Aria

[Corrupted Time] Aria

Bossing Unit Relevance: Very High
Active Skill Cooldown Increase Energy Decrease
Green
SSR+
Warrior
Physical

Rankings

Deficit < 350:

Irregular

Deficit > 350:

High Ranker

Limit
Deficit Performance Rating indicates the deficit range where this unit can effectively operate:
• 0 stars: Cannot work at any deficit
• 1 stars: ~200 deficit
• 2 stars: ~300 deficit
• 3 stars: ~400 deficit
• 4 stars: ~700 deficit
• 4.5 stars: 1000+ deficit
• 5 stars: Unlimited deficit
Versatility
Team Compatibility Measures how flexible the unit is in team compositions:
• 0 stars: Cannot function in any team
• 1 stars: Strict teammate requirements, not versatile
• 3 stars: Moderate flexibility
• 5 stars: Extremely plug and play
Utility
Team Support Value Evaluates how useful the unit's effects are to the team:
• 0 stars: No utility, completely selfish unit
• 1 stars: Almost non-existent utility, selfish unit
• 3 stars: Moderate utility
• 5 stars: Extremely useful effects

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.

Rapport Item

Instant Coffee Instant Coffee

Special Move - Spell of Time

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.

Active Skill - Time Interference

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.

Active Skill - Jump Step

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.

Passive - Spell of Eternity

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)

EE Stat

Lifesteal

Level 1 Effect

Each time Aria increases an enemy's cooldown with Time Interference, her remaining Active Skill Cooldown decreases by 1 sec.

Level 2 Effect

The ATK coefficient of Time Interference increases by 200%.

Level 3 Effect

Aria steals 500 Energy from targets she attacks with Jump Step.

Level 4 Effect

Spell of Eternity's buff cannot be removed with buff removal skills.

Revolution 4: Spell of Time

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.

Revolution 5: Spell of Eternity

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.

Revolution 6 [PvP ONLY]

Aria's ATK increases by 50% and Swiftness by 50 in Arenas.
(This buff cannot be removed with buff removal skills.)

Revolution 1
Effect Resistance
Revolution 2
EVA
Revolution 3
Lifesteal
Revolution 4
Critical DMG Increase
HP
Revolution 5
DEF
Critical Hit Resistance
Revolution 6
Special Move Resistance
Max Cooldown Reduction

For detailed information on which investment is needed, please refer to the "Investment Guide" section.

Notes

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.

General Information

What does this unit provide to the team?

Tanking capabilities, Active Skill Cooldown Increase, Energy Decrease, Damage

What does this unit need from the team?

Energy, DEF Decrease, Buff Removal, HP Recovery Block, Active Skill Cooldown Reduction

Which enemies should you avoid?

Units that recover HP from Status Effects (Urek), she has too many Jolts

Which enemies is this unit good against?

Potentially anyone with the right teams

Unit Synergies

Albelda
Albelda
Soul Fragment
Extra Damage, DEF Decrease and Active Skill Cooldown Reduction. They work well together.
Xia Xia
Xia Xia
Elite Spy
Xia Xia is a good support for most ATK scaling DPS units, and Aria is no exception.
Hockney
Hockney
Future Sight
Good synergy with the EVA increase and the extra Energy provided.
Alphine
Alphine
Shadow Girl
Alphine provides more than enough Survivability for Aria and good DEF Decrease and utility for the team.
Ha Yura
Ha Yura
FUG Executive
The Active Skill Cooldown Reduction is really valuable for Aria, but this combination might be overkill.
Narae Seonwoo
Narae Seonwoo
Anima
Narae provides Energy, minor Survivability, ATK Buffs and DEF Decrease, all things that can be helpful for Aria.

Basic 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.

Mono-Color Team

Ha Yuri
Ha Yuri
Regular
Aria
Aria
Corrupted Time
Zahard
Zahard
Adventurer
Ju
Ju
Golden Carp
Traumerei
Traumerei
Family Head
Mono Color green teams are trash, it will highly depend on which units you have at your disposal.
I didn't add Yihwa because she should be used in Princess of Zahard's team, not with Aria, the other 4 units here are just miscellaneous.
Yuri provides HP Recovery Block and Energy Recovery Block, Zahard Active Skill Cooldown reduction, Ju extra damage and Traumerei is just there.

Multi-Color Team

Garam
Garam
Princess of Zahard
Aria
Aria
Corrupted Time
Albelda
Albelda
Soul Fragment
Hockney
Hockney
Future Sight
Narae Seonwoo
Narae Seonwoo
Anima
Teams with Aria are strange, as she doesn't have anything she desperately needs, so the most important thing you need to do is to counter the enemy team, more than trying to buff Aria.
Survivability is nice but not too necessary, so you don't need to use some of the busted supports for her.
Mandatory
Recommended
Nice to Have

Rankings

Deficit < 350

Ranker

Deficit > 350

S

Requirements

Dupes
Star Star Star Star
EE

+30

Rapport

Lv. 6

Gear Configuration

Slot 1

+0

Slot 2

+4

Slot 3

+0

Slot 4

+0

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+16

Slot 2

+12

Slot 3

+12

Slot 4

+16

Critical DMG Increase
Slot 5

+16

Physical Pierce
Recommended Substats:

Physical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%

Notes:

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.

Revolution

Revolution Tier:
Revolution 4
Revolution Cost:
fragment 1200
shining fragment 21995
ore 0
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)
  • Critical DMG Increase (Level 20)

Additional Notes

She won't deal a lot of Damage with this amount of investment, but she can at least be used.

Rankings

Deficit < 350

Irregular

Deficit > 350

High Ranker

Requirements

Dupes
Star Star Star Star Star
EE

+35

Rapport

Lv. 6

Gear Configuration

Slot 1

+0

Slot 2

+5

Slot 3

+0

Slot 4

+0

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+20

Slot 2

+16

Slot 3

+16

Slot 4

+20

Critical DMG Increase
Slot 5

+20

Physical Pierce
Recommended Substats:

Physical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%

Notes:

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.

Revolution

Revolution Tier:
Revolution 5
Revolution Cost:
fragment 2100
shining fragment 28195
ore 0
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)
  • Critical DMG Increase (Level 20)
  • EVA (Level 20)

Rankings

Deficit < 350

Irregular

Deficit > 350

High Ranker

Requirements

Dupes
Star Star Star Star Star
EE

+40

Rapport

Lv. 6

Gear Configuration

Slot 1

+0

Slot 2

+5

Slot 3

+5

Slot 4

+0

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+20

Slot 2

+20

Slot 3

+20

Slot 4

+20

Critical DMG Increase
Slot 5

+20

Physical Pierce
Recommended Substats:

Physical Pierce, Crit Rate Increase, Crit DMG Increase, ACC, EVA, ATK%

Notes:

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.

Revolution

Revolution Tier:
Revolution 6
Revolution Cost:
fragment 3500
shining fragment 51945
ore 400
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)
  • Critical DMG Increase (Level 20)
  • Max Cooldown Reduction (Level 20)
  • EVA (Level 20)
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