Indigo is Scarlet’s counterpart for water, but is decidedly worse due to her being an evo material. Her quality is in line with recent evo material bosses, having a relevant active and awakenings, but generally being too weak to see regular use or justify the extreme skill up cost. Her active that creates locked orbs could be interesting in the future if any awakenings, leader or active skills reward you for utilizing them, but outside that Indigo will unfortunately only see use as Awoken Thor evo mats.
Uses as a Leader
Indigo has a mildly interesting leader skill that most resembles the awoken Greco-Romans, pairing elemental resists with a mediocre damage multiplier. She resists everything except fire and gives 3x ATK to devils. Damage reduction to four elements is quite strong, resulting in an effective boost to both HP and RCV against them. She shares the same resists as the new Constellation god, Antares, who has a fairly impressive Arena clear:
Indigo isn’t anywhere near as good a leader as Antares (9x ATK vs 16x, 36% resists vs. 44%, limited to devils, worse active), but from this perspective she actually has a fairly strong leader skill for an evo material. However, any potential it might have had is lowered by her limited sub pool. Here are some of the more notable water-devils:
The state of water-devils is much better off than earlier this year (I was pondering what would go on a Hera-Is team), but nothing to get get excited for. I&I is probably the most important sub as the team will lean heavily on their damage enhance to reach respectable amounts of damage (sorry, Neptune). The team has access to decent orb changers like Amon, Hatsume and Beast Rider, but lacking access to a full-board or mass orb changer really hurts for a team with a low multiplier as they need the critical mass of orbs for their burst turns. The best options there are Summer Hellice or Sha Wujing, far from encouraging.
Perhaps the ultimate nail in the coffin of any Indigo-lead dream is the lack of compatibility with Charité Machina. Stacking another damage enhance with I&I would likely allow the team to one-shot most things which may be powerful enough to ignore the fact that she isn’t a devil, but the fact that Indigo doesn’t resist fire means the team also misses on any potential defensive utility.
Uses as a Sub
One of Indigo’s most unique qualities is her ability to lock orbs. Currently, there aren’t many useful ways to utilize this. The most basic use would be combining the locked orbs with a full-board orb change. You can first use Indigo to lock orbs then follow-up with Karin, the locked orbs hopefully resulting in a heavier water board. Indigo can also be used as a follow-up to Karin, replacing the wood orbs with water and dark. Another option is with a full-board water orb change like Zeus Mercury or Noah. The locked dark orbs will persist through the board change, enabling the player to make more than a single row. These are fairly boring interactions, though, so hopefully GungHo will make orb lock a more relevant mechanic in the future.
Double Orb Spawn Active
As with normal orb changes, orb spawners that create two types of orbs are generally worse than ones that create a single type. This is mainly true because the cost of making the off-color orbs is priced into the cooldown, but the additional effect is fairly useless. In this case, we have a pretty good base case to compare with. Kaguya spawns three wood orbs on a four-turn cooldown, meaning Indigo’s dark orbs come at the cost of an extra turn of cooldown (although who knows how the orb locked is costed). As with something like Ruel, the secondary orbs aren’t bad because they don’t replace any of the main element orbs and they make the board easier to combo, but generally having the main element accessible quicker is more valuable. Also, at five turns only creating three water orbs compares unfavorably to 1:1 orb changers like the Valks or Ninjas.
The Value of a Skill Bind Resist
One thing she does have over other similar evo material bosses is a skill bind resist. While SBRs are progressively becoming easier to obtain, especially in water, for newer players looking to clear things like Wednesday Mythical, Indigo is a decent farmable option.
She can cover dark on Isis teams and her orb spawn has a small chance of preventing leader skill activation. Outside that, there aren’t many great fits beyond “water teams that could use an orb spawner with decent awakenings”.
There’s not much surprise that an evo material boss lacks appeal. The difficulty of her dungeon will prevent those that could use her the most from obtaining her and even if they could, there’s not a lot of use for an orb spawner on a initial 15-turn cooldown. Outside those pursuing for the stone or Awoken Thor, the only players that will run the dungeon are completists and the average player should avoid it.
If I missed anything or you have suggestions to improve this post, please let me know in the comments and I’ll update the post.