To learn more about Airon check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Airon check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
20701
14761 + 5940
969
745 + 224
944
653 + 290
133
118 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Lionheart
Cooldown: -
Tags: Single DMG, Turn Meter+, DEF ↓
Even a lion goes all out against a hare. Airon deals 2 hit(s) of 120% damage to a single enemy with a 60% chance to inflict a 1-turn [DEF ↓]. The first attack will transfer debuffs from the target with [Lion's Guard] to the attack target with a 100% chance. The last attack will increase the [Lion's Guard] target's Turn Meter by 40%.
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the chance of inflicting [DEF ↓] to 60%.
Level 4: Increases damage multiplier to 120%.
Level 5: Increases the effect of Turn Meter+ to 40%.
[DEF-]: Decreases DEF by 60%.
[Lion's Guard]: While active, reduces damage taken by additional 25%, and Airon shares 40% of damage taken by the [Lion's Guard] target. Each time the [Lion's Guard] target actively uses a skill, increases Airon's Turn Meter by 30%. Only 1 [Lion's Guard] effect(s) can exist on the same side at a time. [Lion's Guard] is removed upon Airon's death.
Lion's Roar
Cooldown: 3
Tags: Buff, Extra Turn, Shield
The lion stands guard over you all! Airon applies a 3-turn [Lion's Guard] to a single ally, grants them a Shield equal to 30% of the guarded target's max HP, and immediately starts the next turn. At the start of battle, he applies a 1-turn [Lion's Guard] to the ally with the lowest HP.
Level 2: Increases the rate of damage sharing to 40%.
Level 3: Increases additional damage reduction from [Lion's Guard] to 25%.
Level 4: Increases the effect of Turn Meter+ to 30%.
Level 5: At the start of battle, applies [Lion's Guard] for 1 turn(s) to the ally with the lowest HP.
[Lion's Guard]: While active, reduces damage taken by additional 25%, and Airon shares 40% of damage taken by the [Lion's Guard] target. Each time the [Lion's Guard] target actively uses a skill, increases Airon's Turn Meter by 30%. Only 1 [Lion's Guard] effect(s) can exist on the same side at a time. [Lion's Guard] is removed upon Airon's death.
Lion's Wrath
Cooldown: 3
Tags: Single DMG, Buff Steal, Steal Turn Meter
Fan the flames that never die, and rip them apart! Airon deals 420% damage to a single enemy with 100% chance to transfer the [Lion's Guard] target's debuffs to the attack target and transfer the attack target's buffs to the [Lion's Guard] target, and has 100% chance to steal 50% Turn Meter from the attack target for the [Lion's Guard] target.
Level 2: Increases damage multiplier to 420%.
Level 3: Increases the chance of transferring debuffs and buffs to 100%.
Level 4: Increases the effect of Action Steal to 50%.
Level 5: Reduces Skill CD by 1 turn(s).
[Lion's Guard]: While active, reduces damage taken by additional 25%, and Airon shares 40% of damage taken by the [Lion's Guard] target. Each time the [Lion's Guard] target actively uses a skill, increases Airon's Turn Meter by 30%. Only 1 [Lion's Guard] effect(s) can exist on the same side at a time. [Lion's Guard] is removed upon Airon's death.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect RES +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect ACC +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Nether Quarry
PVP
Airon is a Reason Affinity Support, who focuses on protecting a single target while cycling turns very quickly.
Airon hits a single target twice for low damage with a good chance to inflict [DEF-] for 1 turn. The first hit transfers the debuffs from the Animus protected by [Lion’s Guard] to the targeted enemy, while the second hit increases the protected Animus’ Turn Meter by 25-40%.
Although Airon can spam S2 and S3 thanks to their naturally low CD, as a PVP-oriented Animus, it’s still recommended to level up S1 to get the SPD nodes as well as the Turn Meter buff upgrade at level 5. Nonetheless, this skill takes lower priority compared to the other two.
Airon applies the unique [Lion’s Guard] buff to one of his teammates, lasting 3 turns and also grants them a [Shield] equal to 30% of the target’s max HP. After using this skill, Airon gets an extra turn. Once fully leveled up, [Lion’s Guard] is applied for 1 turn at battle start to the lowest max HP ally.
[Lion’s Guard] is a unique, un-interactable buff that reduces damage taken by an extra 25% and shares the rest of the damage taken by the target with Airon, who receives 40% of the damage. Whenever the ally with Lion’s Guard actively uses a skill (meaning whenever they take their turn and press a skill), Airon’s turn Meter increases by 30%. There can only be 1 active Lion’s Guard at a time on each side of the battlefield and the buff is removed upon Airon’s death.
This is Airon’s bread and butter skill, with every skill in his kit revolving around the Lion’s Guard effect. For this reason and because of the rather slow nature of Airon’s teams, it is vital to get the skill to level 5 to protect your most fragile teammate right from the start. Very high priority.
