Sitri/Strategy
NOTE: This page currently under construction.
(This page is for Sitri strategy guide. For the standard Sitri page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
Sitri is the Valentine event shop unit, buying all the Sitri there are makes his Sacred Artifact level reach Lv. 100 naturally, something that's incredibly hard on other characters. On paper, Sitri doesn't seem like a glass cannon, the only direct damage increase he has comes from his default skill, which remains mostly situational, the rest are welcome supportive effects, cutting damage from enemies through Cuse and having passive stun rate through LB2 is quite good. LB3 is a little tricky to pull off given the unconventional range, but it also increases his horizontal movement, something that's largely helpful for positioning purposes. Back him up with a team that can buff his damage and CP (which are pretty common) and watch him shine as his Charge hurts and stuns whatever survives. His drawbacks lie in relying on Charge skill to deal huge burst damage and being Fire, Water cockblocks his damage.
Christmas Sitri
Sitri (Christmas) has an interesting niche thanks to his LB3 which allows him to spread buffs to adjacent allies after moving. This is a powerful ability thanks to his innate access to buffs such as VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), and Blessing+300~600HP/turn for 4 turns (Buff) making him an effective offensive buffer, damage mitigater, and healer. Moreover, his ability to apply Evasion to himself before receiving damage and application of CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) to enemies can make him potentially extremely difficult to kill.
What truly makes Christmas Sitri shine however is good team composition and AR compatibility. With Christmas Sitri, it's possible to extend buffs from skills with limited range activation in an area of effect that is more flexible than how Sanat Kumara currently does. Thus, Christmas Sitri can support a team to great extent if composed correctly. The second aspect which makes Christmas Sitri particularly useful in contrast to other buff spreaders is his compatibility with ARs. This allows him to spread rare buffs which ARs usually limit to the wearer. Lastly, as a buff spreader, his usefulness can potentially increase over time with the release of more units.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Disruptive Support, Glass Cannon
Gameplay Role:
Pros
+ Technically a guaranteed unit you can obtain through Valentine Event Shops.
+ LB1 makes him a fantastic Curse dispenser to reduce incoming enemy damage.
+ His Charge can boast of fantastic damage thanks to it naturally reaching max Sacred Artifact level if you bought all Sitri in the Valentine Shop, it also being a guaranteed stun on whatever it hits.
Cons
- Default is fairly situational and not generally optimally approached.
- LB2 has a low proc rate by itself despite its fantastic effect.
- LB3 may sound good, but it’s hard to approach optimally, you’ll only ever affect one ally or at most two, with said effect not affecting him either.
- Sadly, Charge has a non-scaling effect, so you’ll only get more damage from its scaling.
Christmas Sitri
Class: Mixed Support
Gameplay Role: Buff Spreader, Damage Dealer
Pros
+ Can spread all buffs to adjacent allies including a phase start VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff)
+ Can do a reasonable amount of damage from Vigor + extra damage against Blessing+300~600HP/turn for 4 turns (Buff)
+ Can be reasonably tanky from Evasion before receiving damage, applying CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) to enemies, and a fat phase start heal
Cons
- Buff spreading tied to movement
- Limited range due to having Thrust weapon type
- CS has Blow range and the ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) buff is scaled with SALV
Gameplay Role
Christmas Sitri
Buff Spreader
As a buff spreader, Sitri (Christmas) has some advantages over other contemporary buff spreaders Sanat Kumara and Tangaroa (Canaan): having an innate access to VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), buff spreading to directly adjacent allies, and doing so consistently after moving. This is a slight advantage over Sanatkumara who spreads buffs only to horizontally adjacent allies and has no innate offensive buffs to spread, and Canaan Tangaroa who can only trigger his buff spreading when damaged and at an inconsistent rate.
The general benefits regarding buff spreaders apply to Christmas Sitri here as well. In particular, stacking buffs onto him from allies with the right team composition can allow him to buff the entire team in a major way. Furthermore, his range extending to directly adjacent allies allows him to also buff backline units such as Christmas Claude. As a buff spreader after moving, it's also important to note that buffs can't be spread unless they carry over to the next turn. So buffs with a duration of one turn need to be administered during phase/turn start in order to be spread.
