- Summary
- Specialty
- Friendship
- Background
Rarity | |
---|---|
Element |
Ice
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Class |
Soul Weaver
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Zodiac |
Libra
|
Max CP | 13178 |
Dispatch Mission: Weakened 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 | ||||||||||
0.00% | 0.00% |
Hero Tags
Builds
- Healer-Wyvern 11
Firefighter Aither
Wyvern 11
Wyvern 11's unique A.I. only attacks the frontmost character in your team until they die, which makes it easier to build Aither for the encounter. Since he should never be attacked by the Wyvern (whatever you do, don't try to have him tank the beast!) you can safely sacrifice HP and Def to build the flat Atk he needs to heal. (Atk% is inferior to flat Atk stats because his base Atk is so low.)
Gear him up with a Speed set so he can act more than once a year and a Hit set so he can land the debuff from his S1 to help keep Wyvern under control. Prioritize Spd and flat Atk in his substats, then Effectiveness. His last substat is unimportant, but if you're really building him specifically for Wyvern 11 and nothing else, you might as well go for some Crit Chance or Crit Damage to make his S1 attacks sting a little more.
Aither desperately wants one of two Artifacts: either the Shimadra Staff or Magaraha's Tome. The Shimadra Staff greatly increases his raw healing, while Magaraha's Tome increases his Combat Readiness every time he heals instead of attacking, but the end result is the same: a lot more healing across the board.
If you don't have either of these options, you may have to make do with the budget options of Labyrinth Cube or Ranon's Memorandum. These can also help him get more turns, but are severe downgrades from the Staff or the Tome, so prepare accordingly if using them.
Equipment
Artifact
Upgrade Priority
Early | Mid | Late | |
---|---|---|---|
+1 | +1 | +3 | |
+1 | +4 | +4 | |
+3 | +7 | +7 |
Team
This is a pretty standard budget Wyvern 11 team. Crozet and Alexa are both strong choices for Wyvern who can be obtained for free from their Connection Quests, Aither is a free unit, and Taranor Guard is a 3★ who should be fairly easy for most players to pull. While Crozet stands in the front and tanks the Wyvern's fireballs, the Taranor Guard applies Defense Break so Alexa can rip through the Wyvern with her multiple strikes and Poison stacks. Aither's job is to concentrate all his healing upon Crozet -- as long as Crozet stays alive, victory should eventually be yours.
Table of Contents
Analysis
Overview
Of the free units in Epic Seven -- Ras, Aither, and Mercedes -- Aither might be the one with the best long-term viability. As an Ice-element Soul Weaver with low cooldowns, a targeted cleanse, and an AOE barrier, he is able to sustain most teams for just about any early- to mid-game content. Most importantly, he is a solid budget option for the Wyvern 11 Raid, which might be the most important battle when it comes to transitioning from mid-game content to end-game content. Since not all Soul Weavers are built to be primary healers, Aither might be your best healer for quite a long time.
Also, let's set the confusion to rest right now: What gender is Aither? Aither is male.
Strengths
Low Cooldowns
Aither's S2 has a 2-turn cooldown, and his S3 has a 3-turn cooldown. With such a quick turnaround, it is easy for him to spam both skills to keep his allies healthy.
Lots of Utility
Every one of Aither's attacks has some form of utility attached to it. His S1 adds a Speed Break debuff, which helps him keep pressure on Wyvern when he needs to attack. His S2 is a single-target heal, but it also cleanses two debuffs from an ally and increases Aither's CR, getting him to his next turn more quickly. His S3 is an AOE heal that also gives the team a Barrier. That's a lot of utility to cram into one moveset!
Free to Pull
Since Aither is a free unit who is given to the player shortly after they start the game, you don't have to worry about whether or not RNG will pull him in the Covenant Summon for you. Being a guaranteed hero is a massive blessing in a game with as much unpredictability as Epic Seven.
3★ Hero
Being a 3★ hero has multiple advantages in Epic Seven. For one thing, it makes Skill Enhancing Aither a lot easier, since he uses the common Stigma resource instead of the rare Molagora resource to upgrade his skills. For another thing, being a 3★, most players should be able to pull additional copies of him from the Covenant Summon, making it easier to to promote him and upgrade his Devotion Aura.
Weaknesses
Terrible Stats
Aither has very high natural Def, but he is close to dead last in every single stat other than Def. In particular, his atrocious Spd is a real blow -- his low-cooldown skills are meant to be spammed, but his turn speed is so sluggish that he may not always be able to act when you need him.
Needs Atk to Heal
Aither's healing skills scale off his Atk stat. This might sound like a good thing at first, since it sounds like he can have high damage and high healing output at the same time, but Aither's damage is going to be terrible even with high Atk. It would be much preferable to build him with HP and Def so he can survive longer, or with Spd so he can take more turns and heal more frequently. Instead, he is forced to build Atk to maximize his healing, which is easily his least useful stat.
Can Fall Behind as a Healer
Between his terrible Speed and his heals scaling with Attack, it is very easy for Aither to become overwhelmed and be unable to keep up with your healing needs. When well-geared, Skill Enhanced, and/or assisted by an off-healer like Lots or Elson, Aither can hold his own, but once you can Specialty Change a better healer like Montmorancy or Hazel, Aither is likely to fall off your radar.
