← Back to Heroes

Overall

A Hero for Fun

Saitama operates on two unique resources: Guard and Interest. Guard is a damage buffer built through his Casual Moves — idle animations like ear-picking, jumping, and dashing that each carry distinct crowd control and defensive effects. Interest accumulates toward individual heroes whenever they use skills, and determines whether his ultimate can instantly execute an enemy whose health falls below a calculated threshold. If no target qualifies, he charges forward with AoE knockup instead. His sideways jumps create illusions that intercept lethal damage aimed at allies, transferring it to himself while his massive Dodge stat negates most incoming attacks. A Discount Countdown absorbs all health effects he receives; once depleted, he may leave the battlefield entirely, distributing his accumulated Guard as shields to the rest of the team.

Skills

I'm just a guy who's a hero for fun

Ultimate

Normal attacks are replaced with Guard-building Casual Moves. Guard grants damage reduction and control immunity. Accumulates Interest toward skill-using heroes. Executes enemies below a health threshold, or charges forward with AoE knockup. Slaying an enemy restores Energy to all allies.

Secret to Strength

Passive

Instantly slays low-health enemy summons for bonus Guard. Casual Moves grant unique effects: ear-picking massively boosts Dodge and increases damage enemies take, jumping creates knockdown shockwaves with aftershocks, dashing generates pressure waves that stun enemies knocked into walls.

Killer Move: Serious Series. Serious Sideways Jumps!

Active

Creates illusions with massively boosted Dodge. Illusions intercept lethal damage to allies, transferring it to Saitama at the cost of Interest. Dodged attacks generate Interest and build additional Guard. When front-lined, intercepts fatal ally damage automatically.

Today is… Bargain day at the supermarket!!

Active

A Discount Countdown absorbs all health effects. When depleted, Saitama gains a Flyer granting a large Guard shield and free Normal Punches. If Interest toward all heroes drops to zero, he leaves battle and distributes Guard among allies.

Signature Item

Saitama’s Cape

Casual Moves grant all allies stacking Physical and Magic Pierce. Using his ultimate grants all allies stacking damage-dealt buffs. When Saitama receives a shield from allies, he also gains bonus Guard.

Furniture

Let me take care of the rest

When front-lined, Saitama generates bonus Interest toward another front-line ally. When his Guard increases, another front-line ally also gains a portion of that Guard.

Engravings are not listed here because they upgrade existing skills directly. See the Skills tab for engraving effects alongside each skill.

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.

L 81Lvl 2After using the skill actively, the next Casual Move will be enhanced, increasing its Guard boost by 50%.
L 161Lvl 3After using Normal Punches to slay an enemy hero, all allied heroes will be inspired, restoring 300 Energy to each.

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.

L 21Lvl 2With 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%.
L 101Lvl 3Enhanced 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.
L 181Lvl 4Enhanced 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.

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.

L 121Lvl 2When 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.
L 201Lvl 3Every dodged attack increases Saitama’s Guard by 150% of his Attack Rating.
E 30Lvl 4Serious 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.

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.

L 141Lvl 2After receiving the Flyer, the reduction speed of Saitama’s Interest toward alied heroes is reduced to 15 points per second.
L 221Lvl 3After 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.
E 60Lvl 4After 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.

Saitama’s Cape

Enhances: You did fine. Nice fight.
+0

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.

+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.

+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.

+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.

+40

When Saitama receives a shield other than his Guard effect, he also gains Guard equal to 45% of its shield value.

Enhances: Let me take care of the rest

3/9

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

9/9

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

E30Killer Move: Serious Series. Serious Sideways Jumps!

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.

2★+3Physical Pierce3★+3Physical Pierce
E60Today 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.

4★+3Physical Pierce5★+3Physical Pierce
Counterpart: