Dragon / Physical
6 ★
MP 15000 Cost 26
 *1 Experience gain bonus from same element
 *2 Weighted Stat: HP / 10 + ATK / 5 + RCV / 3
  • Randomly spawn 5 Water & Heart orbs from non Water & Heart orbs.
  • Reduces cooldown of other skills by 1 turn.
CD: 12 Turns ( 7 Turns at Lv.6 )
This card can be used as assist.
  • Matched attribute ATK x4.5 when matching exactly 5 connected orbs with at least 1 enhanced orb.
  • Reduce damage taken by 50% after matching Heal orbs in a cross formation.
Same Skill
Assist Bonus Stat
HP +430 ATK +63 RCV +9 ( Max Lv )
HP +529 ATK +88 RCV +54 ( Max Lv & +297 )
Applicable Killer Latents
Awoken Skills
Ultimate Evolution
Assist Evolution
Reverse Ultimate and Assist Evolution by using:
Grayed out Japanese cards
Ex-God Fest. Exclusive God Series
Drop Locations for #2144
This card can be obtained by:
- Evolution from Indigo Dragon Caller, Sumire
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By Jathra 5 years ago ( 8.0.4 ) 
Edit: 2/24/2016
Seems the latest data download has brought the 2nd round of JP dragon caller buffs to NA!
I have modified this Sumire guide with updated information.


Quick Summary of Information:

Sumire's LS can buff ANY color orbs, not just blue orbs making off color teams possible.
Sumire's defensive LS with dual Sumire provides 75% damage reduction. (400% HP/RCV for the team!).
You typically do not need to activate both parts of her LS at once, typical game play is activating either or depending on need.
Sumire works best with orb and row enhance on the same team, needs to be balanced between the two however, more info below.
Full board enhance is needed to achieve maximum damage but can be gone without in favor of more utility.

Top Damage Boards (assuming fully enhanced attack color)



Team Builds:

Offensive Team:
Stack a lot of row enhance and a lot of orb enhance and orb changers / board resets. Try to nuke down everything fast use heal tanks when they are available. Needs fast orb changers at high skillups to be super reliable for end-end game content. Can run into orb problems on occasion but can clear a lot of descends.

Defensive Team:
Stack orb and row enhance but prioritize heart makers over attack orb change, use hearts to heal/tank and stall for good skyfalls of attack orbs or for skills to come back. Grizztof has cleared most content with this type of team.

Utility/Skill Haste Team:
Teams designed to take advantage of the skill haste mechanic to spam skills or delay such as Taupe's Orochi delay spam team. These teams can be very powerful but typically need a lot of REM cards to pull off.

TPA Team:
You want at least 10 OE on team and subs with 2+ TPAs for this to really work well. These teams provide great midrange damage while still providing enough spike to OHKO most bosses. Stacking tons of OE is key to TPA based teams, the more the better. I still feel rows synergize better with Sumire, TPA's need more awakening slots to get out equivilent damage, but they are a viable option.


Rows vs Orb Enhance Balance (Updated Thoughts)

In my original post I said to get as much row enhance as possible to maximize your big hit damage. After some experience I have found this may not be the best way to go however. A lot of dungeons have multiple mini bosses in a row with several million hp each and unless you have a full team of max skilled orb changers chances are you are not going to be getting a row every turn.

Rows are roughly 2x as good as OE on a whole, but OE is much better for general attacks. I agree with Grizztof's assessment that you want at least 6-7+ OE on team and 4-5+ rows. This will help the smaller hits do more damage while maintaining a large enough nuke to OHKO most descend bosses. Pushing it too far towards rows (like 3-5 OE with 7-8 rows) will make for much larger boss hits but make the rounds leading up to the boss much more difficult. You should experiment and find the right balance for your play style.


Importance of Skill Maxing Sumire:

This can not be overstated, two or more Sumire's at max skill level on a team increase the effectiveness of that team AT LEAST 200% vs Lv1 skill Sumires.

This is because her active skill hastes the rest of the team including the other Sumire as well as gives her attack and defense orbs to work with. It is simply an absolutely amazing leader skill when at max level. Max her ASAP!


Off Color Teams:

One of Sumire's interesting features is she can make her own perfect or near perfect board provided you are not attacking with blue. She makes the 6 orbs needed to isolate 5 attack orbs to activate her LS. This lets you run a off color farming team with 2-3 different orb enhance colors and a very strong boss nuke possible at the end. Its as easy to play as an Athena team with a much larger end nuke, upwards of 8-9 million light damage from 4 cards is achievable. Raph+Valk/Apollo and Apoc+Apollo can make a full light board.


Math Stuff:

TPA vs 5 Orb (Farming Team)
Assuming 9x TPA team vs Sumire Team

1x TPA: 1.25 x 1.5 x 9 = 16.87x
2x TPA: 1.25 x 2.25 x 9 = 25.31x
3x TPA: 1.25 x 3.375 x 9 = 37.96x

5 Orb: 1.5 x 20.25x = 30.37x to all color cards to all targets.
Better damage than a 9x team with all 2 tpa cards applied to all monsters on the board.

Sumire vs Kali TPA (2 TPAs per card for whole team.)
(Not bashing Kali here just for comparison, also Kali would probably be easier to activate in this situation.)

Kali 13 orbs required (1 TPA + 3 combos)
1.25 x 2.25 x 1.75 x 25 = 123.04x

Sumire 11 attack orbs (5 + Row) 1 Enhanced Orb to activate 5 OE + 4 RE

1.5 x 1.06 x 1.25 = 1.9875 + 1.75 = 3.7375
3.7375 x 1.4 x 1.25 x 20.25 = 132.17x

More damage from 3 less awakening slots, only 1 enhanced orb, 2 less overall orbs and a 2x combo.

Perfect Board Max Possible Hit, Full orb enhance, 6 OE + 6 RE

"Best possible" Board 7x combo 2 rows
1.5 x 1.3 x 1.3 = 2.535
1.75 x 1.36 x 1.3 = 3.094
(3.094 + 3.094 + 2.535) = 8.723x
8.723 x 2.5 x 2.2 x 20.25 = 971.52x

"One Giant Row" Board 4x combo 1x 19 orb row
1.5 x 1.3 x 1.3 = 2.535x
5 x 2.14 x 1.3 = 13.91x
(13.91 + 2.535) = 16.445x
16.445 x 1.75 x 1.6 x 20.25 = 932.43x (Just about as good and a lot easier.)


My Current Sumire Teams:

Mono Blue: Sumire / Andromeda / BD Hermes / Awoken Karin / Utility / Sumire
(Utility: S. Awilda, Snow White, Hera-Is, etc, etc depends on dungeon).

Light Farming Team: Sumire / LB Apollo / Awoken Venus / Ars Nova / DQ / Sumire
Last edited by Jathra 4 years ago ( 8.6.2 )
Jathra in reply to BD 5 years ago ( 8.1.1 ) 
Sarasvati is a very strong leader, and there are many stronger leaders out there than Sumire as far as raw spike damage is concerned, but you are missing the point.

I have 2 ult Sarasvati but I never use em. Her leader skill is just too difficult to pull off consistently. Perhaps for an ultra pro player but even then you can easily get orb trolled out of being able to consistently activate her high damage nuke.

If you are running dual Sarasvati 6 orbs (3 + 3) gets you a 5x nuke, 8 orbs (3 + 5) she only does a 14x nuke, 9 orbs gets you a 25x nuke. Only with 11 orbs does she get the high damage 56.25x nuke.

So basically for everything but the 11 orb combo which requires over 1/3 of the board to be water orbs to pull off she is going to hit weaker than Sumire, or at best (the 9x combo) only slightly harder than sumire, but will do so using 2x the orbs, also the 25x will not be a mass attack.