Low Cooldowns
Aither's S2 has a 2-turn cooldown, and his S3 has a 3-turn cooldown. With such a quick turnaround, it is easy for him to spam both skills to keep his allies healthy.
Lots of Utility
Every one of Aither's attacks has some form of utility attached to it. His S1 adds a Speed Break debuff, which helps him keep pressure on Wyvern when he needs to attack. His S2 is a single-target heal, but it also cleanses two debuffs from an ally and increases Aither's CR, getting him to his next turn more quickly. His S3 is an AOE heal that also gives the team a Barrier. That's a lot of utility to cram into one moveset!
Free to Pull
Since Aither is a free unit who is given to the player shortly after they start the game, you don't have to worry about whether or not RNG will pull him in the Covenant Summon for you. Being a guaranteed hero is a massive blessing in a game with as much unpredictability as Epic Seven.
3★ Hero
Being a 3★ hero has multiple advantages in Epic Seven. For one thing, it makes Skill Enhancing Aither a lot easier, since he uses the common Stigma resource instead of the rare Molagora resource to upgrade his skills. For another thing, being a 3★, most players should be able to pull additional copies of him from the Covenant Summon, making it easier to to promote him and upgrade his Devotion Aura.
Terrible Stats
Aither has very high natural Def, but he is close to dead last in every single stat other than Def. In particular, his atrocious Spd is a real blow -- his low-cooldown skills are meant to be spammed, but his turn speed is so sluggish that he may not always be able to act when you need him.
Needs Atk to Heal
Aither's healing skills scale off his Atk stat. This might sound like a good thing at first, since it sounds like he can have high damage and high healing output at the same time, but Aither's damage is going to be terrible even with high Atk. It would be much preferable to build him with HP and Def so he can survive longer, or with Spd so he can take more turns and heal more frequently. Instead, he is forced to build Atk to maximize his healing, which is easily his least useful stat.
Can Fall Behind as a Healer
Between his terrible Speed and his heals scaling with Attack, it is very easy for Aither to become overwhelmed and be unable to keep up with your healing needs. When well-geared, Skill Enhanced, and/or assisted by an off-healer like Lots or Elson, Aither can hold his own, but once you can Specialty Change a better healer like Montmorancy or Hazel, Aither is likely to fall off your radar.
Table of Contents
Skills
- Aither
0 Turns
+1 Souls
Attacks with spirit power, with a 40% chance to decrease Speed for 2 turns.
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Skill Enhance
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Effects and Multipliers
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2 Turns
+1 Souls
Recovers an ally's Health with water energy while dispelling two debuffs, before increasing caster's Combat Readiness by 20%. Amount recovered is proportional to the target's max Health and the caster's Attack.
Soul Burn Effect
-10 Souls
Increases the amount recovered.
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Skill Enhance
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Effects and Multipliers
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3 Turns
+2 Souls
Recovers Health of all allies and casts a barrier for 1 turn with spirit power. Amount recovered is proportional to the caster's Attack and the target's max Health, and barrier strength is proportional to the caster's Attack.
Awaken
Recovers Health of all allies and casts a barrier for 2 turns with spirit power. Amount recovered is proportional to the caster's Attack and the target's max Health, and barrier strength is proportional to the caster's Attack.
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Skill Enhance
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Effects and Multipliers
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Dispatch Mission: Weakened
Specialty Effect: Reward Bonus +10% |
Awakening
- Potential Stone
- Ability Stone
Attack +3% | Attack +20 / Health +60 | ||||||||||
Frost Rune x5 |
Attack +3% | Attack +20 / Health +60 | ||||||||||
Frost Rune x9 |
Defense +6% | Attack +30 / Health +80 | ||||||||||
Greater Frost Rune x15 |
Attack +6% | Attack +30 / Health +80 | ||||||||||
Epic Frost Rune x4 |
Dream Time Circuit x9 |
Attack +6% | Attack +30 / Health +80 | ||||||||||
Epic Frost Rune x6 |
Reingar Student ID x6 |
Recovers Health of all allies and casts a barrier for 1 turn with spirit power. Amount recovered is proportional to the caster's Attack and the target's max Health, and barrier strength is proportional to the caster's Attack. |
Recovers Health of all allies and casts a barrier for 2 turns with spirit power. Amount recovered is proportional to the caster's Attack and the target's max Health, and barrier strength is proportional to the caster's Attack. |
Attack +20 / Health +60 | |||||||||||
Frost Rune x12 |
Greater Frost Rune x6 |
Campsite Stats
Campsite Topic
Best | |||||
---|---|---|---|---|---|
+4 | Heroic Tale | ||||
+4 | Comforting Cheer | ||||
+4 | Cute Cheer | ||||
+4 | Heroic Cheer | ||||
+4 | Sad Memory | ||||
+4 | Joyful Memory | ||||
+4 | Happy Memory | ||||
0 | Unique Comment | ||||
+4 | Self-Indulgent | ||||
+4 | Myth | ||||
+8 | Food Story | ||||
+2 | Gossip | ||||
+4 | Dream | ||||
+2 | Advice | ||||
+2 | Complain | ||||
+1 | Belief | ||||
+2 | Interesting Story |
Worst | |||||
---|---|---|---|---|---|
-4 | Criticism | ||||
-4 | Reality Check | ||||
-2 | Occult | ||||
-2 | Bizarre Story | ||||
-10 | Horror Story |