Demon Saiki

From The KoF 98 um ol unofficial wiki

Demon Saiki (KoF XIII)

Global release date: May 2021
DemonSaiki.jpg
DemonSaiki fashion.png
DemonSaiki fashion2.png


Fighter groups: Groups boss.png Groups flame.png
Type: Tank
Aptitude: 15


Spacesoul.jpg Space Soul
Gain 85 rage at the beginning of each round and restore HP (level 1)

DemonSaiki weapon.png Flame badge.png Superpower tome.jpg Superpower ATK.jpg Permanently increase ATK and HP Increase 5% ATK and HP (level 1)
Increase 11.55% ATK and HP (level 132)

Fates and Gates

Saiki
Own Demon Saiki, Saiki, Magaki, Mukai: ATK+ 25%
May Lee
Own Demon Saiki, Ash, Kyo, Iori: HP+ 25%
Robert XI
Own Demon Saiki, Flame Kyo, Instinct Iori, Mizuchi: HP+ 25%
Gates partners
Ash, Magaki, Mukai

Skill description

Underworld flames
Passive skill
Outside 1v1, heal 10% of own HP to the ally with the lowest current HP and restore 100 rage to an ally who does not have full rage. Demon Saiki is immune to negative effects on the first round, must release small skill first turn and can block or resist critical hits. Restore 100 rage when an ally uses ULT (max 2 times per turn); All of Demon Saiki's attacks and flames ignore control free and the "Death Flame" effect cannot be dispelled. When Demon Saiki dies, enter a resurrection state: cleanse all debuffs and cannot be the target of an attack; when allies act, Demon Saiki will heal 5% HP and when healed over 50% HP, the resurrection state ends and Demon Saiki will revive. After reviving, get -100% heal rate (each ally, including Saiki, will increase back 10% heal rate of this effect, can be stacked). During the resurrection, if the healing rate is reduced to 0%, it will not be possible to resurrect after death. Can't gain the resurrection effect in 1v1, but will revive 1 time with 50% HP and full rage. When deployed, Demon Saiki gains the following effects depending on the type of allies that you have (not counting Demon Saiki, and can be stacked up to 3 times):
  • DPS: gain 14% Crit resist per DPS ally;
  • TANK: gain 10% DMG per TANK ally;
  • GANK: gain 10% rage regen per GANK ally, plus 100 rage when deployed;

[Captain Aura]: When deployed, Demon Saiki gains extra DMG (25% at level 1) and RES (40% at level 1), while your allies get 40% of the amount.

If there are at least 3 characters on the field when Demon Saiki is deployed, increase all allies' small skill resist and ULT resist by 30%, and RES rate by 15% for 2 rounds. Allies that revive or advanced strikers that join the battle will also receive this buff. This captain skill takes priority over other captain skills. The gains of this passive (DMG and RES) cannot stack with the gains from Flame Kyo, Instinct Iori or Mizuchi)
Increase your own DMG rate by 25%, and your RES rate by 40% (level 1, each level increases by 0.05%)
Outside 1v1, heal 10% of own HP to the ally with the lowest current HP and restore 100 rage to an ally who does not have full rage. Demon Saiki is immune to negative effects on the first round, must release small skill first turn and can block or resist critical hits. Permanently immune to stun, silence, freeze, paralyze, taunt and petrification; Restore 100 rage when an ally uses ULT (max 2 times per turn); All of Demon Saiki's attacks and flames ignore control free and the "Death Flame" effect cannot be dispelled. When Demon Saiki dies, enter a resurrection state: cleanse all debuffs and cannot be the target of an attack; whenever your turn starts, extend the burn on all enemies by 1 round (limited to burns added by Demon Saiki); when allies act, Demon Saiki will heal 10% HP and when healed over 50% HP, the resurrection state ends and Demon Saiki will revive. After reviving, get -90% heal rate (each ally, including Saiki, will increase back 10% heal rate of this effect, can be stacked). During the resurrection, if the healing rate is reduced to 0%, it will not be possible to resurrect after death. Can't gain the resurrection effect in 1v1, but will revive 1 time with 50% HP and full rage; after each resurrection, gain ATK equal to 20% of Demon Saiki's own DEF, can be stacked. When deployed, Demon Saiki gains the following effects depending on the type of allies that you have (not counting Demon Saiki, and can be stacked up to 3 times):
  • DPS: gain 20% Crit resist and 10% RES per DPS ally;
  • TANK: gain 10% DMG and 20% small skill chance per TANK ally;
  • GANK: gain 10% rage regen and 10% ULT damage per GANK ally; plus 100 rage when deployed;