With 11 water orbs Sumire can nuke twice for 20.25x so its really in essence 40.5x over two turns. This makes Sumire very orb efficient, and if you don't have attack orbs you can simply match heart crosses and stall for them.

Her leader skill isn't meant to have both parts activated at once. Its meant to be an either-or type situation giving you tactical survivability when needed while providing a very easy and relatively high multiplier activation at the same time.

Yes Sarasvati can nuke much harder but Sumire still nukes hard enough with the right orb changers to clear a ton of content and does so much more consistently during trash rounds.

She is basically a easy farming leader like Athena that can also nuke almost as hard as difficult activation spike leaders once or twice per dungeon. The combination of consistency, efficiency, survival, and a big hit when needed imho makes her much more viable than Sarasvati as a lead. But hey if you can consistently activate Sara's 56.25x nuke more power to ya, the game orb trolls me entirely too much for that to be a reality on my end lol.

PS: She also supports off color teams immensely well, my other team I run with her is my old Athena/Valk team with Sumire leads substituted, works very nice for easier dungeons and can still nuke upwards of 5+ mil light damage consistently for bosses.
Last edited by Jathra 5 years ago ( 8.1.1 )
Jathra in reply to Red 5 years ago ( 8.1.1 ) 
Red, the above argument was about late endgame content and having the ability to activate the 56x nuke basically every round. If you have the skill and team to do that Sara blows Sumire out of the water hands down.

If you are on easy mode dungeons then yea Sara will work fine because there's like 100 leads that work fine for that stuff. And yes Sara is still viable for descends and all that, I just feel Sumire does it better.

For less than late endgame content I still feel Sumire is better simply due to her versatility. She supports more than mono blue teams, she has a defense on demand option, a very nice leader skill on a very short cooldown that also has skill cooldown reduction which is absolutely amazing! Furthermore it doesn't rely on luck like Saras. She has better HP, more time extend and skillbind resist.

The only thing Sara has over Sumire is a higher top end nuke and more RCV, but mono blue teams are typically RCV heavy and when you are tanking with heart crosses with dual Sumire leads its basically like +236% RCV for the whole team and activating the tank heals you ontop of tanking the next hit.

I am not bashing Sara here, she is a great leader. You don't see me over on Sara's page saying Sumire is better or anything, I didn't even start this argument. Someone else brought Sara into this randomly and I felt it was proper to defend Sumire since its her page. Given the choice between the two (and I have 2 ult evo Saras sitting in my box gathering dust) I pick Sumire for the reasons I have listed several times now, that's all.
Dae in reply to Jathra 5 years ago ( 8.1.1 ) 
This is why I can't believe more people don't use her. I had just gotten my Sarasvati ult-evo'd and powered up when I rolled Sumire - and now I use her as a Sumire sub more than anything (although I do still run her as a lead when I need the biggest nukes, as I have generally had to use Skuld buddies with Sumire).

I have enough orb enhance awokens stacked that I almost never lack for at least one to trigger her Lskill, and I get 5 blue orbs without using actives more often than 6, and WAY more often than 9. And the fact that I'm mass-attacking every turn... with Sumire (+Skuld buddy, who, despite the lower multiplier, is reaaaally nice for the active) I'm facerolling Descendeds using my default team sometimes without even looking them up.

She's unfortunately got the same disadvantage as Sarasvati of doing best with REM-heavy teams, but if you've got the subs, she's almost ridiculously good. (My usual is Sumire, Sarasvati, Karin, Andromeda, and Sun Quan + Skuld friend.) There are some decent farmable blue subs, though (Ars Paulina, Zhou Yu, Wadatsumi, and Hera-Is); just got to be careful to have enough orb enhances.
Jathra in reply to BD 5 years ago ( 8.1.1 ) 
Fair enough, if you are at late endgame and have a whole team of skill/hyper maxed orb changers I can see Sara being very viable for the spike every floor type dungeons which is something Sumire cant currently do. Maybe when Sumire gets her ult evo she will be more viable in those type of situations.

For the rest of us that aren't up to that point yet she is still a very good option and a very well rounded leader for early/mid endgame content.

Edit: Right 6.25x I didn't math properly lol.
Last edited by Jathra 5 years ago ( 8.1.1 )
Jathra in reply to Tyriks 5 years ago ( 8.1.1 ) 
Hi Tyriks, yes rows seem to be the best way to get damage out of a Sumire team but they only really are useful for the larger nukes.

In my experience using an offensive based Sumire row team I am typically not hitting with rows very often. Most attacks are a 5 match with a bunch of extra combos on them to increase damage. Typically I will only get a row when I use an orb changer or a board reset.

Rows are still good and should be used, but I feel its better to maintain a higher balance of OE on the team as it will help with your trash rounds a lot more, just need enough row damage in there to give a big nuke to the boss but going 100% rows with only 3-5 OE, while the optimal setup for large hits makes the trash rounds a lot harder to get past, need to find that balance which works best for your play style :)

Griz runs a defense based team with a lot of heart makers so he can just stall for the larger hits and works great for him, he has cleared about everything with that method, its another option to consider.

My current team is Sumire/Utility Slot/Andromeda/Hermes/Karin/Sumire if you want a row team those 3 cards (or cards like them) make a very solid base.
Last edited by Jathra 5 years ago ( 8.1.1 )
Jathra in reply to Grizztof 5 years ago ( 8.4.1 ) 
Nice :D And gratz on your clearing of arena that's quite frankly insane that Sumire can pull that feat off considering she doesn't even have an ult yet lol.

I think a TPA based Sumire team could work with the proper cards but I think it would take 4 subs with all a minimum of 2 TPA with 3+ tpa preferred, or if you have a bunch of Orochis 4 tpa.. lol.

Will just do some quick math with 4 TPA subs with 2 TPA each and 10 OE..

1.5 x 1.3 x 1.5 = 2.925 x 6 = 17.55x (to everyone)
1.25 x 1.24 x 2.25 x 1.5 x 4 = 20.925x (tpa subs)
1.25 x 1.24 x 1.5 x 2 = 4.65 (sumires)

17.55x + 20.925 + 4.65 = 43.125x

43.125 x 1.25 x 20.25 = 1091.925x
1091.925 / 6 (average card damage) = 181.933 / 9 orbs = 20.21x per orb.

Vs my current team which will have 10 OE + 7 rows after buffs..

1.5 x 1.3 x 1.5 = 2.925 x 6 = 17.55x
1.75 x 1.36 x 1.5 = 3.57 x 6 = 21.42x

21.42 + 17.55x = 38.97x

38.97 x 1.25 x 1.7 x 20.25 = 1676.92 / 6 = 279.48 / 11 orbs = 25.4x per orb.

So seems rows will still be king but a TPA build very well could work with the extra OE. It would be easier to pull off since it takes 9 vs 11 orbs as well. If you had all 3-4x TPA subs it would easily surpass row damage for the medium sized hits. I imagine the full board nukes would still surpass TPA's with rows due to the number of filler orbs you need to isolate 2-3 TPA's plus a 5x.

PS: Did some more math earlier and at 10 OE, the 5x + 19x 4x row combo even surpasses 2 rows with 2 sets of 3 making up the filler for a 7x combo. The extra OE with that 19x row really really hits hard, like 1250x to the whole team or something with 10 OE + 7 RE.
Last edited by Jathra 5 years ago ( 8.4.1 )
Grizztof in reply to Jathra 5 years ago ( 8.4.1 ) 
Thanks! The beauty of TPA is the great midrange damage you get from 9-13 orb boards and the easier sorts for massive damage when you are blocking and attacking at the same time.

