Becomes a Tank at level 100. Hostility UpMore likely to be attacked and DEF UpDEF is boosted have a 4/6 turn uptime.
Supplemental DMGDMG dealt is supplemented Strength: 1% of enemy's max HP (Damage cap: 10,000)Duration: 3 turns and 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 for the party.
Stronger in long fights; requires multiple Charge Attacks to reach full effectiveness.
Eden's ExileEcliptica activates twice (Can't be removed) is a permanent damage and healing increase for the duration of that fight.
Site
RatingThe character's overall rating out of 10.
GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade:SS KG Max Grade:SS
Full AutoThe character's general performance in Full Auto parties. GW Max Grade:SS KG Max Grade:SS
High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade:SS KG Max Grade:SS
Sandalphon is a fairly strong textbook example of a jack-of-all-trades character. With all of 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 versatile and very easy to use.
At 5★, he greatly improves. A notable change is his newly upgraded charge attack that activates on every other C.A.: Ain Soph Aur ++500%Massive 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) Base Accuracy: 100%Duration: IndefiniteLocal status effect. Gain White WingNext charge attack changes to Paradise Lost (Can't be removed) Duration: Indefinite.. Along with boosting damage, it grants a permanent buff to Ecliptica800% Light 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. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Activates twice.) for the remainder of the fight which causes it to activate twice when used. With Ecliptica800% Light 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. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Activates twice.) getting its own buff at level 90 to increase damage and self healing, Sandalphon becomes an excellent nuker who can also sustain himself in longer fights.
At level 95 DefianceChance to remove 1 debuff at the start of each turn. At level 95: Debuff removal chance increased to 100%. RevitalizeRecover HP each turn (Healing cap: 500). Gain 10% Charge BoostInstantly boosts Charge Bar by 10% Strength: 10% if HP is full. effect. is buffed to grant a permanent RevitalizeRecover HP each turn. Boost to charge bar if HP is full. effect and guarantee a debuff removal at turn start, further boosting his survivability. And at level 100 Alone in HeavenGain 40% DA UpDouble attack rate is boosted Strength: 40%Duration: 4 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 4 turns, 15% DEF UpDEF is boosted Strength: 15%Duration: 4 turns, and Tank-and-Counter (5 times)Counters upon taking DMG Strength: 350%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.. At level 100: Buff increased to 30% DEF UpDEF is boosted Strength: 30%Duration: 4 turns. Also gain Hostility UpMore likely to be attacked Strength: +10Duration: 4 turns. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Also gain Shield (1500)Next ATK received will be ineffective for a fixed amount Strength: 1500Duration: Indefinite.) grants increased defense along with Hostility UpMore likely to be attacked Duration: 4 turns, allowing Sandalphon to lure attacks away from characters who do not want to get hit.
Strengths
Relatively easy-to-use character with straightforward skills who fits in many team set-ups.
The damage skill has a small heal attached to it for 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. Caster gains Light of Atonement6-hit light DMG to a foe at end of turn / Remove 1 buff 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 GutsCan withstand lethal DMG (Leaves 1 HP) Also called "Lethal Attack Dodged" to survive one attack that would normally K.O. him.
His Tank-and-CounterCounters 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 40% DA UpDouble attack rate is boosted Strength: 40%Duration: 4 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 4 turns, 15% DEF UpDEF is boosted Strength: 15%Duration: 4 turns, and Tank-and-Counter (5 times)Counters upon taking DMG Strength: 350%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.. At level 100: Buff increased to 30% DEF UpDEF is boosted Strength: 30%Duration: 4 turns. Also gain Hostility UpMore likely to be attacked Strength: +10Duration: 4 turns. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Also gain Shield (1500)Next ATK received will be ineffective for a fixed amount Strength: 1500Duration: Indefinite.) 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 Tank-and-CounterCounters 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.
Ecliptica800% Light 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. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Activates twice.) 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 Ain Soph Aur ++500%Massive 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) Base Accuracy: 100%Duration: IndefiniteLocal status effect. Gain White WingNext charge attack changes to Paradise Lost (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.
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. Caster gains Light of Atonement6-hit light DMG to a foe at end of turn / Remove 1 buff 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 Aur450%Massive 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) Base Accuracy: 100%Duration: IndefiniteLocal status effect. 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) 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 Veil (1 time)Debuffs 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 a Light 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. Caster gains Light of Atonement6-hit light DMG to a foe at end of turn / Remove 1 buff 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 ZooeyNormal attack and C.A. DMG 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 turnsStacking: Special Buff. and activations of counter can grant additional healing from the drain effect of Sign of ZooeyNormal attack and C.A. DMG dealt is partially absorbed to HP / ATK is boosted / DEF is boosted / (Can't be removed) .
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 from Alone in HeavenGain 40% DA UpDouble attack rate is boosted Strength: 40%Duration: 4 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 4 turns, 15% DEF UpDEF is boosted Strength: 15%Duration: 4 turns, and Tank-and-Counter (5 times)Counters upon taking DMG Strength: 350%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.. At level 100: Buff increased to 30% DEF UpDEF is boosted Strength: 30%Duration: 4 turns. Also gain Hostility UpMore likely to be attacked Strength: +10Duration: 4 turns. (When Eden's ExileEcliptica activates twice (Can't be removed) Duration: Indefinite is in effect: Also gain Shield (1500)Next ATK received will be ineffective for a fixed amount Strength: 1500Duration: Indefinite.) is already good enough; neither is Debuff Resistance thanks to his support skill.
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 with Eden's ExileEcliptica activates twice (Can't be removed) can heal 2400 HP with an Ecliptica use. It will also raise the healing cap from his passive RevitalizeRecover HP each turn. Boost to charge bar if HP is full. from 500 to 600 HP.