Table of Contents
About | |
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An archer from Woodhaven whose skills are equal to her brother, Luca. Rowdy and loud, her special move is a crushing punch that Luca has experienced more than once. She left her village to fight fiends and provide aid to all in need. |
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CV Info - English | CV Info - Japanese |
Maryke Hendrikse | Ayaka Asai |


The Crimson Star |
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Obtainable as a 5
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Character Stats
Overview
Gala Sarisse demonstrates the potential of Gala Adventurers by sporting double status immunities alongside a different play style approach to Bows. Despite her label as a Support Adventurer, the Crimson Star topples Julietta for the highest HP stat in the game while also pumping out massive damage with Brilliant Bolt, thanks to a focus on maintaining combo count. Her immunity to both Stun and Sleep makes her viable in any Wind-attuned content. Gala Sarisse gladly serves as the premier ranged Flame DPS Adventurer while simultaneously supporting her party with Strength and Defense buffs, and she is often noted as a great pick for High Midgardsormr's Trial.
Strengths
Consistent ranged DPS
Sarisse’s kit is free from the bells and whistles that have hamstrung previous Bow users. Unreliant on Force Strikes, afflictions, or HP gates, Sarisse needs only hit her target, and 20-hit combos are easily racked up from range.
Dual Immunity
With Woodland Blessing, Sarisse maintains maximum uptime by resisting every affliction inflicted by Wind content.
Buff Time
The enhanced buff duration synergizes greatly with Sylvan Strength and Cheerful Assist, both of which directly increase Brillant Bolt’s shot count. This allows Sarisse more leeway to dodge and safely build up combo counts.
Weaknesses
Cheerful Assist cycling
Although the initial Strength buff is powerful, the subsequent Defense buff is less than desirable for ranged party members. Thus, the Strength buff alone essentially has an SP cost of over 17000.
Requires room to maneuver
Bow Adventurers receive significant damage fall off in close quarters and are vulnerable to being swarmed. High density content, like Imperial Onslaught, often force Sarisse to dodge more frequently and lose combo stacks.
Dragon Recommendations
- Gala Mars: Surprise! Gala Mars is best for Sarisse, in addition to every single other Flame Adventurer.
- Konohana Sakuya provides a drastic increase to Skill Damage alongside a modest Strength bonus, allowing Brilliant Bolt to unleash its highest potential.
- Cerberus and Agni provide the most amount of Strength (40-60%) and are great choices for high damage output.
- Prometheus and High Brunhilda grant less overall Strength than Cerberus and Agni, but the Wind resistance and Health boost that these dragons grant respectively allows for Sarisse to more easily survive endgame content, such as High Midgardsormr's Trial.
- Ifrit is an accessible 4★ option that provides a solid 30-45% Strength boost, and is easily unbound with Moonlight Stones via the Void Battles Treasure Trade.
- Pele and Brunhilda are budget choices for Strength boosts.
Weapon Recommendations
Ýdalir: As the Agito weapon, Ýdalir is typically best for Sarisse, though it's roughly equal with the HDT weapon in most situations.
Valkyrie's Fire: The active skill can put this over Yaldir in certain scenarios, though it's usually a bit worse.
Chimeratech Sniper: This is the budget option for those just getting into endgame content.
Wyrmprint Recommendations
Pair 1
Forest Bonds is overall the best bow print, while Primal Crisis plays the best with Sarinsse's style in a vacuum. Note that on burn teams, Elegant Escort is probably better.
Shared Skill
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Lvl 2 | Deals damage to enemies directly ahead and fires extra shots equal to the number of buffs the user has. | 200 ![]() |
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Lvl 3 | Deals damage to enemies directly ahead and fires extra shots equal to the number of buffs the user has. | 300 ![]() |
Lvl 4 | Deals damage to enemies directly ahead, inflicts burn, dispels one buff from each target, and fires extra shots equal to the number of buffs the user has. | ![]() |
SP Cost | 8969 | Iframe | Long |
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Unlock Materials |
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Cost | 6 | Level | 1 |
Skills
Skill 1
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Lvl 1 | Deals damage to enemies directly ahead and fires extra shots equal to the number of buffs the user has. | 100 ![]() |
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Lvl 2 | Deals damage to enemies directly ahead and fires extra shots equal to the number of buffs the user has. | 200 ![]() |
Lvl 3 | Deals damage to enemies directly ahead and fires extra shots equal to the number of buffs the user has. | 300 ![]() |
Lvl 4 | Deals damage to enemies directly ahead, inflicts burn, dispels one buff from each target, and fires extra shots equal to the number of buffs the user has. | ![]() |
SP Cost | 2803 | Iframe | Long |
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Skill 2
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Lvl 1 | Increases the entire team's strength. The second time this skill is used, a variant with different effects will be used instead. The skill will then alternate between these two versions with every use. | 100 ![]() |
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Lvl 2 | Increases the entire team's strength. The second time this skill is used, a variant with different effects will be used instead. The skill will then alternate between these two versions with every use. | 200 ![]() |
Lvl 3 | Increases the entire team's strength, gradually recovers their HP, and fills the skill gauge for Brilliant Bolt by 100%. The second time this skill is used, a variant with different effects will be used instead. The skill will then alternate between these two versions with every use. This skill will not reset the user's energy level. | 300 ![]() |
SP Cost | 8534 | Iframe | Medium |
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Abilities
Ability 1
![]() Increases Sarisse's strength by 2% and critical rate by 1% for 15 seconds for every 25-hit combo. |
70
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Upgrades To | |
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![]() Increases Sarisse's strength by 2% and critical rate by 1% for 15 seconds for every 20-hit combo. |
100
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Upgrades To | |
Sylvan Strength III
Increases Sarisse's strength by 2% and critical rate by 1% for 15 seconds for every 20-hit combo. Also, using Cheerful Assist will grant Sarisse a strength amp with a maximum team amp level of three and a defense amp with a maximum team amp level of three. After these amps are granted, this ability will not grant them again for 20 seconds. |
120
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Ability 2
![]() Reduces susceptibility to stun and sleep by 50%. |
70 ![]() |
Upgrades To | |
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![]() Reduces susceptibility to stun and sleep by 100%. |
100 ![]() |
Upgrades To | |
Woodland Blessing III
Reduces susceptibility to stun and sleep by 100%. When Sarisse is hit by an attack that would have stunned or put her to sleep, her strength is increased by 15% for 10 seconds. This increase will not stack, and, after activating, this buff cannot be activated again by the same affliction for 15 seconds. |
120
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Ability 3
![]() Increases duration of buff skills by 25%. |
80 ![]() |
Upgrades To | |
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![]() Increases duration of buff skills by 30%. |
100 ![]() |
Upgrades To | |
The Crimson Star
Increases duration of buff skills by 30%. Also, increases attack rate by 10% when the user has a team strength amp and attack skill damage by 20% when the user has a team defense amp. Both of these effects can be applied simultaneously, but neither of them will stack. |
120
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Co-Abilities
![]() Increases skill gauge fill rate by 8%. Benefits your whole team. |
170 ![]() |
Show Upgrades
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Increases skill gauge fill rate by 9%. Benefits your whole team. |
Increases skill gauge fill rate by 11%. Benefits your whole team. |
Increases skill gauge fill rate by 12%. Benefits your whole team. |
Increases skill gauge fill rate by 15%. Benefits your whole team. |
Co-Ability Chain
(Flame) Combo = Energy Level Up I
If a team member is attuned to (Flame): increases their energy level by one stage for every 25-hit combo. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Flame): increases their energy level by one stage for every 24-hit combo. Benefits your whole team. |
If a team member is attuned to (Flame): increases their energy level by one stage for every 23-hit combo. Benefits your whole team. |
If a team member is attuned to (Flame): increases their energy level by one stage for every 22-hit combo. Benefits your whole team. |
If a team member is attuned to (Flame): increases their energy level by one stage for every 20-hit combo. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5
- 6
Mana Circle 1
Total Materials
Effects
Mana Circle 2
Total Materials
Unbind Materials
Effects
Mana Circle 4
Total Materials
Unbind Materials
Effects

Mana Circle 5
Total Materials
Unbind Materials
Effects

Mana Circle 6
Total Materials
Unbind Materials
Effects