There are a few notable things about Christmas Sitri's buff spreading to point out. First, Christmas Sitri actually has one of the most consistent methods of giving Vigor to allies only rivaled by his contemporary Tetsuya (Christmas) and applicators like Licht and Claude (Christmas) who depend on number of enemies hit. In other words, you can think of Christmas Sitri as just a consistent offensive buffer if you ignore how buff spreading works.
The second important aspect to his buff spreading is that his phase start EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) allows him to effectively protect the entire team for one turn. This is particularly useful for stalling reasons such as CP charging or triggering buffs. Units such as Astaroth and Pollux (Christmas) are good examples of the aforementioned reasons respectively. More recently, this is also useful for stalling for ability effects which trigger past the first turn which units such as Ikutoshi and Shennong have, the latter having a similar skill for such purposes. Thus, Christmas Sitri effectively mitigates the aforementioned flaw of a buff spreader after moving of having to wait for the next turn to spread buffs received when attacking and the like.
Damage Dealer
Christmas Sitri can actually do a fair amount of damage as a unit tied more to a supporting role, due to his innate access to Vigor, extra damage against Blessing+300~600HP/turn for 4 turns (Buff) and a method to apply said buff to enemies. The AR Christmas Eve's Heroic Duo! has a stackable extra damage effect which can be further used to boost his damage. If they all proc, these effects altogether allow him to do 10.7k damage per square to enemies which is a fair amount considering none of these effects actually require his movement. Furthermore, since team compositions including him will usually involve some stacking of offensive buffs onto him, the damage that Christmas Sitri outputs will not be a negligible amount.
Tank
Christmas Sitri steals the LB3 from Mineaki and makes it part of his own kit. Evasion before receiving damage can be pretty powerful if RNG is in your favor, since it can make Christmas Sitri practically unkillable. The rate isn't too high at 30%, but Christmas Sitri can bump this number up further with skill seeds and Glint+10% skill activation rate for 2 turns (Buff) from his CS. Christmas Sitri also gives out CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) when receiving damage which improves his durability. Finally, he has healing from Blessing and a particularly large +1600 HP on phase start which matches the LB3 of Leib.
Stats and Seed Usage
Unit | (Effective) HP | Base ATK | ATK per square | CS ATK per square (SALV1) | ||||
---|---|---|---|---|---|---|---|---|
Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | |
7128 | 9274 | 3312 | 4821 | 3312 | 4821 | 2980 | 4339 | |
8167 | 10338 | 3724 | 5209 | 1676 | 2344 | 5027 | 7033 | |
7031 | 9015 | 4160 | 5738 | 2288 | 3156 | 12481 | 17214 |
Christmas Sitri
Skill seeding Sitri (Christmas) is an excellent idea for guaranteeing his buff spreading alone. Guaranteeing his phase start buffs is also quite nice, and increasing his chance of acquiring EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) helps make him unkillable. Regarding HP/ATK/level seeds, since Christmas Sitri can do a fair amount of damage and can survive for quite awhile, it's not a bad idea of investment here either. I would prioritize ATK seeds purely because Christmas Sitri's survivability is partially tied to Evasion, which for the most part ignores how much overall health Christmas Sitri has.
Team Synergy
Christmas Sitri
Buffers
As a buff spreader, Sitri (Christmas) obviously pairs well with units who bestow buffs. In particular, he'll pair well with units who bestow buffs to allies but not themselves or have otherwise limited range of activation. For example, the Fashionista units only give ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to adjacent allies on phase start, so Christmas Sitri can move to correct such an issue. There are quite a bit of units who fit this category some particular units to look out for include Amatsumara (Fashionista), Claude (Christmas), Tsukuyomi, and Oniwaka (Setsubun).
Buff Spreaders
Since the duration of buffs resets when they are spread, it's possible to prolong the duration of buffs forever by using two buff spreaders to pass buffs back and forth by replenishing the buff on the other spreader when it expires on them. Sanat Kumara is a good choice here.