It's really hard to beat a sea of enhanced blue on a row team for damage, but my damage output testing with AOrochi TPA-flooded subs is close enough to make it worthwhile to switch to a TPA team if I prefer the differences in actives/stats/utility awakenings I can get with my TPA subs over my Row subs.

I love so much that Sumire can go so many directions and will soon have even better options thanks to the oe awakes coming up.
Jathra in reply to meimei 5 years ago ( 8.4.1 ) 
Ah good point so you could actually get away with 2 extra orbs by staggering them, I didn't think of that at the time (too used to playing rows lol).

So you could get a 3 TPA board with 17, 18, or 19 attack orbs.
Guess absolutely perfect board would then be something along the lines of:


That would give you ~1230x on blue which is actually pretty good, of course that's assuming 100% enhanced orbs which is not really a reality with that team.

With Skuld -> Sumire you should have on average 13 blue 13 hearts and 4 green then add on nut to make a column and probably can get into 14-15 blue area relatively easily. That should put you into 2 TPA territory quite reliably with 3 being a good possibility.

So lets see, how about a 6x (2 TPA + 5x) combo with 2 enhanced orbs on all the blue attacks which should be pretty reliable to do with that team..

(Skips typing out lengthy math)
Comes out to ~723x, with a 7x its ~803x

Ok, yea that's still pretty respectable for a non perfect and easy to obtain board and should deal about 7-8 mil damage with 10k blue attack on team which would be enough to OHKO most bosses :)

I'm a terribad player though so I will stick to my ez-mode rows lol.
BD 5 years ago ( 8.1.1 ) 
Just you know, sara can burst 8 million with 11 water orbs without any buffs. Sumire's leader skill is really odd, if you want the damage reduction, you can't do any damage because the cross shape heart in your way. And 20.25x is really not very good. I mean sara can do 56.25x, lakshmi can do 25x, and because the require of 5orbs, it's hard to do row unless you have a lot of water orbs on the board(or you can put a lot of other color +orb awakening on your team, then it's not a mono colour team anymore. If they change the cross shape requirement to any shape 5 heart orbs, I think she will be a good lead, but as for now.. I really don't think she is a first class lead.
Red in reply to Jathra 5 years ago ( 8.1.1 ) 
I run Sarasvati on another character on a not-so-late-game team, an she does her job. Due to having access to the (3 * 3) option, I can wipe most trash floors when I need to and her ability just got a slight buff causing her to generate 2 orbs as well, making it much easier to activate her than before. If I'm lucky, I won't even have to pop orb changers on boss waves due to the passive side of her active, though it's unlikely. Usually popping one orb changer is enough to get *25, and 2 is always enough for *56.25 which always takes out the boss.

I'm not at end-game stuff or anything, but BD shows that she's clearly viable for it, I just wanted to add that she's not super challenging to use for low entry stuff, too, at least when she gets UEVO'd. (3 * 3) is pretty easy to activate, in my opinion.
Jathra 5 years ago ( 8.1.1 ) 
Deleted - Covered in modified OP
Last edited by Jathra 5 years ago ( 8.1.1 )
Tyriks 5 years ago ( 8.1.1 ) 
Wow, thanks for the post! Super helpful. I have a question, though. I currently run a Sumire team that is pretty solid, but sometimes lacks damage. The current focus is on physical type to spike with Creuse, but I'm wondering if dropping that to focus only on rows would be good. I have cards like Lakshmi, Karin (currently B/D) and Isis (physical version for utility use on this team) and for me to invest the time and materials to awaken them to get rows would suck if losing the physical spike turned out to not be worth it.

Any thoughts? I love playing Sumire so I'd like to maximize her potential.
Grizztof 5 years ago ( 8.4.1 ) 
I just beat Arena with just 3 Sumires as heartmakers and only 2675 RCV. AI&I/upcoming buffs should make the clear much less of the longshot it is with my current 2-skillups-away-from-mastermax team.

I think the math will be there for TPA oriented teams in the hardest dungeons once AI&I and Sumire's extra awakenings hit. I really want to try AOrochi/AI&I/superUvo U&Y/flex as subs.
Grizztof in reply to Tyriks 5 years ago ( 8.4.1 ) 
Rows and orb enhance are usually enough with Sumire. (My fav team - Sumire/Sumire/Hermes/Gabriel/Summer Awilda/Sumire)

She def. needs a spike/Gravity for Arena, but Creuse is probably the worst choice.
meimei 5 years ago ( 8.4.1 ) 
What about a pure orbenchance/2prong spam team?

I'm making Sumire/Sumire/Nut/Nut/Skuld right now and I think it has potential. 3 haste actives ensure multiple active usages every turn since Nuts are on 4turn CD. The team has 16(14) (!) orb enhances as well as 100% enhanced heart orbs to help with the atrocious RCV as well as free water enhanced orbs when you use Nut.(Have a heart orb on the left side and use Nut for painless LS activation/Easily fix bad Skuld actives)

Thinking of pairing with A.I&I for 100% SBR, free burst,legit RCV and more prongs. The 1.3x atk part of I&I's leaderskill will be easy to maintain with all the free actives you get.

With I&I's active you can get a 29.25x burst on command for 2 turns, making it capable of killing almost any boss that isn't Bipolar Goddess.
Last edited by meimei 5 years ago ( 8.4.1 )
Jathra in reply to meimei 5 years ago ( 8.4.1 ) 
Hm, the idea is OK in principle but I think a simple row team with 20.25x will still drastically out damage the 29.25x nuke of your team.

As your proposed team sits its got 3 subs with 2x TPA and 1 sub with 1x TPA, as my above math demonstrated this is kinda on the low end for a TPA team.

The max damage potential for that team with I&I would give you 12 blue OE, 14 after Sumire buff hits NA. Max possible damage would be a 5x on the side and 3 TPAs.

Assuming 14 OE and full board enhance..

1.5 x 1.7 x 1.3 x 6 = 19.89 (5x)
1.25 x 1.7 x 1.24 = 2.635 (base 4x damage)

2.635 x 2.25 x 3 (double TPA cards) = 17.78625x
2.635 x 1.5 x 1 (Skuld) = 3.9525x
2.635 x 2 (Sumires) = 5.27x

17.78625 + 3.9525 + 5.27 = 27.00875x (rounding to 27x)
27 x 3 (for 3 tpas) = 81x, + 19.89x = 100.89x
100.89x / 6 (for average card damage) = 16.815x per card.
16.815 x 1.75 (4 combos) = 29.426, x 4.5 (sumire) = 132.418x

2.5x I&I = 132.418 x 2.5 = 331.045x
3.25x I&I = 132.418 x 3.25 = 430.358x
6.5x I&I = 132.418 x 6.5 = 860.717x

Rows hits this level of damage far more easily and with far more board configurations.

This is with an absolutely perfect board and full orb enhance which is extremely unlikely for the team. 1 under perfect will cut out 1 TPA and cut your overall damage drastically, 1 orb over perfect cuts out 2 TPAs and reduces the damage even more. Although you could also go for 1 tpa + 1 row + 5x as well due to I&I's double row enhance to make up a bit of damage loss.

