SAKAMOTO DAYS — Power Levels & Tier List (2025)

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SAKAMOTO DAYS — Power Levels & Tier List (2025)

Franchise: SAKAMOTO DAYS • Format: Tier List • Lens: Feats-first (spoilers tucked in toggles)

Read This First

Sakamoto Days doesn’t do scouters or ki numbers. It’s about skill expression—reads, creativity, and ruthless execution. This list ranks characters by repeatable on-panel results, then adjusts for toolkit depth (mobility, weapons, deception), team value, and consistency. Big spoilers are hidden inside details toggles.

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Quick Facts
AxisExample FightersTactical Notes
Peak vs Present Prime Sakamoto; Mr. Takamura vs “Dad-mode” shopkeeper Sakamoto Age/conditioning matters, but top assassins stay lethal via reads and efficiency.
Order vs Slur Nagumo, Shishiba, Osaragi • Slur/Uzuki, Gaku, Kanaguri Order excels at clean ops and team play; Slur favors chaos, traps, and scaling threats.
Hax & Info War Shin (future sense), Club Jam (psyche), Kanaguri (meta setups) Mind/precog tech swings even fights—composure and preparation are king.
SSS-Tier • “Operations Rewrite Themselves”

Pieces who redefine risk the second they enter the scene. Everyone else plays around them.

Mr. Takamura — The Order (Swordsman)

Lethality: absurd Defense: “don’t blink” Gaps: minimal

A walking natural disaster with a blade. Minimal tells, perfect lines—his scenes set the ceiling for human skill.

Minor spoilers: why he’s feared

On-panel multi-target deletions with near-zero windup, while barely moving his feet. Counter-pressure simply fails.

Taro Sakamoto — Prime (flashbacks)

IQ: weaponized Versatility: any tool Win-cons: many

At peak conditioning he marries perfect reads with ridiculous improvised weapon use. The “impossible angle” guy.

Spoiler-light notes

Prime feats include blitzes, room-control, and safe clears under time/hostage pressure—clean and repeatable.

Slur / Uzuki — Mastermind

Scaling: compounding Network: deep Psych: corrosive

Wins by changing the context—recruitment, intel theft, and layered traps. The longer the arc, the worse the problem.

Form & crew spoilers

Late-arc resources and bodyguard tiers turn every direct route into a maze.

SS-Tier • Division-Level Problem Solvers

On any day, these operators carry a raid or end a plotline by themselves.

Nagumo — The Order (Faceless)

Deception: eliteFinisher: reliable

Best all-rounder: identity play, tempo shifts, and surgical ends. If he’s nearby, the mission is already solved.

Shishiba — The Order (Hammer)

Close-quarters: brutalComposure: ice-cold

Turns everyday tools into execution weapons. Reads rhythm, then deletes options one by one.

Osaragi — The Order

Momentum: overwhelmingMorale dmg: high

Looks playful, hits like a truck. Once she gets pace, few can reset the exchange.

Gaku — Slur’s Top Enforcer

Ferocity: terrifyingGrowth: fast

The slugger who learns mid-fight. If you don’t shut him down early, he snowballs.

Kamihate — Legendary Sniper

Range: god-tierStealth: immaculate

If he has line-of-sight, the scene ends. Forces chess from a kilometer away.

S-Tier • Headliners & Late-Game Threats

Need a name on the poster? These are your anchors—few safe answers exist.

Taro Sakamoto — Present (restrained)

Reads: perfectImprov: S+

Even softened by civilian life, he solves “unsolvable” rooms with tape, groceries, and nerve.

Shin Asakura — Precog Brawler

Future sense: win-conCeiling: rising

Early glass-cannon turned legitimate closer as stamina and confidence catch up to his gift.

Kanaguri — Director Assassin

Setups: deviousExecution: clean

Turns staging and cameras into battlefield control. Loves forcing you into the “dramatic” wrong choice.

Kashima — Cyborg Tactician

Durability: highPlanning: tight

Hard to put down; harder to out-prep. Dangerous when he picks the terrain.

A-Tier • Elite Specialists & Clean Closers

They don’t warp the map like SS, but they make missions winnable—period.

Heisuke Mashimo — Sniper

Accuracy: eliteSupport: S

Operation saver. Line him up with intel and the rest of the board breathes easier.

Seba — Chemist / Support

Utility: hugeSolo: situational

Shutdowns, smokes, cures—he’s the reason scrappy teams punch up.

Amane Yotsumura — Blade Heir

Growth: steepReads: clean

Still polishing, already scary. Footwork + fundamentals make him a late-series problem.

Club Jam — PsyOps

Control: nastyFragility: real

When the head goes fuzzy, numbers don’t matter. Keep him off the comms—or lose the room.

B-Tier • Trained Killers & Consistent Officers

Solid bricks—win with planning, angles, and teamwork rather than raw dominance.

Order/AA Field Teams (composite)

Discipline: highSolo: limited

Competent squads make monsters look mortal—until the monsters adapt.

Hired Guns / Merc Cells

Firepower: swingyStability: low

Dangerous in numbers; fall apart under pressure from S-tier operators.

Power Scoring (informal)

Quick stars by ceiling at best form (not average day). Interpretive; use to compare playstyles:

FighterTechniqueSpeedLethalityVersatilityIntangibles
Mr. Takamura★★★★★★★★★★★★★★★★★★☆“Untouchable”
Prime Sakamoto★★★★★★★★★★★★★★★★★★★★Creativity S+
Nagumo★★★★☆★★★★★★★★★★★★★Deception S
Present Sakamoto★★★★★★★★★★★★★★★★★★Reads S+
Shin (grown)★★★★★★★★★★★☆★★★★Precog win-con
Gaku★★★★★★★★★★★★☆★★★Snowballs

“Intangibles” covers composure, information advantage, and how well a kit scales with prep.

Matchup Sketches

Clean Arena: Technique monsters dominate—Takamura, Prime Sakamoto. Edge: Order elites.

Urban Maze, 30-min prep: Slur side spikes—Kanaguri setups, Gaku hunts, Club Jam tears comms. Edge: Slur network.

Long Campaign: Info war wins. Prime/Present Sakamoto + Nagumo solve most boards if they keep tempo; Slur snowballs if allowed to recruit and reset. Edge: whoever dictates scouting.

Verdict

Top line: The series rewards solving more than flexing. Technique and information trump raw output. If you want a number: Mr. Takamura and Prime Sakamoto sit alone at the ceiling; Nagumo/Shishiba/Osaragi/Kamihate/Gaku fill the second row; current-day Sakamoto and late-arc Shin headline the third—both with paths upward when conditions suit them.

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