Saitama – A Hero for Fun

Saitama – A Hero for Fun

Faction Dimensional
Type Strength
Class Warrior
Role Continuous Damage

Saitama – A Hero for Fun’s Skills

I’m just a guy who’s a hero for fun

Passive: Saitama’s normal attacks are replaced with Casual Moves, and each Casual Move increases his Guard by 350% of Attack Rating. When Saitama has Guard, he takes 60% less damage and gains immunity to control effects. When any hero uses an active skill, Saitama gains 10 points of Interest toward them. When any hero uses their Ultimate, Saitama gains 25 points of Interest toward them.
Active: If an enemy hero’s health is less than Saitama’s Guard multiplied by 300% of his Interest toward that hero, and their health is also less than 900% of Saitama’s initial Attack Rating, Saitama will spend all of his Interest toward that hero plus 35% of his Guard to use Normal Punches and slay them. Saitama prioritizes targets with higher Interest. If no heroes meet these requirements, Saitama will sprint forward, knocking into the air all enemy units in his path while dealing damage equal to 400% of Attack Rating to them. Saitama also gains Guard equal to 300% of his Attack Rating.

Lvl 2: After using the skill actively, the next Casual Move will be enhanced, increasing its Guard boost by 50%.
Lvl 3: After using Normal Punches to slay an enemy hero, all allied heroes will be inspired, restoring 300 Energy to each.

Secret to Strength

If an enemy summon with less than 35% health appears near Saitama, he will use Normal Punches to slay it and gain Guard equal to 150% of his Attack Rating. This effect can be triggered once every 0.5 seconds. In addition, Saitama gains different effects based on his Casual Moves.
Pick Ears: Saitama gains 200 points of Dodge, and all enemies currently attacking Saitama will have their Accuracy reduced by 100 points and will take 35% more damage for 9 seconds.
Jump: When jumping, Saitama triggers a shockwave around himself that knocks down all nearby enemies and deals damage equal to 260% of his Attack Rating.
Dash: When dashing, Saitama generates a pressure wave in front of himself that knocks back all enemies within range. If they hit the edge of the battlefield, they also receive damage equal to 330% of his Attack Rating and are stunned for 3 seconds.

Lvl 2: With enhanced ear-picking, Saitama gains 350 points of Dodge, and all enemies currently attacking Saitama will have their Accuracy reduced by 150 points, while the boost to their damage taken is increased to 55%.
Lvl 3: Enhanced jumping triggers a more powerful shockwave across a wider area, and its damage is increased to 340% of Attack Rating. After the shockwave, Saitama triggers aftershocks around himself every second, dealing damage equal to 260% of Attack Rating while knocking down enemies hit. There will be a total of 6 aftershocks.
Lvl 4: Enhanced dashing generates a more powerful pressure wave, increasing the distance that enemies are knocked back. If they hit the edge of the battlefield, they also receive damage equal to 420% of his Attack Rating and are stunned for 4.5 seconds.

Killer Move: Serious Series. Serious Sideways Jumps!

Saitama uses Killer Move: Serious Series. Serious Sideways Jumps! to dart from side to side quickly, creating illusions of himself. While the skill is active, Saitama’s Dodge is increased by 800 points, and all damage and health loss he suffers is considered physical damage.
While Killer Move: Serious Series. Serious Sideways Jumps! is active, if an allied hero suffers damage or health loss exceeding 15% of their max health, an illusion of Saitama will appear in front of them, and Saitama will spend 10 points of his Interest toward the allied hero to transfer the damage or health loss to himself. This effect cannot be triggered if Saitama has less than 10 points of Interest toward the allied hero.

Lvl 2: When Saitama dodges an enemy hero’s attack, he gains 20 points of Interest toward them. This effect can be triggered once every 2 seconds per enemy hero.
Lvl 3: Every dodged attack increases Saitama’s Guard by 150% of his Attack Rating.
Lvl 4: When Saitama is positioned in the front line, if another allied hero on the front line takes fatal damage, Saitama gains 75 points of Interest toward them and uses Killer Move: Serious Series. Serious Sideways Jumps!. While that skill is active, all damage taken by the allied hero is transferred to Saitama without spending any Interest. This effect can be triggered up to 3 times.

Today is… Bargain day at the supermarket!!

At the start of battle, Saitama gains a Discount Countdown equal to his max health. During battle, all health-related effects Saitama receives will affect the Discount Countdown instead. When the Discount Countdown is exhausted, Saitama receives a Flyer that shows today’s supermarket discounts. After receiving the Flyer, Saitama cannot be attacked, cannot be affected by allies’ active skills, and his Interest toward each hero on the battlefield will begin to decrease by 20 points per second. If his Interest toward all heroes drops below 1 point, he will sprint off the battlefield and his Guard will be evenly distributed among allied heroes.

Lvl 2: After receiving the Flyer, the reduction speed of Saitama’s Interest toward alied heroes is reduced to 15 points per second.
Lvl 3: After receiving the Flyer, Saitama uses his Ultimate. When determining whether Normal Punches will be used, his Interest toward enemy heroes is considered to be 100 points. Enemy heroes with more Interest than this amount willI not be affected.
Lvl 4: After receiving the Flyer, Saitama gains Guard equal to 800% of his Attack Rating. If an enemy meets the requirements for triggering Normal Punches, Saitama will use Normal Punches without spending Energy. This effect can be triggered up to 2 times per battle.

Signature Item: Saitama’s Cape

Signature Item Skill: You did fine. Nice fight.

[Unlocked at Activation] Each time Saitama uses a Casual Move, all allied heroes gain 1 stack of a buff that provides 4 points of Physical Pierce and 4 points of Magic Pierce for 15 seconds, stacking up to 10 times.
[Unlocked at +10] Each time Saitama uses a Casual Move, all allied heroes gain 2 stacks of a buff that provides 4 points of Physical Pierce and 4 points of Magic Pierce for 15 seconds, stacking up to 16 times.
[Unlocked at +20] When Saitama uses his Ultimate, all allied heroes gain 1 stack(s) of a buff that increases their damage dealt by 10% for 15 seconds, stacking up to 10 times.
[Unlocked at +30] When Saitama uses his Ultimate, all allied heroes gain 2 stack(s) of a buff that increases their damage dealt by 10% for 15 seconds, stacking up to 16 times.
[Unlocked at +40] When Saitama receives a shield other than his Guard effect, he also gains Guard equal to 45% of its shield value.

Furniture Ability: Let me take care of the rest

3/3 Ability: When Saitama is positioned in the front line, he generates 50%more Interest toward 1 other ally in the front line.

9/9 Ability: When Saitama’s Guard is increased, 1 other ally in the front line will gain Guard equal to 45%of the Guard Saitama gained.

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Eternal Engraving

E30: Enhance the skill Killer Move: Serious Series. Serious Sideways Jumps!: When Saitama is positioned in the front line, if another allied hero on the front line takes fatal damage, Saitama gains 75 points of Interest toward them and uses Killer Move: Serious Series. Serious Sideways Jumps!. While that skill is active, all damage taken by the allied hero is transferred to Saitama without spending any Interest. This effect can be triggered up to 3 times.

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E60: Enhance the skill Today is… Bargain day at the supermarket!!: After receiving the Flyer, Saitama gains Guard equal to 800% of his Attack Rating. If an enemy meets the requirements for triggering Normal Punches, Saitama will use Normal Punches without spending Energy. This effect can be triggered up to 2 times per battle.

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