Sakura SuzuharaInformation and Guide

Character
Introduction

Sakura Suzuhara is a SR rarity Burst
1
character from the Supporter class, who wields a SMG
SMG
weapon and belongs to the Water
Water
element. She's part of the Abnormal
Abnormal
faction.

To learn more about Sakura Suzuhara check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Sakura Suzuhara check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Profile

Skills
Max level
Normal Attack

Normal Attack

SMG

Mode: Normal

Ammo: 120

Reload: 1s

■ Affects Target(s).

Deals 8.1% of ATK as damage.

Deals 200% damage when attacking core.

Skill 1

Support Fire

Passive

Cooldown: -

■ Activates after landing 120 normal attacks. Affects the target(s).

Damage Taken ▲ 17.18% for 5 sec.

Skill 2

Intensive Condition Management

Passive

Cooldown: -

■ Activates after landing 60 normal attack(s). Effects 2 ally unit(s) with the lowest HP percentage.

Potency of HP restored ▲ 15.18% for 10 sec.

■ Activates after landing 120 normal attack(s). Effects 2 ally unit(s) with the lowest HP percentage.

Damage Taken ▼ 14.97% for 10 sec.

Burst

Emergency Healing

Active

Cooldown: 40s

■ Affects 2 ally unit(s) with the lowest HP percentage.

Recovers 10.03% of caster's final Max HP every Sec for 10 sec.

Specialties
Buffer
Debuffer
Healer
Voice Actors
ENG
-
JPN
-
KR
-
Gallery

Sakura Suzuhara images aren't available yet. They will be added when the character is released.

Review

Review

Evangelion x Nikke 2.0 comes with their own special free-to-get unit: Sakura! The first time we have a unit who's name is exactly the same as another character in the game. This was definitely an unexpected unit, but we won't ever say no to free units who can be waifus. Sakura is a basic SMG, Burst 1, Supporter unit who, unlike past releases of free-to-get units, can actually be useful! Let's go over her skills for a small peek as to why, shall we?

Sakura's Skill 1 is her bread and butter and everything basically. You can literally just forget about everything else about her kit and we will even talk about some uses for this skill. Every 120 bullets shot, Sakura applies a decent damage taken ▲ debuff on enemies she hits. This happens every 6 seconds for 5 seconds on 60 FPS, and every 8 seconds for 5 seconds on 30 FPS. Since this ability activates on number of bullets shot, this is a strong damage buff to your team and is extremely usable for a unit who we can put in the FLEX spot.

For newer players who do not know, the FLEX spot is usually the 5th slot in a team, where the format of the team is: B1CDR - B2 - B3 - B3 - Flex. This flex unit usually never Bursts. An example of such a team is D: Killer Wife - Mari - Red Hood - Maxwell - Sakura. In this specific team, Sakura can also be main burst to provide basic healing to the team, since D:KW's Burst is considered a relatively weak damage buff to the team and not a big DPS loss. This team can be used especially for Bossing, where it is common to see flex buffers being used. This skill is very similar to Ludmilla: Winter Owner's damage taken debuff that she provides at a 100% uptime. Although the value of Sakura's buff is higher, her uptime is around 80%, and she also doesn't provide any DPS which xLudmilla can provide, so she is basically a weaker alternative to xLudmilla for this FLEX spot.

Skill 2 is a very simply HP potency buff, which increases the healing received by 2 Nikkes who have the lowest current HP by a small percentage. This activates every 60 attacks for 10 seconds, and is hence a virtually permanent uptime buff. If the team is something like, Cinderella Rouge xMaiden Mari Sakura, the overall healing provided by Rouge is increases to low HP units thanks to Sakura.

The second part of her Skill 2 again targets 2 lowest HP units, and activates every 120 bullets shot. It is a 100% uptime buff that updates the lowest HP units every 6-8 seconds depending on FPS, improving the team's survivability without heals by providing a damage reduction buff to the 2 lowest HP units. A very useful buff that strengthens her use-case for the FLEX spot.

Finally, her burst skill. The first major downside we see is that it has a 40 second cooldown. In today's meta, that means Sakura is essentially unusable as a main B1 unit, and is destined for the FLEX spot. Her burst skill is a basic heal that she provides to the 2 lowest HP units. This skill synergises with part 1 of her Skill 2, which buffs the healing received by those 2 lowest HP units.

Overall, this kit's main spotlight is her Skill 1, which provides a damage buff to the team and is a skill we can recommend players to upgrade to lv4 without any regrets if they plan to use her. Since she does not need to burst to provide the buff, she is a usable unit. For veteran players, she is an absolutely useless unit, but for newer players they can definitely find some use for her when they need to make 3-5 teams for Raids. If they are very new players, maybe she can even find a spot in campaign for a month or so until they find better units to use.

Note that Sakura is a welfare unit given to all participants of the Evangelion x Nikke Collaboration Event. She is unobtainable by other means, except through logging in and completing particular missions during the event.

Pros

  • Inflicts a very decent damage taken debuff on enemies with high uptime.

  • Can provide the damage taken debuff as an off-burst unit.

  • Increases healing received for 2 lowest HP units.

  • Decreases damage taken by 2 lowest HP allies.

  • Gives super wholesome vibes throughout the event story.

Cons

  • 40s cooldown on burst.

  • Only provides heals if she bursts.

  • FPS affects uptime of debuff since it depends on how much ammo she shoots.

Ratings
C

Story (low deficit)

C

Story (high deficit)

C

Bossing

E

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
Pre-overload
  • Wingman Cube

    Vigor Cube

Post-overload
  • Wingman Cube

    Vigor Cube