AR Equipment
Christmas Sitri
Buff providing ARs
As Sitri (Christmas) is one of the few buff spreaders in the game, ARs which normally apply a rare buff to a single unit are now immensely powerful since he can just spread these buffs to the rest of the team. The premier example of this effect is the free Christmas AR Christmas Eve's Heroic Duo! which gives Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) when appearing. This AR allows Christmas Sitri to instantly give the entire team Guts on the first turn, something which units like Zao (Gendarme) and Sanat Kumara would normally have to CS in order to perform such a feat. The other notable AR in this category is With Retainer in Tow which gives Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) on phase start. What normally would be an effect reserved for the AR From the Depths is now made possible through Christmas Sitri's compatibility with ARs and his buff spreading ability.
Developing the New Summer Menu!
Developing the Summer Menu is singled out for being a AR which provides extra damage against Blessing+300~600HP/turn for 4 turns (Buff) which Christmas Sitri applies to enemies when attacking. This stacks with Christmas Sitri's innate extra damage against enemies with Blessing, making him easily do ~10k damage per square if Vigor is up and Blessing procs. This is very respectable damage considering that this is self sufficient and doesn't require his movement. Great option for an AR equipment which can easily be obtained.
Healing ARs
The other Christmas 2019 ARs, A Very Summoner Xmas and Sunsets of Our Youth, are both compatible with Christmas Sitri and boost his sustainability as a unit. This option is more for scenarios where phases are long, in which an extra source of healing outside of Blessing can be depended upon to further shrug off damage.
Checks and Counters
Christmas Sitri
Movement Inhibitors
Debuffs such as FearCannot move at will, -10CP/turn for 5 turns (Debuff) and BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff) are particularly dangerous for buff spreaders like Sitri (Christmas) since it prevents him from doing his main job. Note that this only applies to his buff spreading however, so other aspects of Christmas Sitri's kit are still retained.
Weapon Change
Since Weapon Change technically counts as a buff, enemies who inflict Weapon Change such as Licho could be problematic for Christmas Sitri. The main issue is that it presents a dilemma where spreading buffs with Christmas Sitri would also carry Weapon Change, which may be unfavorable depending on the weapon type. So in the worst case, Christmas Sitri is both held back by the Weapon Change and unable to fulfill his role as a buff spreader.
Evasion Piercers
Christmas Sitri relies quite a bit on EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), so removing this advantage from his would be a great detriment to the effectiveness of his overall kit and survivability.
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Critmas Sitri
Team Details (submitted by milk) | |||||
---|---|---|---|---|---|
Amatsumara 【Offensive Buffer, Damage Dealer】 |
Tsukuyomi 【Mixed Buffer, Damage Dealer】 |
Sitri 【Offensive Buffer】 |
Robinson 【Support unit, Damage Dealer】 | ||
Cost: ≥56 |
First of all, this team is specifically designed for narrow maps with three columns, i.e. the 4x3 and 6x3 maps. So this team would probably need substantial modification to work with wider maps.
The main idea of this team is to stack CritATK Up by 2x ~ 4x for 1 turn (Buff) from Tsukuyomi and ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff) from Amatsumara (Fashionista) onto Sitri (Christmas) and pass these offensive buffs to the rest of the team. Robinson (Canaan) is only here to account for Christmas Sitri's lack of range and for his generally good damage; otherwise, he can be replaced with any snipe unit of preference.
Since Fashionista Amatsumara occupies the leader slot and Christmas Sitri is in the third position, Christmas Sitri will appear directly behind Fashionista Amatsumara and receive Ardor from him on the first turn. From here, the main goal of the first few turns is to try to get Fashionista Amatsumara, Christmas Sitri, and Tsukuyomi in the front row while Canaan Robinson hides behind Christmas Sitri in the middle. Afterwards, continually move Christmas Sitri and the mix of offensive buffs should demolish most enemies in the game.
I have Christmas Sitri but otherwise shit gacha luck
Team Details (submitted by milk) | |||||
---|---|---|---|---|---|
Mobster 【Damage Dealer】 |
Astaroth 【Damage Dealer, Mixed Buffer】 |
Sitri 【Offensive Buffer】 |
Sanatkumara 【Support unit, Moveslut】 | ||
Cost: ≥38 |
The main idea of this team is to use the ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) given by Nether Mobster and spread this buff to the entire team through Sitri (Christmas). Astaroth is here for their admirable offensive capabilities, their ability to bestow both ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) and DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff), and their skill set's synergy with Combo. Finally, Sanat Kumara rounds this team out by giving access to extra horizontal movement, a source of damage mitigation through ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), more offensive power, and lastly another source of buff spreading.