The team would do good and consistent mid range damage but for OHKOing bosses it would fall short on most descends in actual practice I believe. Realistically you are probably looking at only a 500-600x nuke tops under normal conditions.
meimei in reply to Jathra 5 years ago ( 8.4.1 ) 
Who does only 4 combos with 6 fingers though? A minimum of 6 combos should be easy; I do 7combo with 4 prong sets with my Bastet regularly with less fingers. That brings the team to 1106x. I'd also like to note that 18 orbs shouldn't stop you from doing 1x5 3x4


This is 18 blue orbs but you can still get 1 5set 3 4set. It is also,incidentally, 6 combos, the aforementioned 1106x mult.
Last edited by meimei 5 years ago ( 8.4.1 )
BreaKBeatZ 4 years ago ( 8.4.1 ) 
+136% HP/RCV for the team not +236%
Jathra in reply to BreaKBeatZ 4 years ago ( 8.4.1 ) 
I am pretty sure most people understood what I mean but yes, fixed, I will remove the +
meimei 4 years ago ( 8.6.2 ) 
Now that UEvo Skuld and SUEvo Andromeda got revealed in JP(both gain a prong!), I'm planning on making a Sumire/Nut/Nut/Skuld/Andro/Sumire(I&I) team. I have great hopes for this one. 15OEs, can almost use an orbchange every turn, Skillbind proof, 3 double prongers.

Once I skill up my Nuts and these evos arrive I'm gonna run some hard dungeons and test it and report back here. I can also replace Andro for another Sumire but I need Andromeda's 2 SBRs for hard dungeons. Sumire Skuld and Andro are gonna be +297'd as well.
Jathra in reply to meimei 4 years ago ( 8.6.2 ) 
Seems pretty nice! I still haven't really messed with TPA's on Sumire but the interesting part about that team is on top of massive amounts of blue OE and TPAs you also have 3-5 row awakenings (depending if you use friends Sumire or I&I) for larger nukes.

The one thing that team lacks is a mass orb enhance however, which you do kinda need with Sumire to hit for the larger amounts of damage. If you have her I suggest winter Paulina as she brings 5 OE to the table ontop of a 5 turn cd mass orb enhance + small orb change. Paulina has saved my bacon so many times by making those extra 2 orbs lol.

Nothing sucks worse than popping a full board change and wiffing (having no blue with a + on it) when the boss is going to one shot you the next turn. Although with full blue/heart OE on team and Sumire's tank option (now at 75%!) you will probably be ok in most cases.

I would still recommend running a full board enhance for Sumire teams however, it really adds a lot of damage especially with so much OE awakenings on team.

Let us know how it works out :)
Last edited by Jathra 4 years ago ( 8.6.2 )
meimei in reply to Jathra 4 years ago ( 8.6.2 ) 
To be honest, with full heart and water enhance chance I have never had a problem having at least 1 enhanced water orb when I use Skuld. Hasn't happened once yet.Having developed a habit to always store a heart at the left-most column helps. I have been using BValk as a sub too and when you pair with I&I the 6 rows really help, although only when I can make 2 of them.(Having no mass enhance It's not really feasible damage-wise to do the big cluster row.) Sumire into BValk is a pretty good combo too.

However I really like how much more damage you can do with a fully enhanced board. When we get skill linking I'm certainly linking an enhance water orbs on one of the Nuts.(Hopefully it's possible!)
meimei 4 years ago ( 8.6.2 ) 
Made the aforementioned team and tried doing some rushes with it. Did all(Legend plus diff only) but devil. The fullboard poison makes it impossible and really stresses the importance of the existence of an orb enhancer.(Wishing I had a CPaulina now)

I searched for a 5-star rem water enhancer and realized there wasn't any.
However I rolled a dupe Yomi last GF and as I was wondering whether I should sell her I realized that her skill when Awoken is actually amazing and the solution to my problems. Definitely slapping it on Nut.
Jathra in reply to meimei 4 years ago ( 8.6.2 ) 
Hm, 17 turns for a full board enhance is pretty rough, but might be a good niche use for sure, assuming you can survive long enough to get it used. I suppose with enough RCV and Sumire tank that shouldn't be too much of a problem though :)
CoffeeHo 4 years ago ( 8.6.2 ) 
What latent awakenings did you put on her?
Jathra in reply to CoffeeHo 4 years ago ( 8.6.2 ) 
I just stuck 5 time extends on her. HP increase may be better or just as good since she has a ton of base HP. I prefer time extends because I'm not the best player in the world and even though 5 time extend latents is only 0.25 sec extra that 0.25 sec has saved my life so many times lol. Putting skill delay resist on her wouldn't be bad either since she has haste.
BD in reply to Jathra 5 years ago ( 8.1.1 ) 
You do know sara's team carrys nothing but orb changer right? I don't know about you, but I can pull out 56.25x almost every turn, and in dungeon like hera rush, only thing I need is a shield for the final floor and burst it through like in 6 turn? With a team of max skilled orb changer and sara's active there is almost no way you are short of water orbs. The only downside about sara is her team has relative low health (about 24000-27000 if you hyper max the whole team).
Btw, for two lead sara,6 orbs is 6.25x.
And I do have maxed skilled sumire just for the record.
By Grizztof 5 years ago ( 7.8.1 ) 
I haven't been this excited for a card since Egyptian 2.0. Because her leader skill is so simple to pull off and has a high multiplier/defense, I'm guessing she'll be able to support a great variety of endgame team configurations. I love flexible leads.
JSH in reply to Bruno 5 years ago ( 8.0.4 ) 
It will be around 58% damage reduction with double Sumire leads
Feel free to add me!

Mine is almost hypermaxed :3
Just needs some more plus eggs

Edit: Finished Hypermax!
Need more Sumire friends :)
Last edited by JSH 5 years ago ( 8.1.1 )
Taupe1030 in reply to Grizztof 5 years ago ( 8.1.1 ) 
I am also working on my 3 sumires (I got all 3 of them last weekend)... might take a while to hypermax, but please feel free to add me. My main lead is hypermaxed D.Meta. (Also, check out my combo team idea down below :D)
TradyJones 5 years ago ( 8.0.4 ) 
Yeah, plus this is a whole new way to play, sort of like awoken parvati. I have really liked playing her lately because of that reason.
Grizztof 5 years ago ( 8.0.4 ) 
55 rolls and I got her on debut. Now, to find friends...
Bruno in reply to Grizztof 5 years ago ( 8.0.4 ) 
I feel stupidly lucky to pull this card on the first try of the god fest... It's easy 20.25x multiplier and damage reduction. Is it 60% or 40% with double Sumire?

Feel free to add me if u want. I'll put her as my main leader soon.
Last edited by Bruno 5 years ago ( 8.0.4 )
Jathra 5 years ago ( 8.0.4 ) 
Am running her and +297 Athena as my leads now. Feel free to add me too :D
By Taupe1030 5 years ago ( 8.1.1 ) 
A team suggestion for people who enjoy OP combo teams, sorry for the long post in advance

Lead: Sumire
Subs: Sumire
Awoken Orochi
Awoken Orochi
Friend lead: Sumire

I happen to have 3 Sumires and 2 Orochis, since Orochi is part of Sumire's art, I thought, wouldn't it be cute if I put all of them in one team.
But really, it's more than just cute, here's why:

After you maxed Sumire's active, she has a cool down of 7 turns, and beside creating orbs to activate leader skill, you also reduce others' cool down by 1 turn
After you maxed Orochi's active, it has a cool down of 15 turns, which effect is to delay all enemies by 4 turns
The team also comes with 8 Skill Charge Awoken skills
So, what does this mean? Let me simulate a game for you:

Turn 1 4 Sumires Available 2 Orochis at 7 turns
Use all 4 Sumires
2 Orochis at 3 turns, 4 Sumires at 7,6,5,4 turns

