SAKAMOTO DAYS — Power Levels & Tier List (2025)

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.
Axis | Example Fighters | Tactical 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. |
Pieces who redefine risk the second they enter the scene. Everyone else plays around them.
Mr. Takamura — The Order (Swordsman)
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)
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
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.
On any day, these operators carry a raid or end a plotline by themselves.
Nagumo — The Order (Faceless)
Best all-rounder: identity play, tempo shifts, and surgical ends. If he’s nearby, the mission is already solved.
Shishiba — The Order (Hammer)
Turns everyday tools into execution weapons. Reads rhythm, then deletes options one by one.
Osaragi — The Order
Looks playful, hits like a truck. Once she gets pace, few can reset the exchange.
Gaku — Slur’s Top Enforcer
The slugger who learns mid-fight. If you don’t shut him down early, he snowballs.
Kamihate — Legendary Sniper
If he has line-of-sight, the scene ends. Forces chess from a kilometer away.
Need a name on the poster? These are your anchors—few safe answers exist.
Taro Sakamoto — Present (restrained)
Even softened by civilian life, he solves “unsolvable” rooms with tape, groceries, and nerve.
Shin Asakura — Precog Brawler
Early glass-cannon turned legitimate closer as stamina and confidence catch up to his gift.
Kanaguri — Director Assassin
Turns staging and cameras into battlefield control. Loves forcing you into the “dramatic” wrong choice.
Kashima — Cyborg Tactician
Hard to put down; harder to out-prep. Dangerous when he picks the terrain.
They don’t warp the map like SS, but they make missions winnable—period.
Heisuke Mashimo — Sniper
Operation saver. Line him up with intel and the rest of the board breathes easier.
Seba — Chemist / Support
Shutdowns, smokes, cures—he’s the reason scrappy teams punch up.
Amane Yotsumura — Blade Heir
Still polishing, already scary. Footwork + fundamentals make him a late-series problem.
Club Jam — PsyOps
When the head goes fuzzy, numbers don’t matter. Keep him off the comms—or lose the room.
Solid bricks—win with planning, angles, and teamwork rather than raw dominance.
Order/AA Field Teams (composite)
Competent squads make monsters look mortal—until the monsters adapt.
Hired Guns / Merc Cells
Dangerous in numbers; fall apart under pressure from S-tier operators.
Quick stars by ceiling at best form (not average day). Interpretive; use to compare playstyles:
Fighter | Technique | Speed | Lethality | Versatility | Intangibles |
---|---|---|---|---|---|
Mr. Takamura | ★★★★★ | ★★★★★ | ★★★★★ | ★★★☆ | “Untouchable” |
Prime Sakamoto | ★★★★★ | ★★★★★ | ★★★★★ | ★★★★★ | Creativity S+ |
Nagumo | ★★★★☆ | ★★★★ | ★★★★ | ★★★★★ | Deception S |
Present Sakamoto | ★★★★★ | ★★★★ | ★★★★ | ★★★★★ | Reads S+ |
Shin (grown) | ★★★★ | ★★★★ | ★★★☆ | ★★★★ | Precog win-con |
Gaku | ★★★★ | ★★★★ | ★★★★☆ | ★★★ | Snowballs |
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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