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Max CP16158
A lonely guard with fading memories
A mysterious Golem who stops people from entering certain areas, their muddled memories mean they don't know what they are protecting or why. Recently, they have begun to question whether they really ever were a Human, or if they are simply a Golem with the memories of a Human. Every time they encounter Humans they approach them out of pure curiosity, but often end up fighting due to a rumor that was spread in the past.

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Hero Stats

Hero CP: 16158
HP 7043
ATK 685
SPD 91
DEF 703
Crit Hit Chance Crit Hit DMG Dual Atk Chance
15.00% 150.00% 5.00%
Effectiveness Effect Resist
0.00% 0.00%
Imprint Release

SSS : +48 SS : +42 S : +36 A : +30 B : +24 C : +18 D : +12
*Red tiles mark the effective area of a Devotion Skill.

Hero Tags

Preferred Content


Protector of the Castle

Building Eaton is very simple. His most important stats are HP% (for his skill multipliers) and Effectiveness (for his Provoke). Some Def% is good (his base Def is very high, but he could always use some more). From there, you can build a little Spd so he can use his S3 more often, or a little Effect Resistance so he's less likely to get Stunned in between S3s, or even some flat Atk for a little extra damage on his S1.

He has some interesting options for gear sets, though. It's easy to default to three HP sets for Eaton, or two HP sets and a Def set, or even two HP sets and a Hit set (so he can Provoke more easily). However, in many cases, that much extra HP is just overkill. Instead, consider a Counter set, which works around his low Spd and ties in perfectly with his AOE Provoke. Pair Counter with a Health or Hit subset and Eaton immediately becomes much more dangerous.

As the textbook definition of a tank, Eaton benefits from many different Knight Artifacts. The only one to really avoid is Aurius, which doesn't stack with his passive. Instead, possibly the best Artifact for Eaton is Elbris Ritual Sword, allowing him to counterattack when his allies get hit and potentially Provoke the attacker into coming after Eaton next time. (This works really well with a Counter set, putting the enemy into an infinite loop of attacking Eaton and refreshing their own Provoke ailment.)

Other good Artifacts for Eaton include:

  • Adamant Shield, which blunts critical hit damage for your entire team and helps them survive even better.
  • Bastion of Perlutia, which doubles down on keeping a single DPS unit alive at the start of PvP (Champion Zerato, anybody?)
  • Noble Oath, which punishes enemies for targeting Eaton by making him even harder to kill. Good thing he doesn't have Provoke. Oh wait, he does!

Decent budget options if you lack all of the above Artifacts are Aqua Rose, Egg of Delusion, and Prophetic Candlestick. None of these are ideal, but they can tide you over until you get something better.


HP %
HP %
HP %
HP %
Def %
Eff %


Upgrade Priority

Early Mid Late
+2 +2 +2
+5 +5 +5
+3 +3 +5



The synergy between Eaton, Champion Zerato, and Ruele of Light is quite terrifying. The opponent has to kill Ruele of Light to stop Champion Zerato or Eaton from being resurrected, but to do that, they have to go through Eaton while Ruele of Light is healing him. Any attempts to disable the team with AOE debuffs activates Champion Zerato's trap card, while Eaton and Ruele can cleanse without removing Champion Zerato's debuffs.

There are many heroes who can complement this team setup beautifully. Lots adds extra healing and a lot of extra CR, helping Champion Zerato capitalize on his Defense Break or getting Ruele an extra turn when she needs it. Other great options would be Shooting Star Achates (for even more revival), Seaside Bellona (to punish AOE damage), or Basar (to deny enemy buffs).

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Eaton is a relatively new hero in Epic Seven, and if you haven't seen him yet, he's worth keeping your eyes open for. In addition to delighting Miyazaki fans everywhere, Eaton is a combination of just about every tool a tank unit could want, from HP scaling on his skills to AOE Provoke (when Soulburned) to self-Immunity (plus cleanse, plus a barrier!) to a built-in version of Aurius (stronger damage reduction, but applying to a single ally at a time instead of to the entire team). Being Light-element, he never suffers elemental disadvantage when attempting to land his Provoke, and his element also helps him draw the aggro of the many nasty Dark-element heroes in PvP. Though slow and bad at hurting others, his unparalleled tanking prowess makes him a valuable addition to any team comp in need of some additional protection.