Turn 2 4 Sumires at 6,5,4,3 turns, 2 orochis at 2 turns

Turn 3 4 Sumires at 5,4,3,2 turns, 2 orochis at 1 turn

Turn 4 Both Orochis available, 4 Sumires at 4,3,2,1 turns
Use Orochi
Turn 5 4 Sumires at 3,2,1,0 turns
Use all 4 Sumires, 4 Sumires at 7,6,5,4 turns
1 Orochi available, 1 Orochi at 11 turns
Turn 6 1 Orochi available, 1 Orochi at 10 turns, 4 Sumires at 6,5,4,3 turns
Turn 7 1 Orochi available, 1 Orochi at 9 turns, 4 Sumires at 5,4,3,2 turns
Turn 8 1 Orochi available, 1 Orochi at 8 turns, 4 Sumires at 4,3,2,1 turns
End of Turn: take hit, make heal cross, ~42% damage

Turn 9 1 Orochi available, 1 Orochi at 7 turns, 4 Sumires at 3,2,1,0 turns
Use Orochi, then use all 4 Sumires
1 Orochi at 3 turns, 1 Orochi at 11 turns, 4 Sumires at 7,6,5,4 turns
Turn 10 1 Orochi at 2 turns, 1 Orochi at 10 turns, 4 Sumires at 6,5,4,3 turns
Turn 11 1 Orochi at 1 turns, 1 Orochi at 9 turns, 4 Sumires at 5,4,3,2 turns
Turn 12 1 Orochi avaliable, 1 Orochi at 8 turns, 4 Sumires at 4,3,2,1turns
Turn 13 1 Orochi available, 1 Orochi at 7 turns, 4 Sumires at 3,2,1,0 turns
End of Turn: take hit, make heal cross, ~42% damage

So Essentially, starting from Turn 4, You take ONE HIT EVERY FIVE TURNS, and the hit you take only has around 42% OF ITS ORIGINAL DAMAGE! (I think the damage reduction stack, please correct me if I'm wrong)
Almost deathless.
Still can easily activate Leader Skill with Sumire's active, that's pretty consistent x20.25 multiplier. A offensive advantage most grind teams lack.
Oh, did I mention 32000+ health, almost 10000 Water attack and 2500+ RCV after maxing them?

I still can't believe my luck, wish me good luck maxing all of them.
Jathra 5 years ago ( 8.1.1 ) 
I approve of this brokenness good sir.
Taupe1030 5 years ago ( 8.1.1 ) 
Also, I hope I can find a friend who actually uses her.
DailyGrind 5 years ago ( 8.1.1 ) 
I can actually make this team too, just rolled 3 Sumires in today's Godfest! Thanks for the team suggestion!
Reverb 5 years ago ( 8.4.1 ) 
Status shields are going to screw this team over
Taupe1030 in reply to Reverb 5 years ago ( 8.4.1 ) 
This team is pretty solid even without the delay combo, I have 0-stoned multiple challenge descended dungeons where some bosses have status resistance
Taupe1030 in reply to Reverb 4 years ago ( 8.6.2 ) 
Don't underestimate Orochi's damage output with tpas :)
The team's biggest problem is that you often have to stall to make sure you don't waste your delay, sometimes I delay and then 1HKO the boss and it hurts
By Clefspeare 5 years ago ( 7.8.1 ) 
I still think this would be a good Sarasvati sub.
StaticG 5 years ago ( 7.8.1 ) 
Or an amazing Awoken Lakshmi sub.
Clefspeare in reply to StaticG 5 years ago ( 7.8.1 ) 
I think she'd be just as good for Sara as she is for Lakshmi.
AcKing808 in reply to Clefspeare 5 years ago ( 7.8.1 ) 
or buster sigfried sub too. they are both blue physicals.
Clefspeare in reply to AcKing808 5 years ago ( 7.8.1 ) 
Yep. Her awoken skills aren't the greatest for a Seigfried team, though
Last edited by Clefspeare 5 years ago ( 7.8.1 )
Taupe1030 5 years ago ( 8.1.1 ) 
She's a great leader too
By Grizztof 5 years ago ( 8.1.1 ) 
I'm starting to clear legend plus with Sumire. Got to Zaerog in EEC with an underleveled/underplussed team (by EEC standards)

New Hermes

When I don't need a shield, I usually run Berry Dragon over Awilda. For binds, you can drop Sumire for Andro, Snow White or Isis.

Max skill everything.

My first team for Sumire was more Whalish -


This team is great for dungeons that don't overwhelm with binds or skill binds.

I've got an "under evaluation" thread on PF
nachodaddy 5 years ago ( 8.1.1 ) 
The current team I'm working on is similar to your first whale- Sumire, Blodin, Bvalk, Berry dragon, Famiel.

I love her balance between offense and defense. Great lead and I'm already looking forward to her ult.
Taupe1030 5 years ago ( 8.1.1 ) 
Sumire A team:

Sumire B team:
A. Orochi
A. Orochi

I'm having so much fun :D

greml1n in reply to Taupe1030 4 years ago ( 9.0.3 ) 
So I read the below post, and watched the video, and just LOL'd...

And then immediately built the closest thing I could come up with. :D


So much fun........ :)
By Moldy 5 years ago ( 7.8.1 ) 
As a leader, she'd seem to take some getting used to. Needing five blue or heart orbs to activate either part of her LS definitely would need an orb changer or two, and Siegfried/Water Dragon Swordsman would trade the defensive part for the offensive part.

So, perhaps one could just run a water team rather than a dragon or a physical team with her, and use Kamui and Hatsume? Andromeda would be perfect though.
Jathra 5 years ago ( 8.0.4 ) 
I have been playing her for a few days now, she literally plays exactly like a TPA team. You just match 5 orbs instead of 4 then combo a bunch of useless orbs extra to increase damage and make room for more orbs you need. On the boss you orb change and make sure one of your TPAs is 5 instead of 4 (or one of your rows is 5 instead of 6) and profit.

I am running a light/blue/green team and can literally activate her every round on at least one color without need of orb changes, its very very easy, literally no different than the Athena team I have been playing for months, just a lot more damage.

The difference is you can combo 5 orbs together in 4 different patterns instead of just a line so its actually more versatile. A line, L shapes + shapes and T shapes all do the trick, also if your teams mult is under 12.5x normally, or you don't have any 3x TPA mobs on team replacing either a TPA or a row with a 5x will actually net you a healthy increase in damage, the 20.25x mult makes up for the loss in damage easily under most circumstances.

Last edited by Jathra 5 years ago ( 8.0.4 )
bloodwars 5 years ago ( 8.0.4 ) 
skuld would be an ideal sub.
Vaedriel 5 years ago ( 8.0.4 ) 
I also got her on the last Godfest and have been wondering what to do with her. The 5 orb combo thing is cool. I'm going to experiment with different team mates and see what I can get to work well together. I'll post back once I get her figured out. :)
By CoffeeHo 5 years ago ( 8.1.1 ) 
Thank you for all of the valuable information about her. I rolled two rolls in godfest--one last night and one today. I got blue sonia (my first sonia) and sumire. During the last godfest I did one roll and got blue odin (my first odin). I think I will be busy for a while now. Thanks again, everybody, for posting such great stuff about her.

EDIT: I just got another Sumire in Godfest. I also got Scheat and Hatsume. I have Andromeda and Resolved Demon Lord Amon, two Nuts, and Sorceress's Successor Rinoa. I also have the various knights and non-rem heartmaker and breakers. I am so happy that there is a section written on this page about team building. Thanks to everyone for such great input.