The main idea of play goes something like this. In the first turn, Christmas Sitri moves in front of Nether Mobster to acquire Combo and tries to spread VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) as many allies as possible. Alternatively, which is mostly the case for wide maps, Sanatkumara can be moved to regroup the units as fast as possible. In any case, the point is that Christmas Sitri spreads Vigor and Combo as soon as possible. Note that this doesn't actually speed up Astaroth's CS unless Sanatkumara is used to position Astaroth in front of Mobster, but it's still good to have Combo for Astaroth's buffing effects.
After the early pain of team separation is dealt with, the team can do quite a bit of damage. As a preliminary calculation, let's look at the effect of moving Christmas Sitri in front of Nether Mobster. Mobsters can do a surprising amount of damage by themselves, being able to do 5.4k damage per square if both ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) and WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) activate properly, and Vigor from Christmas Sitri augments this damage to 12.8k. For reference, this damage is higher than Kalki (Christmas) triggering all his offensive buffs (11.6k per square). For most parts of the game, this is enough to delete an entire column of enemies. And since Christmas Sitri applies Evasion on the first turn of movement, Nether Mobster has another chance if he fails, so the risk-reward ratio is extremely low for this starting turn.
Similar calculations can be done with Astaroth and Sanatkumara. Consulting the Astaroth strategy page, Astaroth alone can do up to 17k damage per square in both the CS phase and after having changed weapon type. Simply having access to Vigor pumps this number up to 41k damage per square. On the other hand, Sanatkumara with Vigor does 9.9k damage per square with Infernal type advantage if only StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) procs and 39.7k damage per square if it does.
The real meat of this team however comes from Combo. This buff benefits every member of the team since all of these units have skills with sub-guaranteed accuracy when attacking or missing. In the case of Nether Mobster, it makes his Weakness proc more consistent. For Astaroth, both ATK Up and DEF Up are more easily activated. Finally Sanatkumara's Crit becomes more consistent, allowing him to finish the enemies he first hits that he otherwise wouldn't have killed.
Returning to the point of having ATK Up and DEF Up from Astaroth, this allows Christmas Sitri to spread those buffs as well for the units to which Astaroth wasn't adjacent. Christmas Sitri can therefore prematurely buff Astaroth's CS to be 27k damage per square as noted in the Astaroth strategy page. Likewise, the preliminary calculations for Nether Mobster and Sanatkumara can be effectively multiplied by 2.2 in order to get their new damage. The same can be argued with ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) which Sanatkumara gains after receiving damage. Ultimately, it's possible to deal up to six digit damage with this team with the assortment of offensive buffs and defensive debuffs administered.
As mentioned before, the usage of two buff spreaders through both Christmas Sitri and Sanatkumara allows the team to extend buffs potentially forever due to buff spreading resetting the duration of buffs. This is particularly useful for extending the duration of Christmas Sitri's Vigor past phase start and Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) from Sanatkumara's CS. The latter is particularly important since if played right, this can lead to an unkillable team through Guts alone.
Regarding ARs, since Sitri is occupying the third position, having the Oniwaka/Cu Sith AR here is useful for access to Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) on top of Nullify DebuffPrevent receiving debuff once for 4 turns. Vanishes after use. (Buff) from Sanatkumara. In practice, Nether Mobster and Astaroth clean up enemies rather quickly before Christmas Sitri is able to attack. Hence, the 3* AR which gives extra damage against Blessing is less useful here.
On one final note, the usage of Sanatkumara isn't particularly a rigid thing. You can use other units in place of him as you see fit considering the previous note of Nether Mobster and Astaroth already being strong in clearing out enemies. In particular, I've tried out Leib, Tangaroa (Canaan), and Chernobog (Beachside) due to their various healing and offensive buffing capabilities and they likewise work well.