Irregular
High Ranker
Aria has great survivability (Revolution 4) and high damage (Revolution 5).
Her utility is also good, providing Energy Decrease and the Active Skill Cooldown Increase on enemies.
She is not a unit worth having at 0 dupes, so you either max her or you shouldn't bother using her.
Even if her damage will be powercrept in the future, she will still stay relevant because of her tanking capabilities and her utility.
Aria strikes the ground hard to deal 800% of her ATK as DMG to nearby enemies and activates Spell of Time for 8 sec.
While Spell of Time is active, she Teleports to the furthest enemy and deals 200% of her ATK as DMG with each hit and Jolts them.
She then unleashes her final kicks and deals 800% of her ATK as DMG to enemies in range. The number of kick hits increases by 3 times the number of successful Teleport attacks while Spell of Time is active. (Max: 30 times)
Becomes immune to status effects until her final kicks are used.
Aria kicks consecutively to deal 800% of her ATK as DMG to enemies in range 6 times and Jolts them.
With each hit that lands, increases the target's remaining Active Skill Cooldown by 2 sec.
While immune to status effects, Aria jumps to the furthest enemy and deals 800% of her ATK as DMG, knocks them down for 3 sec, and increases their remaining Active Skill Cooldown by 8 sec.
Additionally, Aria increases her ATK by 80% and her EVA by 80% for 12 sec when she casts this skill.
Upon taking fatal DMG for the first time through the Spell of Eternity, Aria becomes invincible for 3 sec and recovers 1000 Energy.
When the Spell of Eternity activates, increases her ATK by 120% and DEF by 80% until the end of the battle.
Additionally, each time Aria increases an enemy's Active Skill Cooldown, her ATK increases by 80% (Max: 20 stacks)
Lifesteal
Each time Aria increases an enemy's cooldown with Time Interference, her remaining Active Skill Cooldown decreases by 1 sec.
The ATK coefficient of Time Interference increases by 200%.
Aria steals 500 Energy from targets she attacks with Jump Step.
Spell of Eternity's buff cannot be removed with buff removal skills.
Aria becomes Immortal, preventing her HP from falling to 5% or lower until her Special Move ends. Once immortality is removed, she recovers HP by 50% of DMG taken while it was active plus 300% of her ATK.
At the start of the battle, Aria's ATK increases by 80% until the end of the battle. (Buff cannot be removed)
Additionally, the final kicks of her Spell of Time is enhanced, increasing the ATK coefficient by 900% each time she attacks the same target.
Aria's ATK increases by 50% and Swiftness by 50 in Arenas.
(This buff cannot be removed with buff removal skills.)
For detailed information on which investment is needed, please refer to the "Investment Guide" section.
Alocasia can increase Physical Pierce by 60% and provide an EVA boost, which isn't that important on Aria.
Doris is probably the best option if you don't care about the extra Physical Pierce, and it comes with an AoE Energy Decrease effect.
Rafflesia isn't going to trigger frequently, because of her Status Effect immunity while she is using the Special Move, but the effect is still nice during the downtime.
Idea can work as well, though losing the effect after the first 4 Special Moves is a bit annoying.
Raihanna is also decent, providing Status Effect Immunity for half of the fight and 300 Energy regen every 10s.
For detailed information on stats and upgrades, please check the Investment Guide section below.
Tanking capabilities, Active Skill Cooldown Increase, Energy Decrease, Damage
Energy, DEF Decrease, Buff Removal, HP Recovery Block, Active Skill Cooldown Reduction
Units that recover HP from Status Effects (Urek), she has too many Jolts
Potentially anyone with the right teams
These are just example teams and are by no means the best possible combinations. We avoid using units that are not easily obtainable or common.
Deficit < 350
Ranker
Deficit > 350
S
+30
Lv. 6
+0
+4
+0
+0
+16
+12
+12
+16
Critical DMG Increase+16
Physical PiercePhysical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%
For Slot 4 you could run Effect Resistance or Effect Hit as well.
I would consider Effect Hit more for PvP, as she doesn't have anything you necessarily want to land at all times for Adventure.
Effect Resistance is good, even though Warriors already have that in the Revolution subnodes, but the more you have the better.
She won't deal a lot of Damage with this amount of investment, but she can at least be used.
Deficit < 350
Irregular
Deficit > 350
High Ranker
+35
Lv. 6
+0
+5
+0
+0
+20
+16
+16
+20
Critical DMG Increase+20
Physical PiercePhysical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%
For Slot 4 you could run Effect Resistance or Effect Hit as well.
I would consider Effect Hit more for PvP, as she doesn't have anything you necessarily want to land at all times for Adventure.
Effect Resistance is good, even though Warriors already have that in the Revolution subnodes, but the more you have the better.
Deficit < 350
Irregular
Deficit > 350
High Ranker
+40
Lv. 6
+0
+5
+5
+0
+20
+20
+20
+20
Critical DMG Increase+20
Physical PiercePhysical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%
For Slot 4 you could run Effect Resistance or Effect Hit as well.
I would consider Effect Hit more for PvP, as she doesn't have anything you necessarily want to land at all times for Adventure.
Effect Resistance is good, even though Warriors already have that in the Revolution subnodes, but the more you have the better.