ANOTHER (FUNNY) EDIT: I could not send the above edit because of inappropriate content. I couldn't see anything..took away spaces and tried to see if t1ts or 4ss or anything else could be unhidden. I deleted stuff. Nothing. Finally, after I deleted "Adored Star$ea Godess," from Andromeda, it went through. It's funny. I'm an American and never even say "ar$e," and when I hear it, I think it sounds cute. Sharing in case you want to type out her full name someday and can't get your post to go through.
Last edited by CoffeeHo 4 years ago ( 8.7.0 )
Grizztof 5 years ago ( 8.4.1 ) 
I'm so excited to see what Blonia's uvo is. I just cleared Arena with her as a sub. A better her would be....better. Blodin can be useful...not for every build, but for many.
By Dr. Psaroo 5 years ago ( 7.8.1 ) 
Surmire herself is female Wadatsumi

The Orochi itself is actually from Potato Takeru's dragons.
dnangel@PG 5 years ago ( 7.8.1 ) 
or the orochi itself is the card orochi
By StaticG 5 years ago ( 7.8.1 ) 
The best subs for her may be Nut and Supergirl. Both of them provide a row of 5 that is perfect for her active, leaving only an enhance to make it work.
There is also Skuld, W/D Karin and maybe Awoken Karin that can be great subs for her. It is sad though that Bodin does not have great synergy with her. She just does not use rows or TPA, making her completely reliant on enhance for more consistent damage. Maybe if they kept the orb enhance over the skill cooldown reduction on the Awoken Chinese gods that she might have more definite subs.
At the moment she seems to be more useful as a sub like the other Japanese dragons. :(
Last edited by StaticG 5 years ago ( 7.8.1 )
Jathra 5 years ago ( 8.0.4 ) 
On the contrary Bodin has amazing synergy with her, you still want to run rows with Sumire for optimum damage, you need rows + orb enhance on the same team and a lot of stacks of row + orb awakenings.

You also need someone who can mass enhance attack orbs, Bodin provides the mass orb enhance and 3 row awakenings he is literally one of the best subs for her I can find in the game currently.

I would not recommend subs who make a column on left/right though as the column disrupts row formation.

Her optimum damage is literally 5 attack orbs, 6 non attack orbs surrounding the 5 attack orbs (5 on top 1 to the side, and preferably 2 sets of 3 orbs for the extra combo) then the rest of the board a 19x attack orb single row with every attack orb enhanced.

Yes a single 19x row will out damage 2 rows in her case if the whole thing is enhanced.
Jathra in reply to Grizztof 5 years ago ( 8.4.1 ) 
It's actually fairly interesting. It depends on how many OE you have on team. With like 8 OE a 2x row 7x combo will beat the 19x row, but if you have 10+ OE the 19x beats even the 2 row scenario with 3x less combos. Basically OE depends on the average # of enhanced orbs you have in the combo, it curves above RE for damage if you get like 5-6+ on average. I graphed it out on a graphing calc and played with it for awhile one day for fun.
Grizztof in reply to Jathra 5 years ago ( 8.1.1 ) 
It takes a ton of row awakenings before making two rows beats a glob row. Actually, I haven't done the math. It may never happen.

I ditched Blodin when I found the PaDHack that is Gabriel. 1/6 the board is typically blue, 1/6 hearts, 1/6 Dark, so usually you get 1/2-ish of your burst board enhanced with a heartbreaker while having the option to use Gabe as a miniburst or a couple turns of heart-cross stalling. And now, you won't even sacrifice rows to run him once his new evo comes.
By Luci 5 years ago ( 7.8.1 ) 
Heroes God need 8 connected orb or more to 4x attack, this need only 5 connected orb for 4.5x attack. With some orb enhance awoken, this monster out-class hero god at attack. I even didnt notice about the damage reduce when match heart orb. GG
Corltan 5 years ago ( 7.8.1 ) 
Not necessarily. With the hero gods you stack row enhance. I run 9 row enhances on my Andromeda team, so I believe that is 2.36x damage for a row and for large nukes you get two unconnected rows. Sumire takes away from being able to form either a TPA or row in that given space. Even on 6 connected orbs (only counting leader skill active and row enhances, not orb or combo multipliers) that is 21.24x damage to Sumire's 20.25x for 5 orbs.

The 5 connected robs will be easier and less costly to activate on Sumire, but the burst potential may be more difficult to get higher numbers than on hero gods where I can usually count on getting 16x2.36x2.36 for an 89.11 base multiplier when I need to one shot a boss with around 5 mil HP.

Sumire sadly doesn't bring rows or TPA's herself, but assuming equivalent row enhances you would need to connect 5 orbs and then form 2 additional rows to top the Hero god multiplier (which would require a perfect board of exactly 17 water orbs).

But that is how it should be, since I think this card I assume is about the cross gimmick to tank hits rather than about consistent damage like the hero gods.

My numbers and analysis could be a bit off, but that's how I see it.

EDIT: Edited for clarity.
Last edited by Corltan 5 years ago ( 7.8.1 )
Jacky@PG in reply to Corltan 5 years ago ( 8.0.4 ) 
9 Rows is 1.9x damage. No idea how you got 2.36x from.
Grizztof in reply to Corltan 5 years ago ( 8.1.1 ) 
The way I build her, Sumire is about lol-ing at 20k hits while waiting for your actives to come back for the 7-12 million ohko.
Luci in reply to Corltan 5 years ago ( 7.8.1 ) 
You're right. Except perfect row board can be 17 or 18 water orbs :D
Jathra in reply to Corltan 5 years ago ( 8.0.4 ) 
Deleted, misread first reply xD pretty much said what I was going to say.
Last edited by Jathra 5 years ago ( 8.0.4 )
Corltan in reply to Jacky@PG 5 years ago ( 8.1.1 ) 
Because my understanding is if you have 4 rows, then it will be 1.1*1.1*1.1*1.1 = 1.464. Same as with TPA. 1 TPA is 1.5, 2 TPAS is 1.5*1.5 = 2.25, and then 3 TPAs is 1.5*1.5*1.5=3.375.
Jathra in reply to Corltan 5 years ago ( 8.1.1 ) 
Rows do not work like that they are additive on the row bonus.

you get +0.1 per row awakening per row. If you have 9 row awakenings you get +0.9 for each row you form, with 3 rows that would be 1.0 + (0.9 * 3) = 3.7x.

Rows and orb enhance are additive, TPA only multiplies internally as well. Multiple TPA's are also additive with other TPAs.
Corltan in reply to Jathra 5 years ago ( 8.1.1 ) 
Yeah I know how TPA are just multiplies for the card with TPA and with the four orbs matched. Guess I just assumed rows were similar. I still like andromeda more in theory for the ease of getting the 16x on top of the rows, and don't like giving up 4 rows and her better awokens and active skill for sumire. And ill love it once the new Hermes hits NA. I currently run andromeda with bvalk, Hermes, hatsume and sun quan. And now that I can connect 4x blue for TPA on trash floors it's even better.

Other main team I run is awoken Bastet with 2x Vishnu, chibi lucifer and paradise Sonia.

EDIT: I will say her ability to do the legendary plus or rushes and challenges is not as good as others like Bastet due to reliance on actives and forming two rows in order to get high burst damage. Which is where I'd say sumire is better but I feel like sumire also relies on actives just as heavily.
Last edited by Corltan 5 years ago ( 8.1.1 )
Grizztof in reply to Corltan 5 years ago ( 8.4.1 ) 
I stomp pretty much anything but Arena with Sumire. Her beauty is you can stall near forever with her. In my Arena clear, DKali's 999 turn shield was down to 986 when I killed her.
Ink in reply to Grizztof 4 years ago ( 8.4.1 ) 
I run Sumire, skuld, Blodin, awoken Isis, Hatsume, Sumire. I don't know of this is a good team. I have Hera is, Andromeda, I&I, and other blue cards. Can you give me suggestions?
By Dawn 5 years ago ( 8.0.4 ) 
Summer awilda. That is all.
By Grizztof 5 years ago ( 8.1.1 ) 
The buffs Sumire just got through extra awakenings have opened up doors for team building. So often, I've come up with a team with only 4 blue oe awakes and died a bit on the inside. Now you just "need" one oe from a sub ( though you really want 7+ team oe total). Add to that the buffs the blue Norns got and you've basically reduced the risk of "whiffing" a reset to near zero and marginalized the desire for an enhance-orb active or pseudo-oe active like Gabriel's. Of course, Gabe just got 500-ish attack, 3 extra autoheals, and three rows, so it's even more of a stud.
By Grizztof 4 years ago ( 8.4.1 ) 
These added heart enhances for Sumire and her subs just added a lot of effective RCV.
These added blue OE to Sumire and rows to Gabriel/Bvalk let us now build teams like Sumire/BValk/Gabriel/Awoken I&I/some 2 blue OE sub/Sumire that, hypered, can put out 20 million damage in one turn.
Last edited by Grizztof 4 years ago ( 8.4.1 )
Jathra 4 years ago ( 8.4.1 ) 
"some blue 2 OE sub" Winter Paulina, that is all lol. Oh and its closer to 25 million damage on a perfect board :)

Your proposed team with paulina all hypered would have 11737 blue attack.

