Summer Azusa CA team
Summer Vajra replaces Tsukuyomi when damage matters more than safety.
Magna progression, primary frontline investment, and a grid path built for this account.
Team A is the account default. Team B is a real alternative, not a second mandatory investment path.
Summer Vajra replaces Tsukuyomi when damage matters more than safety.
General account value, strict first-turn value, and high-level Full Auto are stored separately so a numerical tier list cannot erase team-specific reasoning.
He has the highest broad Dark account value because his Primarch passive improves every grid even from reserve while his frontline kit remains immediately relevant.
He starts with guaranteed TA, takes three attack actions and adds post-normal skill damage, making him the direct first-turn acquisition without requiring Ereshkigal.
Summer Catura continuously strengthens MC and herself, dispels automatically, and gives MC party-wide cover. Valentine Wamdus is the safer CA alternative; Orologia remains powerful when a one-time opening choice is acceptable.
Verdict. Sariel is both the broad and one-turn target. Summer Catura and Orologia strengthen later Fighter Origin or general play, but neither replaces Sariel's immediate first-turn value.
Boundary. Rei swaps, Ereshkigal racing, and manual omen scripts are deliberately excluded. Sariel remains the broad and one-turn target even though Catura is the stronger high-difficulty FA specialist.
The largest immediate upgrade to the owned Lich/Tyra general team, but not mandatory for the first turn.
Low priority without Ereshkigal; do not buy her merely to imitate an unavailable racing setup.
Reviewed 24 Aug 2026. Evidence: Current Sariel opening-turn reference
Move one milestone at a time. Checked slots stay on this device.
Exact Stage 7 reward grid. This Academy version mixes CA, stamina and EX damage before Magna III.
The saved configuration is for unattended general Full Auto. One-turn setups may replace the sustain flex with only the call or passive required for the honors threshold.
Belial is a short-fight option only when its maximum-HP penalty does not threaten the unattended run.
Reviewed 24 Aug 2026. Evidence: Wedges of the Sky · 4★ mechanicsSummon and sub-aura slot rulesArcarum summon mechanics
Researched for Team A. Keep Normal Attack Cap on Ultima unless the note explicitly changes the cap split.
Corrected from Gamma. Japanese Azusa testing specifically favors Skill Cap because her ougi adds a large skill hit and her second skill is 10-hit; Lich adds more automatic skill damage. Supremacy still fits the Kengo shell, but the battle log should decide between it and Sagacity.
Ordered allocations for Team A’s current role, with dead or redundant nodes called out in the notes.
Full 18-star JP general/tank path. Three independent critical nodes exploit her huge personal attack and cap modifiers, while HP and two light-reduction nodes reinforce the five-turn hostility tank created by her third skill.
The first 12 stars are the guide's damage core, centered on her automatic multi-hit skill. Two HP nodes are the recommended general-FA finish; Defense is a valid swap if percentage mitigation is more valuable in a specific raid.
Full 18-star sustain path. Triple healing nodes scale both her CA heal and crest-triggered recovery; CA cap matches her frequent charge attacks, while HP reinforces her long-fight support role.
Primary choices match Team A and its present grid; conditional survival or cap swaps remain in the note.
Account-specific Full Auto choice from JP usage guidance: her third skill makes her the hostility tank. Attack is reserved for short 1–2 skill burst where survival is irrelevant.
JP default; her self-buffs already cover damage and durability, so the mixed type costs no jewel. Defense is only needed if she actually falls in long Full Auto.
Keep the no-cost mixed type for CA cadence, HP, and support. Her current JP page does not identify a mandatory specialized type; Defense is the failure-state swap.
Ring ATK and HP are guaranteed, so only the three variable decisions are listed.
Skill cap and Supplemental improve her ten-hit skill and post-CA damage. DEF directly supports the hostility-tank job she performs in this Team A.
The JP damage targets are skill cap and Supplemental for her automatic multi-hit skill. DEF is the low-risk general-FA fourth roll.
Skill cap and Supplemental improve her recurring damage; Healing is the important fourth roll because she is this team’s sustain slot.
Targets were cross-checked against current Japanese character guides and GBF Wiki roll ranges .
Use this as a priority order, not a requirement to own every option immediately.