Airon attacks a single target, with a high chance to transfer the debuffs on the [Lion’s Guard] target to the enemy, while transferring the buffs on the enemy to the [Lion’s Guard] target. On top of that, the attack has a high chance to steal 35-50% Turn Meter from the enemy and give it to the [Lion’s Guard] target.
It goes without saying, but a big part of Airon’s kit revolves around spamming the S2+S3 combo, so reducing the skill’s CD to align with S2 is critical. Just like S2, get this skill to level 5 as soon as possible.
Although Airon’s kit is impressive and he’s got some of the more sought-after tools, like massive Turn Meter generation for your main DPS, he struggles a lot due to the competition he faces. With a heavy focus on speeding up a single ally, Airon is infringing on Lily’s turf and she’s having none of it. Unlike Lily, the rest of Airon’s utility is defensive in nature, since debuff transfer acts as a purify in most cases and Lion’s Guard trades extra Assists for great DMG reduction. This works against Airon for the most part because PVE heavily favors offense, making it hard to justify a slot in most scenarios, as you would still need a teamwide defensive Support/Sustain alongside him.
PVP is where Airon’s kit truly shines, bringing yet another layer of defenses to already bulky teams, but also acting as a bodyguard to a single, squishier ally. Depending on the meta, the spammable debuff transfers get amazing value, not only purifying a teammate every turn but even debuffing Airon’s attack target, killing two birds with one stone. The very short CD on the S2+S3 combo also gives Airon a lot of agency, allowing him to get rid of his own debuffs faster, changing his focus mid-fight very easily and even accelerating his own Shell’s use frequency. If all of that wasn’t enough, Airon gives massive amounts of Turn Meter to your most valuable ally as well as himself.
Be careful however since Airon is extremely weak to [Block] debuffs and hard CCs, as those can stop his entire gimmick and turn him into a sitting duck for a couple of turns. In the same way, CD increase can completely mess up your game plan, since Airon cannot apply his Lion’s Guard unless he actively uses S2 outside of the 1-turn effect on battle start. His relatively slow speed is neither a pro nor a con, since he wants to play after the opponent’s Debuffer but before his own Lion’s Guard target.
Airon is a solid addition to the game, offering more ways to protect your team’s key Animuses and improving their turn cycling. His abilities to become a bodyguard and dedicated buffer prove especially useful in most PVP gamemodes, reinforcing multiple strategies without redefining the meta. This comes with the downside of having few opportunities to see play in PVE, as his kit is simply not designed for farming or scoring in general.
Lion’s Guard effect offers great single-target defensive utility.
Debuff transfer, Buff Steal and Turn Meter Steal on S3.
Spammable Debuff transfers.
Very good cycling and Shell usage frequency.
No AoE utility.
Not enough offensive utility for PVE.
High Skill level investment required.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
Jackal helps Airon with faster cycling, making the shell his best option.
Best Module Sets:
2
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells. In PvP modes, the applied shield amount equals 300% of self DEF to the host Animus and ally with the lowest HP percentage.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
An alternative to Jackal that focuses more on making Airon tankier and supporting the team with shields.
Best Module Sets:
3
For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.
Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).
Good early game option to Airon to help with his cycle.
Best Module Sets:
1
Before the owner takes action, if the owner has any debuffs, dispels 3 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a triple cleanse and up to 75% Effect RES for 2 turns at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
Safest Airon build that you can pick vs practically anything. Good vs cleave, good vs cc, good vs tanks. Slap em in and have fun.
Best Module Sets:
2
Triggers when the main body takes DMG greater than 25% of Max HP within a turn, healing the main body for 25% Max HP and increasing Turn Meter progress by 35%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 35% gauge boost upon taking hits within a single turn greater than 25% of their max HP (on a 2-turn cooldown). Has situational use in PVE but shines the most in PVP, granting your teams extra healing and gauge boost on a semi-frequent cooldown.
Way worse against cc but now can singlehandedly destroy cleave and is way better into bruisers since he can't really be focused now.
Best Module Sets:
3
When a unit dies in battle, Purifies all Debuffs from the host Animus, restores 50% Max HP, and increases Turn Meter by 30%. Only triggers once if multiple units die simultaneously.
A PVP-focused shell option tailor-made for high HP Animuses who are weak to CCs. The moment an ally dies, the host Animus gets supercharged with Purifies, max HP Heal and a big Turn Meter boost. Ideal for heavy-hitters who don't die easily.
Want to use another gator with Bramble? Here it is! Bramble and see your linked unit go next in turn order!
Best Module Sets:
Speed > HP% > DEF% > Effect ACC > HP > DEF >
Speed > HP% > DEF% > Effect ACC > HP > DEF >
Teams
Airon teams aren't available yet. They will be added soon.
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