point by 30% for 10s.
Bitter Smile
1-Star Tension 1

Bitter Smile

Characters: Conditions Met
When HP is lower than 30%, increase Defense point by 133.34% for 20s.
Leading Wisdom
2-Star Tension 2

Leading Wisdom

Characters: Conditions Met
When a character executes an Ultimate Skill, increase Ultimate Skill DMG Multiplier by 25% for 5s.
Consume all party members' [Kingship] stacks, and for each stack of [Kingship] consumed, decrease the amount of Tension consumed to execute the Ultimate Skill by 1%.

Synergy

Kingship
Stimulation
1-Star Tension 0

Stimulation

Characters: Conditions Met
When granting recovery, grant the character who has been granted recovery _[Clinical]_ for 20s.
This effect will not be triggered by the recovery from [Clinical].

Synergy

Clinical
Pulsating Life
2-Star Tension 2

Pulsating Life

All Party Members
Increase Ultimate Skill DMG Multiplier by 30%.
When a character is granted [Clinical], increase their Ultimate Skill DMG Multiplier by 30% for 10s.

Synergy

Clinical
Cornerstone of Supremacy
3-Star Tension 1

Cornerstone of Supremacy

Special Condition
When the card is active, replace all enemies' [Attention] with _[Hegemony]_.
Increase Critical Rate by 10%.
Based on the number of enemies granted [Hegemony], further increase Critical Rate by 5%.
The increase of Critical Rate gained through this effect will cap off at 30%.

Synergy

Hegemony
Surprise Attack
1-Star Tension 0

Surprise Attack

Special Condition
When a Secondary Attack hits, increase Critical Rate by 2% for 8s.
If the target is granted [Attention], the effect will be replaced by _[Hegemony]_.

Synergy

Hegemony
Narrow Focus
2-Star Tension 2

Narrow Focus

Characters: Conditions Met
When the operating character executes a Secondary Attack towards a target within a certain distance, decrease damage taken from enemy by 50%, and less likely to lose balance due to enemy attacks.
When the effect is active, consume Tension by 3 each time damage is taken from enemy.