- Summary
- Specialty
- Friendship
- Background
Rarity | |
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Element |
Fire
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Class |
Mage
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Zodiac |
Gemini
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Max CP | 16737 |
Dispatch Mission: Strong Leader Specialty Effect: Reward Bonus +10% |
Table of Contents
Hero Stats
Crit Hit Chance | Crit Hit DMG | Dual Atk Chance | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
15.00% | 150.00% | 5.00% | |||||||||
Effectiveness | Effect Resist | ||||||||||
30.00% | 0.00% |
Hero Tags
Builds
- Debuffer-PvE
Flame Alchemist
PvE
Gear
This build relies on high Speed to provide decent damage and constant buff uptime. Prioritize Speed on her boots and substats and give her a Speed gear set to maximize the effect. Keep in mind that Aramintha can only thrive with a fair amount of Effectiveness, so that is the next most important substat for her.
From there, build Aramintha with as much Atk% as you can. Burn damage is based on the Atk of the hero who inflicted the Burn, so Aramintha needs high Atk for her Burns to be effective. Finally, consider some HP%, since HP is her lowest stat and she could use some extra survivability.
Artifacts
With access to Kal’adra, even Aramintha’s modest modifiers can do considerable damage. Alternatively, Aramintha may opt for a different, less damage-focused Artifact. Etica’s Scepter has strong synergy with her innate cooldown reduction mechanic, while Iela Violin and Sira-Ren give her further utility.
Equipment
Artifact
Upgrade Priority
Early | Mid | Late | |
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0 | +3 | +4 | |
+2 | +2 | +4 | |
+4 | +5 | +7 |
Team
Due to being an incredibly versatile character, Aramintha can be used with almost any teammate. In particular, she likes teaming up with other Fire heroes, as many of them can cause Burn and help to enable her playstyle.
Above is an example of a Fire-element team that has particularly good synergy with Aramintha. Ken and Dingo can both cause Burn, and Ken also supplies the all-important Defense Break. Dingo boasts a cleanse and extra cooldown reduction for Aramintha's S3. Mascot Hazel is a useful healer who can cause Unhealable more reliably than Aramintha (making this a good team for challenging Golem 11) and who also has a superior AOE Attack buff that Aramintha can extend.
Trivia: As of December 2019, the only non-Fire heroes who can cause Burn are Silver Blade Aramintha (Light) and Furious (Ice).
Table of Contents
Analysis
Overview
Aramintha is a strong utility Mage with access to AOE damage, painful Burns, a 2-turn Unhealable debuff, self-CR push, cooldown reductions, and a reliable teamwide Attack buff. She combines this solid kit with top-of-the-line Attack and above-average Speed (for a Mage). As a Mage, she also gets access to an incredibly diverse and potent Artifact selection.
Strengths
Turn Cycling
Aramintha has some incredible turn-cycling capability, with her Fire Pillar (S3) on a base 4-turn cooldown with some investment. This gives her 50% CR each time it is used, and the cooldown can be reduced by 1 each time she uses Ignite (S1). This gives her a very stable turn presence.
Reliable Teamwide ATK Buff
With some investment, Aramintha’s Catalyst (S2) can have a cooldown of only 3 turns. The Attack buff itself lasts 2 turns, in addition to the extra damage and the Unhealable debuff. Combined with her self-CR push, she should be able to keep the Attack buff up very consistently.
Burn Synergy
Aramintha also has synergy with any Hero who benefits from Burns, with her past self, Silver Blade Aramintha, being a stand-out partner. Other contenders include Dingo, Researcher Carrot, Serila, and Ken. This damage works especially well on defensive targets and adds up over time for big numbers.
Weaknesses
Requires Enemy to be Burned
Aramintha unfortunately requires an enemy to be Burned to inflict damage/ Unhealable on enemies. Since her own Burn on S1 can be somewhat unreliable, she may not see the full benefit of her S2 without a partner who can provide another chance to Burn the enemy.
Somewhat Squishy
Aramintha has somewhat above average HP… for a Mage. She is therefore still quite squishy and vulnerable to being poked down early by unlucky attacks.
Turn Cycling
Aramintha has some incredible turn-cycling capability, with her Fire Pillar (S3) on a base 4-turn cooldown with some investment. This gives her 50% CR each time it is used, and the cooldown can be reduced by 1 each time she uses Ignite (S1). This gives her a very stable turn presence.