Accurate Provoke (AOE with Soulburn)

Eaton's S1 has a 75% chance of Provoke, which is a pretty good chance of activation. Furthermore, when Soulburned, his S1 targets the entire enemy team, dealing damage (that scales on HP) and potentially Provoking them all. While Eaton's Soulburn is very expensive (20 Souls instead of 10,) AOE Provokes are so powerful that it is often worth the cost.

Self-Care On S3

Eaton's S3 combines a self-cleanse, a self-targeted barrier (that scales on HP), and a self-targeted Immunity buff into the perfect self-help package. The cooldown is a little long (4 turns after Skill Enhancement), but the effects are very powerful, especially if combined with a little cooldown reduction from an ally like Achates or Rima.

Passively Protects Allies

In addition to increasing his maximum HP by 10-20%, Eaton's S2 passive gives him a unique twist on the effect of the Aurius Artifact. He passively takes 30% of the damage taken by a single ally. Not only is this passive the perfect way to foil a team that intends to burn down your Seaside Bellona or Basar before they can act, but because it is a passive, Eaton doesn't even have to move for it to do its job (which is good, since Eaton is very slow).


Being Light-elemental helps Eaton both offensively and defensively. Offensively, it means his Provoke never suffers from elemental disadvantage, making it easier to land. Defensively, it means he is a prime target for Dark hero A.I. such as Martial Artist Ken, Specter Tenebria, or Challenger Dominiel, which is good, since it helps him draw their aggro.

Easy to Build

Can you build HP? Can you build more HP? Can you maybe throw in a side of Def and Effectiveness alongside even more HP? Excellent, then you can build Eaton.


Very Slow

Eaton isn't the slowest hero in Epic Seven, but he's pretty damn close. He doesn't really need to move quickly or frequently all the time, since his passive triggers whether he's acting or not. However, a lot of the power of Provoke comes from Provoking a target so they can't use their best moves at the start of a battle (i.e., Provoking an Angelica so she can't set Immunity, or Provoking a Rose so she can't CR push). Eaton will never be able to move quickly enough to use Provoke in this manner, which can be an issue.

No Damage Output

If you look at Eaton's kit, you'll quickly notice he only has one offensive move: his S1. While its damage does scale with his maximum HP, which allows him to hit fairly hard, it's still a fairly vanilla single-target attack. Eaton has to be paired with strong damage-dealers who can handle the offensive side of the battle, because on his own, Eaton's not killing anything.

No Utility Beyond Tanking

Eaton is an extremely one-dimensional hero. He tanks damage for your team, but that's all he can do; he has no helpful buffs or debuffs that can help swing the course of a battle. While he can make a huge difference in a fight by manipulating enemy aggro and absorbing enemy damage, if his allies can't follow up on his endurance, he has no way to help them tip the scales.

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Skill 1: Come Here
+1 Souls
Strongly knees the enemy, with a 75% chance each to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Soul Burn Effect
-20 Souls

Attacks all enemies.
Skill Enhance
Effects and Multipliers
Skill 2: I Protect
Receives 30% of damage taken by an ally in their place. Only the highest damage distribution effect will be applied. Increases max Health by 10%.
Skill Enhance
Effects and Multipliers
Skill 3: I'm Tough
5 Turns
+2 Souls
Releases strong energy, dispelling all debuffs inflicted on the caster before granting a barrier for 2 turns. Barrier strength increases proportional to the caster's max Health.

Releases strong energy, dispelling all debuffs inflicted on the caster before granting a barrier and immunity for 2 turns. Barrier strength increases proportional to the caster's max Health.
Skill Enhance
Effects and Multipliers


Health +3% Attack +20 / Health +60
Defense +3% Attack +20 / Health +60
Health +6% Attack +30 / Health +80
Health +6% Attack +30 / Health +80
Defense +6% Attack +30 / Health +80
I'm Tough
Releases strong energy, dispelling all debuffs inflicted on the caster before granting a barrier for 2 turns. Barrier strength increases proportional to the caster's max Health.
Ability Upgrade
Releases strong energy, dispelling all debuffs inflicted on the caster before granting a barrier and immunity for 2 turns. Barrier strength increases proportional to the caster's max Health.
Stat Increase
Attack +20 / Health +60

Campsite Stats

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