1.5 x 1.3 x 1.45 = 2.8275
5 x 1.96 x 1.45 = 14.21
14.21 + 2.8275 = 17.0375
17.0375 x 1.75 x 1.7 x 20.25 x 2 = 2052.80x
2052.80 x 11737 = 24,093,781 damage from a 4x combo lol.

Replace Valk with Hermes however..

Team now has 12406 attack and an extra row, plus still has a heart breaker and also converts green to blue which gives you light dark heart green conversion.

17.0375 x 1.75 x 1.8 x 20.25 x 2 x 12406 = 26,965,173
just shy of 27 million damage from a 4x combo.

In other news I am really loving my Tsubaki team which I am now working on with the extra OE too. Stuff just melts and its not even max level yet xD the JP dragon callers are such amazing leads.

Wish I had Gab and I&I and B.Valk.. lol.
Last edited by Jathra 4 years ago ( 8.4.1 )
By José!!!! 5 years ago ( 7.8.1 ) 
If you take a look at Sumire's first could see that Orochi looks pretty cute and harmless ^_^

Once Sumire evolves....Orochi grows up and looks as if he has some unfinished business to take care of :(
AcKing808 5 years ago ( 7.8.1 ) 
at least it doesn't show the whole body, and it is stucked in that portal that he is being summoned on.
By Inagaki 5 years ago ( 7.8.1 ) 
The art is so pretty !!!
By (´v ` ) 5 years ago ( 7.8.1 ) 
As in, 57.75% for both leaders?
Am I reading this right?
There are pokemons which need a lot of tedious turns to make that kind of defense happen, and this gal right here has it on a 5-orb speed dial.

(´v ` ) in reply to Dr. Psaroo 5 years ago ( 7.8.1 ) 
Well, it completely breaks any chance of having more than 1 row, but if you're running a TPA team, you can do something like this to both activate the defense and do decent damage.

Anyway, I think that these teams won't be about defending and attacking at the same time, but deciding on when to defend and when to attack.
The only time you'd really need both is when there's pre-emptives involved.

EDIT: Apparently, the cross defense doesn't work on pre-emptives.

Last edited by (´v ` ) 5 years ago ( 7.8.1 )
Dr. Psaroo 5 years ago ( 7.8.1 ) 
Exactly 5 Heart orbs in a very specific pattern (+), this can actually hurt your combos.
Eric in reply to (´v ` ) 5 years ago ( 7.8.1 ) 
I agree that it'll be a very nice strategic option for surviving certain hits. You can still do substantial damage even while matching the hearts, and she seems a bit more suited to tpas anyway.. although there's lots of good water row stuff.
Last edited by Eric 5 years ago ( 7.8.1 )
Grizztof in reply to Dr. Psaroo 5 years ago ( 8.1.1 ) 
You don't make a heart cross for max burst, but you can still burst for millions with a heart cross in there.
By Guest 5 years ago ( 8.0.4 ) 
If you have quick orb changers so you can definitely get the active this team could be nuts.

Leader: Sumire (1 Orb Eh)
Incognito Queen, Awilda (5 Orb Enh)
Skuld/Summurd (2 Orb Enh)
Goddess of the Starry Sky, Nut (2 Orb Enh)
Ruler of Toyama Bay, Cold Amberjack (3 Orb Enh)
Friend Sumire (1 Orb Enh)

Comes with 14 Orb ENH, you have also 5 orb changers and one turn of over 70% damage reduction.

I'm still pretty new and lacking both the amberjack and nut but hopefully amberjack comes back so its available.
By Vaedriel 5 years ago ( 8.0.4 ) 
So I just tested out this Team:

Sumire/Ruka/Hermes/LZL/I&I/FL Bodin

In this order used Sumire+Ruka+Hermes+LZL+I&I= 95% blue 5% yellow board fully enhanced, damage off the charts. 😈.

Last edited by Vaedriel 5 years ago ( 8.0.4 )
By Dean 5 years ago ( 8.1.1 ) 
Put in 3 rolls today and got her. Holy cow does she look like an amazing lead.
By Will 5 years ago ( 8.1.1 ) 
Just got one in the god fest! Love the leader skill, but I'm actually at a loss for a helper leader right now. My best friend had a Skuld I could use but he hadn't played today
By Chlorogasm 5 years ago ( 8.1.1 ) 
Currently running Sumire/Blodin/Nut/Hermes/Andromeda/Sumire
Thoughts? I also have Karin, Sarasvarti, Hatsume, Amon, Orochi, and Summurd but I'm not entirely sure where to go with this lead so any comments would be awesome!
nachodaddy 5 years ago ( 8.1.1 ) 
Copy and paste her JP name into Youtube and see what teams come up. You have a really solid build already. I've seen some JP teams running some combination of Awoken Karin, Bvalk, Skuld, Gabriel, and the subs you already have. I guess it really depends on the dungeons you're going into. You can tweak her to be more offensive or defensive.
Last edited by nachodaddy 5 years ago ( 8.1.1 )
Jathra 5 years ago ( 8.1.1 ) 
Seems like a great team! You could try swapping Nut for Summurd, it would drop you down to 4 blue enhance but in my experience 4 enhance gives you enough to activate pretty much 100% of the time and with Summurd + Andromeda + Hermes you have more nuke options.

If the board is favorable for Andromeda + Hermes you can use them but if its not you can shuffle it using Summurd -> Hermes or Summurd -> Andromeda to get the proper orb combinations, or you can use Andromeda to make hearts with and then you still have Hermes/Summurd to nuke with (this has saved me a ton in descends lol).

I am basically running the same team except I don't have Bodin so I am using Hera-Is.
Chlorogasm in reply to nachodaddy 5 years ago ( 8.1.1 ) 
Going to build 2 teams and test them both I think, one (mentioned in my first comment) and the second being Sumire/Hatsune/A.Karin/Hermes/Andromeda. I really like both teams though haha
Grizztof 5 years ago ( 8.1.1 ) 
I have almost every blue card. My default team is Sumire/Sumire/Gabriel/Hermes/Awilda/Sumire. I've cleared most everything with Sumire.
By Grizztof 5 years ago ( 8.1.1 ) 
Update - Cleared EEC, Zaerog Infinity, Scarlet, Nordis, Legenday Snowy Valley, One Shot Callenge lvl 10 with Sumire. Amazing leader. AMAZING.
Last edited by Grizztof 5 years ago ( 8.1.1 )
Drozee 5 years ago ( 8.1.1 ) 
what is your playstyle like? are you activating both parts of the LS constantly?
Grizztof in reply to Drozee 5 years ago ( 8.1.1 ) 
I'm Christopher Tobler on youtube. Plenty of Sumire vids for you to see how I mix aggro defense, turtling, and pure burst depending on the need. I activate either, both, or neither part of the LS. Just depends.
Last edited by Grizztof 5 years ago ( 8.1.1 )
By El Rayo 5 years ago ( 8.1.1 ) 
I really want to use Sumire more often but I'm just struggling to pump out huge damage with her :( I'll keep trying. Right now my subs are U&Y, gabriel, Siegfried, and hyper max Sara. I'll keep experimenting. Just pulled a dup U&Y so maybe I'll run that for more TPA action.
Jathra in reply to Grizztof 5 years ago ( 8.1.1 ) 
I run 2 Sumire teams. One is light based and I use it more for general farming and some descends that heavily hate on water teams

Sumire/Awoken Venus/LB Apollo/Ars Nova/DQ/Sumire - Will be replacing DQ with new Raphael ult when it arrives and I can get him skill maxed for sure, and wish I had Hathor to replace Ars but she does the job for now.

