Sandalphon (Event)/Strategy
| Game | Strategy | Lore | Voice |
Ratings
| Sandalphon (Event) | |||||
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Overview
Sandalphon is a fairly strong textbook example of a jack-of-all-trades character. With all his skills in place, he is a very self-sufficient character as well as a team player with the right synergy. As a result, he is a very easy to use and very versatile.
At 5★, he greatly improves. Notable is his new charge attack that activates every other C.A.: Paradise LostMassive Light damage to a foe.
Inflict ![]()
Duration: IndefiniteLocal status effect.
Consume ![]()
.
Gain ![]()
Strength: 40%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., ![]()
Strength: 40%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., and ![]()
Duration: Indefinite.. It grants a permanent buff to ![]()
Restore caster's HP based on 50% of damage dealt (Healing cap: 800).
At level 75:
Damage cap increased to ~800,000.
Healing cap increased to 900.
At level 90:
Damage cap increased to ~900,000.
Healing cap increased to 1000. for the remainder of the fight, activating it twice on use. With Ecliptica getting its own buff at level 90, Sandalphon becomes an excellent nuker who can also sustain himself in longer fights.
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At level 95:
Debuff removal chance increased to 100%.
Also recover HP each turn (Healing cap: 500). Gain ![]()
Strength: 10% if HP is full. is buffed at level 95 to guarantee a debuff removal at turn start and grants a permanent ![]()
effect, further boosting his survivability. At level 100, his Hostility Up now can be used to lure attacks away from characters who do not want to get hit. His nuke is more potent as well. After using his C.A. twice, it will deal double damage and healing.
Strengths
- Straightforward skills, no advanced gimmicks to his kit, Sandalphon is a relatively easy character to use who fits in many team set-ups.
- Before 5★, his damage skill has a small heal attached to it for damage and sustain. After 5★, it becomes extremely powerful after gaining the
Eden's ExileEcliptica activates twice (Can't be removed)
buff to make the skill activate twice. - Brings some small party-wide buffs with
The Power of OneAll allies gain
30% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 30% chance of dealing 50% more damage.Duration: 3 turns and Supplemental DMGDMG dealt is supplemented
Strength: 1% of foe's max HP (Damage cap: 10,000)Duration: 3 turns.. - First support skill has a chance to remove a debuff. After 5★, it guarantees a debuff removal and adds a permanent
RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
effect. - Comes with
Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
to survive one attack that would normally K.O. him. - Becomes stronger over time with
Bell of WarBoost to Sandalphon's C.A. DMG and C.A. DMG cap based on effect level (Max: 2 levels)
Local status effect and his Extended Mastery Support SkillGain
ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon using charge attack.. - Sandalphon
Counters on DMGCounters upon taking DMG
Counter attacks grant 5% charge bar per hit. works with any drain effect, making him last more time in long fights.
Weaknesses
- Not as strong in shorter battles where his sustain isn't needed and he doesn't have time to build up his strength.
- Self-sufficient, but brings little utility for the rest of the party.
How to Play
Before 5★, Sandalphon is a balanced character who deals decent damage and has some good survivability. After 5★, he becomes an incredible self-sustainer for long battles who also deals respectable damage.
Alone in HeavenGain
50% DA UpDouble attack rate is boosted
Strength: 50%Duration: 4 turns, 10% TA UpTriple attack rate is boosted
Strength: 10%Duration: 4 turns, 15% DEF UpDEF is boosted
Strength: 15%Duration: 4 turns, and Counters on DMG (5 times)Counters upon taking DMG
Duration: 4 turnsCounter attacks grant 5% charge bar per hit..
At level 55:
Effect enhanced.
At level 100:
Buff increased to 30% DEF UpDEF is boosted
Strength: 30%Duration: 4 turns.
Also gain Hostility UpMore likely to be attacked
Duration: 4 turns. gives Sandalphon 50% DA UpDouble attack rate is boosted
Strength: 50% and 10% TA UpTriple attack rate is boosted
Strength: 10% for 4 turns as well as a Counters on DMGCounters upon taking DMG
Counter attacks grant 5% charge bar per hit. for up to 5 hits. The reliable multi-attacks means he can use his charge attack more often, and the counter-attacks help whittle down the enemy. EclipticaLight damage to a foe (Damage cap: ~690,000).
Restore caster's HP based on 50% of damage dealt (Healing cap: 800).
At level 75:
Damage cap increased to ~800,000.
Healing cap increased to 900.
At level 90:
Damage cap increased to ~900,000.
Healing cap increased to 1000. is Sandalphon's nuke, which can hit for respectable damage with a minor heal as a bonus.- After 5★,
Eden's ExileEcliptica activates twice (Can't be removed)
from Paradise LostMassive Light damage to a foe.
Inflict Bell of WarBoost to Sandalphon's C.A. DMG and C.A. DMG cap based on effect level (Max: 2 levels)
Duration: IndefiniteLocal status effect.
Consume White WingNext charge attack changes to Paradise Lost (Can't be removed)
.
Gain 40% Light ATK UpLight ATK is boosted
Strength: 40%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., 40% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
Strength: 40%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., and Eden's ExileEcliptica activates twice (Can't be removed)
Duration: Indefinite. will make it activate twice on use. With Ecliptica's damage and heal cap boosts after level 90, this results in some serious damage output.