[Captain Aura]: When deployed, Demon Saiki gains extra DMG (25% at level 1) and RES (40% at level 1), while your allies get 40% of the amount.

If there are at least 3 characters on the field when Demon Saiki is deployed, increase all allies' small skill resist and ULT resist by 40%, and RES rate, crit rate and crit-resist by 15% for 3 rounds. Allies that revive or advanced strikers that join the battle will also receive this buff. This captain skill takes priority over other captain skills. The gains of this passive (DMG and RES) cannot stack with the gains from Flame Kyo, Instinct Iori or Mizuchi)
Increase your own DMG rate by 25%, and your RES rate by 40% (level 1, each level increases by 0.05%)
Catapult
Skill
Attack a single enemy, with 40% chance to stun. Gain 50% DEF and 35% ULT res (cannot be dispelled); When attacked, there is a 40% chance to reduce the DMG received by 50%; For 2 rounds, gain 80 extra rage each time you block or resist an attack. Cause "Nether Flame" on the target (burning damage that does not restore rage and reduces the target's DMG rate and RES rate by 15% for 2 turns).
Nether flame deals 100%+7 DMG to the target every round. This skill attack deals 160%+15 damage to the target (level 1)
Attack a single enemy, with 60% chance to stun. Gain 50% DEF and 40% ULT res (cannot be dispelled), plus 20% RES rate (this RES gain cannot be dispelled and will be effective only during the first turn of the battle); When attacked, there is a 60% chance to reduce the DMG received by 50%; For 2 rounds, gain 100 extra rage each time you block or resist an attack. Cause "Nether Flame" on the target (burning damage that does not restore rage and reduces the target's DMG rate and RES rate by 15% for 2 turns)

In battle, gain the following buffs depending on the souls of your allies (cannot stack):

