New Godfest Exclusive: Safirah!

Safirah debuts from PCGF!

Debut in SPCGF

New Card

[7095]/ Holy Sage Queen, Safirah
Attacker / God

Active Skill: Unlock all orbs; Create 10 light, dark and heart orbs; Transform to [7096] for the rest of the dungeon (28 max CD)

Leader Skill: Slightly reduce dmg taken when matching 6+ connected light orbs; 1.8x HP and 16x ATK for Light att.

[7096]/ Deliberate Holy Sage Queen, Safirah (Transform)
Attacker / God

Active Skill: For 1 turn, ATK increase according to number of VDP awakening in team; Change fire and water orbs to light orbs (2 max CD)

Leader Skill: Reduce dmg taken by 50%, +2 combo and deals 5,000,000 fix dmg when matching 9+ connected light or dark orbs; 1.8x HP & RCV and 22x ATK for Light att.

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6 Replies to “New Godfest Exclusive: Safirah!”

  1. Damn. Would roll 2 of her if i have at least 1 Sara for an ultimate VDP party. Sadly this godfest won’t bring Akine back. I want her in ma team

    1. We have had him for two months, and we will not even get this for at least another month.
      •The combo orb is kind of dead in most cases.
      •Even with the sacrifice in damage to pair with Yuji, the team does not struggle with damage, nor does it struggle with recovery (not having Belial does impact this a bit though).
      •Although the 5 mil auto FUA is nice, you are fine without it (I haven’t had the chance to look at MD2, Giga Descended, Non Descended, or the new colo yet, so I could be unaware of how impactful it is there).
      •Lacks the same benefit of MahitoxYuji of having a recovery buff+heal creation every other turn (without having to cater to it in order to place it in at that).
      •The nine connected orb requirment for the shield really hurts, especially compared to the five for MahitoxYuji (also compared to the current big light lead with Daytona who only requires 4, and only loses out on a little bit of effective HP).

      We will have to see how she does in practice, but I don’t think she is crazy enough to devalue what already exists personally.

  2. It takes 28 turns to transform and comes with 2 skill boosts. The robots and mystics take 25 and have 3 SB, Key Heroes 27 and 3 SB, Mahito 28 and 3 SB.

    Its personal damage is tied to VDP, yet it has 2 combo orbs awakenings, which don’t really synergize well together.

    Doesn’t solve any game mechanics (other than VDP). Skill doesn’t unlock orbs, needs a sub in the system to make sure you don’t get stuck out of activating the shield. While the same can happen with the robots, their leader skills conditions need less orbs, so are easier to trigger on a random board.

    This feels kind of weak on arrival, or at least a bit weird. Someone enlighten me on its strengths?

    Also, thank you for the translation!

    1. Exactly what I’m thinking. Gungho really trying to bring all these VDP awakenings like they’ll do something especially if transforms can’t even limit break. It’s just a waste of awakening slots, they could’ve honestly added a bind resist. Also the leader skill is honestly not that great because you need 9 orbs to fully activate its skills. Seems very lackluster with a 28 turn cooldown too. However, I think it can be paired with Phyllis since it would be more playable with a 7×6 board. At this point I feel like Gungho is really running out of ideas since they really pushed power creep to just another level that they’ll need like a 4x limit break lol

      1. Honestly. Maybe if her active had a team wide damage cap increase, or at least a 2x self damage cap, then there would at least be something of interest. It looks like just a generally worse light Mahito, and feel like it pales in comparison to what Daytona offers.

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