Reliable Teamwide ATK Buff
With some investment, Aramintha’s Catalyst (S2) can have a cooldown of only 3 turns. The Attack buff itself lasts 2 turns, in addition to the extra damage and the Unhealable debuff. Combined with her self-CR push, she should be able to keep the Attack buff up very consistently.
Burn Synergy
Aramintha also has synergy with any Hero who benefits from Burns, with her past self, Silver Blade Aramintha, being a stand-out partner. Other contenders include Dingo, Researcher Carrot, Serila, and Ken. This damage works especially well on defensive targets and adds up over time for big numbers.
Requires Enemy to be Burned
Aramintha unfortunately requires an enemy to be Burned to inflict damage/ Unhealable on enemies. Since her own Burn on S1 can be somewhat unreliable, she may not see the full benefit of her S2 without a partner who can provide another chance to Burn the enemy.
Somewhat Squishy
Aramintha has somewhat above average HP… for a Mage. She is therefore still quite squishy and vulnerable to being poked down early by unlucky attacks.
Table of Contents
Skills
0 Turns
+1 Souls
Attacks the enemy with an explosion of flames, with a 35% chance to burn for 2 turns. Ignores Effect Resistance.
Awaken
Attacks the enemy with an explosion of flames, with a 35% chance to burn for 2 turns. Decreases cooldown of Fire Pillar by 1 turn. Ignores Effect Resistance.
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Skill Enhance
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Effects and Multipliers
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4 Turns
+2 Souls
Attacks all enemies with a catalytic explosion, making them unhealable for 2 turns before increasing Attack of all allies for 2 turns.
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Skill Enhance
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Effects and Multipliers
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5 Turns
+2 Souls
Attacks all enemies with a massive fire pillar, with a 80% chance to burn for 2 turns and a 30% chance to stun for 1 turn, before increasing the caster's Combat Readiness by 50%.
Soul Burn Effect
-20 Souls
Ignores Effect Resistance.
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Skill Enhance
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Effects and Multipliers
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Dispatch Mission: Strong Leader
Specialty Effect: Reward Bonus +10% |
Awakening
- Potential Stone
- Ability Stone
Attack +3% | Attack +20 / Health +60 | ||||||||||
Flame Rune x10 |
Effectiveness +6% | Attack +20 / Health +60 | ||||||||||
Flame Rune x15 |
Greater Flame Rune x2 |
Effectiveness +12% | Attack +30 / Health +80 | ||||||||||
Greater Flame Rune x10 |
Epic Flame Rune x2 |
Attack +6% | Attack +30 / Health +80 | ||||||||||
Epic Flame Rune x6 |
Small Sun Badge x15 |
Effectiveness +12% | Attack +30 / Health +80 | ||||||||||
Epic Flame Rune x10 |
Fused Nerve x10 |
Attacks the enemy with an explosion of flames, with a 35% chance to burn for 2 turns. Ignores Effect Resistance. |
Attacks the enemy with an explosion of flames, with a 35% chance to burn for 2 turns. Decreases cooldown of Fire Pillar by 1 turn. Ignores Effect Resistance. |
Attack +20 / Health +60 | |||||||||||
Flame Rune x20 |
Greater Flame Rune x10 |
Campsite Stats
Campsite Topic
Best | |||||
---|---|---|---|---|---|
+2 | Criticism | ||||
+6 | Heroic Tale | ||||
+6 | Comforting Cheer | ||||
+5 | Cute Cheer | ||||
+6 | Heroic Cheer | ||||
+5 | Joyful Memory | ||||
+3 | Happy Memory | ||||
+1 | Unique Comment | ||||
+4 | Self-Indulgent | ||||
+1 | Myth | ||||
0 | Bizarre Story | ||||
+4 | Food Story | ||||
0 | Horror Story | ||||
+2 | Gossip | ||||
+4 | Dream | ||||
+5 | Advice | ||||
+2 | Complain | ||||
+4 | Belief | ||||
+5 | Interesting Story |
Worst | |||||
---|---|---|---|---|---|
-2 | Reality Check | ||||
-1 | Sad Memory | ||||
-1 | Occult |