  • Turtle: If the HP of itself is below 50%, will recover 15% max HP (activates 1 time, lasts for 2 turns or until used)
  • Adder: Drains 6% of the target's max HP
  • Tiger: 25% chance to silence the target (for 2 rounds)
  • Bear: Reduce the target's rage by 200.
    Deal 180%+15 DMG to target(level 1)
    Deal 193.1% + 1980 DMG to target (level 132)
Despair
ULT
Attack a single enemy; Demon Saiki increases his own ATK, DMG and RES rate by 20%. Gain a layer of "Septic Resistance" for 2 rounds. Cleanse negative state from an ally fighter (including petrify, priority to a controlled fighter) Increase the amount of healing received by the "Resurrection" state by 5% (can be stacked, once per turn); cause "Nether Flame" effect to the target; Demon Saiki gains 5% DMG rate and ULT damage per enemy afflicted by "Nether flames" (this lasts for 1 round); this attack will deal extra damage equal to 4% of the target's max HP, while Demon Saiki heals for 40% of the damage dealt by this attack.
Deal 400%+25 DMG to target. (level 1)
Deal 465.5%+3168 damage to the target (level 132)
Attack a single enemy; Demon Saiki increases his own ATK, DMG and RES rate by 30%. Gain a layer of "Septic Resistance" for 2 rounds. Cleanse negative state from an ally fighter (including petrify, priority to a controlled fighter) Increase the amount of healing received by the "Resurrection" state by 10% (can be stacked, once per turn); cause "Nether Flame" effect to the target and 1 random enemy around the main target (priority to a target not currently affected by "Nether Flame"); Demon Saiki gains 5% DMG rate and ULT damage per enemy afflicted by "Nether flames" (this lasts for 1 round); this attack will deal extra damage equal to 6% of the target's max HP, while Demon Saiki heals for 60% of the damage dealt by this attack. For 2 turns, your own team will be able to block or resist critical attacks.
Deal 430%+24 DMG to target. (level 1)
Deal 495.5%+3168 damage to the target (level 132)
SMAX (water gate upgrade) Attack three random opponents (priority to those unaffected by "Nether flames") and mark one of them as the main target; Demon Saiki increases his own ATK, DMG and RES rate by 35%. If he is in the front row, gain an additional 35% DMG rate (unable to go higher than your own RES rate); Gain a layer of "Septic Resistance" for 2 rounds. Cleanse negative state from an ally fighter (including petrify, priority to a controlled fighter) Increase the amount of healing received by the "Resurrection" state by 12% (can be stacked, once per turn); cause "Nether Flame" effect to the targets hit; Demon Saiki gains 5% DMG rate and ULT damage and 15% crit rate per enemy afflicted by "Nether flames" (this lasts for 1 round); this attack will deal extra damage equal to 6% of the target's max HP to the main target; the ally with the lowest current health will heal from 30% to 60% of the damage dealt by this attack (the less people hit by this skill, the higher the % recovered), and if the recovery amount overflows, the overflow amount will be stored and released gradually when subsequent damage is dealt (this quantity is unaffected by increases or decreases in healing) to the ally with the lowest current health. Drain 200 rage from the target and gives 100 rage to 2 allies (excluding Demon Saiki, priority to the back row). For 2 turns, your own team will be able to block or resist critical attacks.
Deal 430%+24 DMG to target. (level 1)
Deal 495.5%+3168 damage to the target (level 132)


Striker information

DemonSaiki ult.png
Despair
  • Attribute bonus: (Level 39) +9610 ATK + 3844 DEF + 96100 HP
  • Trigger condition: From the 1st round forward, at the beginning of the round.
  • Initial effect: Attack a single enemy, adding dark flames to the target (decreases the target's DMG and RES by 15%, damage over time doesn't restore rage, ignores control-free and cannot be dispelled) for 1 round and increasing your own DMG and ATK by 35%, and your ULT dmg by 30%; can join the battle from the 3rd round forward.
  • Initial cost: 100 striker fragments.
Promotion Effect
50 striker fragments Green Each time the aid is triggered, increase ATK, RES and ULT damage by 10% (can be stacked); after entering the battlefield, increase your DMG and RES by 30%; skill slot 1 opens.
50 striker fragments Blue Increase the damage from this skill by 10%, and increase your own damage by up to 35% (can't exceed your RES rate); gain 5% damage and ULT damage and 15% crit rate per dark flame; for each target with dark flames, deal additional damage equal to 6% of their max HP to the main target ; skill slot 2 opens; +1 use available.
50 striker fragments Purple Increase the damage from this skill by 10%; absorb 300 rage from the main target and recover 100 rage to 2 allies without full rage (with priority to the back row); skill slot 3 opens.
50 striker fragments Orange Increase the damage from this skill by 10%; increase 20% RES rate and small skill resist for 1 ally (with priority to the back row, cannot be dispelled) for 2 rounds; can enter the battle from the 1st round forward.
100 striker fragments Red Increase the damage from this skill by 30%; switch to new ULT: attack 3 random enemies, designating 1 of them as the main target; recover HP equal to 30%~60% of the damage done to your allies with the lowest HP (the less targets the more HP recovered); remove an ally's negative effects (priority to a crowd-controlled ally); after all the damage calculation involving dark flames, expose and remove all the existing dark flames and deal additional damage to the target equal to 10% of their current HP (this damage doesn't restore rage); +2 uses available

Thanks to Xiaohai (S47/S79) for the striker information.