- After 5★,
The Power of OneAll allies gain
30% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 30% chance of dealing 50% more damage.Duration: 3 turns and Supplemental DMGDMG dealt is supplemented
Strength: 1% of foe's max HP (Damage cap: 10,000)Duration: 3 turns. is a party-wide 30% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 30% chance of dealing 50% more damage. and Supplemental DMGDMG dealt is supplemented
which makes Sandalphon viable for a minor support role. Ain Soph AurMassive Light damage to a foe.
Inflict Bell of WarBoost to Sandalphon's C.A. DMG and C.A. DMG cap based on effect level (Max: 2 levels)
Duration: IndefiniteLocal status effect.
After 5★:
Also gain White WingNext charge attack changes to Paradise Lost (Can't be removed)
. inflicts the local debuff Bell of WarBoost to Sandalphon's C.A. DMG and C.A. DMG cap based on effect level (Max: 2 levels)
Duration: indefiniteLocal status effect, which increases his charge attack damage and cap; if his Extended Mastery Support SkillGain
ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon using charge attack. is unlocked, he will also gain ATK Up (Stackable)ATK is boosted while active (Stackable)
.
Synergy
Seruel: While Sandalphon doesn't really need Seruel's
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", it can still protect him from getting hit by multiple debuffs since he only removes one at the start of each turn (and before 5★, the debuff removal isn't guaranteed). At level 100, Seruel's Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% affects all allies, helping Sandalphon charge attack more often. Sophia: Having Sophia as a sub-ally boosts his healing by 200, making Sandalphon's self-healing even stronger. Should the two find themselves together on the front lines, Sophia's
MedicamentRestore an ally's HP (Healing cap: 3000). Fully restore target's HP if target is below 25% HP. will fully restore his HP if it drops below 25%, keeping him alive longer.
Sevastien: Like Sophia, Sevastien benefits Sandalphon the most as a sub-ally. The end-of-turn healing from both of their support skills will take effect, giving Sandalphon a 650 HP heal every turn at minimum. Combined with Sophia's support skill and a 3★ Healing EMP node, Sandalphon will be recovering a non-insignificant 1180 HP per turn.
Zooey : Sandalphon's
The Power of OneAll allies gain
30% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 30% chance of dealing 50% more damage.Duration: 3 turns and Supplemental DMGDMG dealt is supplemented
Strength: 1% of foe's max HP (Damage cap: 10,000)Duration: 3 turns. can shorten the cooldown of Zooey's The Last Wish1000% Light damage to a foe (Damage cap: ~1,600,000).
All Light allies gain Sign of ZooeyDamage dealt is partially absorbed to HP /
ATK is boosted /
DEF is boosted /
(Can't be removed)
Strength: 5% of max HP (Healing cap: 1000) / 100% ATK Up / 100% DEF UpMultiplier: NormalDuration: 5 turnsSpecial buff. and activations of counter can grant additional healing from the drain effect of Sign of ZooeyDamage dealt is partially absorbed to HP /
ATK is boosted /
DEF is boosted /
(Can't be removed)
Special buff.
Extended Mastery Perks
| Sandalphon (Event) | Stars: 15 | EMP: 120 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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HP
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Double Attack Rate
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Debuff Resistance
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
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DEF
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HP
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Light ATK Up
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Charge Attack Damage
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ★★★ | ||||||||||||||||||||||||||||||
Critical Hit
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Skill Damage
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Skill Damage Cap
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Healing
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Gain Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon using charge attack. |
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| ★★★ | ☆☆☆ | ★★★ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
| Last update: 2019-03-08 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Sandalphon.
Priorities[edit]
Prioritize maxing Critical and Light ATK, followed by Skill DMG Cap and then his Support Skill. Max Charge Attack DMG node as last one if you need the CA damage. Rest of the points can be spend freely (taking Def UP is recommended). However, Double Attack Rate is not important because his buff's duration and strength fromStrength: 50%Duration: 4 turns,
Strength: 10%Duration: 4 turns,
Strength: 15%Duration: 4 turns, and
Duration: 4 turnsCounter attacks grant 5% charge bar per hit..
At level 55:
Effect enhanced.
At level 100:
Buff increased to
Strength: 30%Duration: 4 turns.
Also gain
Duration: 4 turns. is already good enough; neither is Debuff Resistance thanks to his support skill.
| Sandalphon (Event) | Stars: 15 | EMP: 120 | ||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ATK
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DEF
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HP
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Double Attack Rate
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Debuff Resistance
|
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
|
DEF
|
HP
|
Light ATK Up
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Charge Attack Damage
|
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★☆ | ★☆☆ | ||||||||||||||||||||||||||||||
Critical Hit
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Skill Damage
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Skill Damage Cap
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Healing
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Gain Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon using charge attack. |
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| ★★★ | ☆☆☆ | ★★★ | ★★★ | ★★★ | ||||||||||||||||||||||||||||||
| Last update: 2019-03-10 | ||||||||||||||||||||||||||||||||||
Kamigame's recommended EMP build for Sandalphon.
Prioritize Critical first, then take his Support Skill and Skill DMG Cap. Healing is also extremely good if Sandalphon is regularly being used in longer fights; as it also boosts healing cap, with Ecliptica's level 90 upgrade and 3★ in Healing (20% boost), Sandalphon withcan heal 2400 HP with an Ecliptica use. It will also raise the healing cap from his passive
from 500 to 600 HP.