My blue team is Sumire / (Utility Slot, Hera-Is, Awilda, Snow White, etc) / Andromeda / BD Hermes / Awoken Karin / Sumire - Works pretty well but has a few issues I'm still working out and needs more skill leveling in the subs but it does solid damage with 7 rows and a min of 5 blue OE
Grizztof 5 years ago ( 8.1.1 ) 
It's easiest to leverage rows (As few as four row awakening is still good) and do the big globs like in Jathra's post for big numbers. If you go TPA, I feel you want at least 6x TPA amongst your subs and 7 +enhanced water orb awakenings. If you just need one turn of huge burst, look at King Bubblie.
Jathra 5 years ago ( 8.1.1 ) 
Yeah you can also do as Griz does and run a lot of heartmakers so you can simply tank everything til you have enough blue saved up, seems to work really well for him :)

My blue Sumire team is currently row based but gonna try to get a more tanky version together as well.
Grizztof in reply to Jathra 5 years ago ( 8.1.1 ) 
What is your team?
By Jathra 4 years ago ( 8.6.2 ) 
With the data download that came yesterday it seems that the JP dragon callers have received their 2nd round of buffs in NA. Sumire now has a 75% damage reduction on double leaders! \0/

Although to be honest I have been playing mostly Tsubaki teams lately that damage is just nuts especially with her 39x lol.
By secret 4 years ago ( 8.6.2 ) 
At first I thought the 5 orb mechanic was terrible. Then I found out about orb enhances.
After that, I thought she was a guy. But I found out she's a pretty lady.
Lastly, I was looking up team builds and someone mentioned that she has delicious lizard feet.

Ryune/I&I teams are considered OP and can clear Ultimate Arena with 2/10.5/2.5, Sumire can do 4/20.25/4.
Jathra 4 years ago ( 8.6.2 ) 
Well Ryune + I&I gives 2x HP and 2.5x RCV this is essentially like having 50%+ damage reduction passively.

This means they can retain the 50% damage reduction while full board nuking for 21.125x 2 turns in a row with I&I's active. This also means that they have in essence 50% damage reduction on pre-empts.

So that team is more of a low damage tank team that can spike heavily on the end boss while keeping the tank. They also can run full rows without having to lose a rows worth of damage for the 5 orbs which gives them another damage edge. They also buff off-color attack damage as well which is like adding another 10-30% damage.

Sumire has a better tank of 75% and better constant damage but its difficult to tank and deal a ton of damage on the same turn.

She also cant tank pre-empts so its a heavier tank with more inherent weaknesses.

So Ryune+I&I seems like a stronger team for stuff like arena where you have enough tank to grind through and still retain a good sized nuke for the boss.

Now, something like Sumire + Alrescha w/I&I sub for arena becomes interesting indeed.

Sumire is just more of an all-around fun lead that can clear most/all of the games content and do it enjoyably and relatively quickly while still maintaining a high on-demand tank option. So she has excellent flexibility and fun factor but for specific dungeons other teams can pull out more of an edge.

Honestly I have been neglecting my Sumire as of late, her sister Tsubaki has been taking up most of my time lol.
Last edited by Jathra 4 years ago ( 8.6.2 )
By Linc 4 years ago ( 8.7.0 ) 
I just got a second one of these. If I run both on same team would I get a 9x if I ran both?
Jathra 4 years ago ( 8.7.0 ) 
9x? Her leader skill is 4.5x damage. Leader skills don't activate for subs however. If you had 2 Sumire leaders you would get 4.5x4.5 = 20.25x damage not 9x. You would need a friend with Sumire to do that however.

That being said Sumire makes a pretty good Sumire sub for the orb change and awakenings and HP.
By Hakuma 4 years ago ( 8.7.0 ) 
These card names are getting awfully long, huh?
By Zolesms 4 years ago ( 9.0.3 ) 
So what changed with 9.2.0? Said it made leader skills with crosses easier to activate?
By Shaitan 5 years ago ( 8.1.1 ) 

A team suggestion:

Dragon Emperor, Buster Siegfried
Dragon Emperor, Buster Siegfried
Dragon Emperor, Buster Siegfried

This allows 100% chance of blue plus orbs being dropped and 60% light plus orbs. Also gives lots of orb changers with the amazing stat stick that is Blodin (also rows and triprongs of course).

As for subs:

Amberjack - if you dislike using three siegs and want to just focus water and/or wish to try and include using the plus heal orb ability
Hermes - matches color with good orb changing
BL Neptune - for when poison is needed (still matching color)
Aquaman - for atk doubling. still matching color

Note: all of the above cards are physical. I feel this shows that Sumire is physical type's solution to the power creep (which so far I feel Blue physical has missed out on)
Flex! 4 years ago ( 9.0.3 ) 
Siegfried eats hearts, which you need for the heart cross. Her ideal subs produce both water orbs and hearts, which unfortunately makes her REM heavy (like almost all water teams).
By Ganja_God 4 years ago ( 8.4.1 ) 
This is absolutely disgraceful what the hell gung ho you implement everything except for the 50% damage reduction 4 North America hope you guys burn
Jathra 4 years ago ( 8.4.1 ) 
The buff will come to NA later, don't worry. They didn't give us Rozuel 's ult either even though its released in japan or many of the other new ults that have come out in the mean time. They updated us to a fixed point in japan some months back not current in japan, this is standard practice. It sucks, but just wait, it will get here eventually.
Madcat 4 years ago ( 8.4.1 ) 
I wonder why they did that. An oversight perhaps? I hope. I can't see why they wouldn't. I'm happy with the awakenings at least
Last edited by Madcat 4 years ago ( 8.4.1 )
By Shaitan 5 years ago ( 8.1.1 ) 
Last edited by Shaitan 5 years ago ( 8.1.1 )
By Murloh 4 years ago ( 8.7.0 ) 
I don't get it. Pulled the card a while ago and the mp seems more valuable
にく(´・_・`) 4 years ago ( 8.7.0 ) 
Before Sumire I was having a LOT of trouble clearing content. I pulled her, read the comments and immediately hypermaxed her. I have a friend that has a hypermaxed Sumire and between the dual leaders, Hermes, Gabriel, a second Sumi as sub and Isis there isn't much I can't clear now... Green bosses, multiple multi-million bosses on consecutive rounds, etc., doesn't matter. Just tank and wait for skills and blast away with both, or activate one or the other (Hermes/Gabriel) depending on the board make up and move on to the next round. Other than a few of the nasty "Combo Shield" bosses that I simply can't figure out how to do cause I'm horrible at comboing, I've gone from about 10 magic stones to 65 at last count by simply clearing dungeons and collecting the daily bonus stones etc...

**IF** you have a really good Sumi friend and the right blue cards for your team, she's really, really powerful.
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