Once she appears, she makes a fuss as if a typhoon has passed, making the surroundings chaotic. However, due to her natural cuteness and friendly personality, everyone always forgives her. Lately, she seems to be interested in the Savior...
Strikes a full blow that deals damage equal to 240% of Aira's ATK to the nearest enemy and enemies within 3m of the target. Deals additional damage equal to 25% of max HP and recovers her HP by 25%.
Damage changes to 260% of ATK additional carnage changes to 27.5% of max HP recovery changes to 27.5%.
Damage changes to 280% of ATK additional carnage changes to 30% of max HP recovery changes to 30%. Adds an effect which stuns the target for 3 seconds.
Resonates the rune of life and rune of death. dealing damage equal to 180% of Aira's ATK to the nearest enemy, stunning it for 2 seconds. When Aira's HP is 50% or more deals additional damage equal to 25% of Aira's max HP to the target, and if it is 50% or less, recovers HP by 25%.
Damage changes to 200% of ATK additional damage changes to 27.5% max HP and recovery changes to 27.5% of max HP.
Damage changes to 220% of ATK additional damage changes to 30% max HP and recovery changes to 30% of max HP. Conditions for dealing additional damage changes to when HP is 35% or more, and conditions for HP recovery changes to when it is at 65% or less.
Activates the rune of death to strike the enemy, dealing damage equal to 130% of Aira's max HP. When Aira's HP is 50% or more, deals additional damage equal to 20% of Aira's max HP.
Damage changes to 140% of ATK. additional damage changes to 22.5% of max HP.
Damage changes to 150% of ATK. additional damage changes to 25% of max HP. Conditions for dealing additional damage changes to when HP is 35% or more.
Activates the rune of life to attack the nearest enemy, dealing damage equal to 130% of ATK. When Aira's HP is 50% or less, recovers HP by 20%.
Damage changes to 130% of ATK recovery changes to 22.5%.
Damage changes to 130% of ATK recovery changes to 25%. Conditions for HP recovery changes to when HP is 65% or less.
Uses the power of the rune of death to weaken the enemy. Deals a special debuff that reduces the nearest enemy's DEF, physical resistance, and magic resistance by 18% for 10 seconds.
DEF. Physical Resistance, Magic Resistance decreases change to 21%.
DEF. Physical Resistance, Magic Resistance decreases change to 24%.
The enemy's Mana recovery is reduced by 50% and Recovers 2% of max HP when Aira attacks an enemy under the effect of "Rune of Decline."
Recovery changes to 3%.
Recovery changes to 4%.
Recovery changes to 5%, Mana recovery decrease changes to 75%.
Recovery changes to 6%.
Recovery changes to 7%.
Recovery changes to 8%, Mana recovery decrease changes to 100%.
Crit Rate: +10%
Crit DMG: +5%
One of the game’s only sustain warriors, Aira is capable of dealing tons of damage while being extremely tanky. Her use in the early game is especially useful if you do not have the resources to funnel into both a tank and DPS, since she can technically fulfill both roles.
M1 changes effect depending on her HP, healing her when she’s low to ensure durability while dealing additional damage if she is healthy. Ideally, you want to maintain her health high to ensure S1 procs, where she can deal additional damage based on her own max HP, and this is easily achieved with healer support and her innate regeneration whenever she falls low. Her S3 is also a useful debuff that reduces all DEF, Physical and Magic resistance for 10 seconds, useful for softening the enemy frontline.
Her use starts to heavily decline as you approach the later chapters, since she is not durable enough to be a pure tank, and doesn’t deliver as much damage as a backline.
Even a hyper-invested Aira would not be enough to be as tanky as a pure tank like Chloe or Claire, nor deal as much damage as a pure DPS like Mephi or Vivi. She might see some use if her artifact achieves the highest level, where it completely stops enemy units within her range from recovering mana, but this will be extremely end-game which we have not reached yet.
Aira is an excellent frontline due to her S3 reducing DEF, physical and magical resistance by up to 24%. Her single target DPS is also commendable when she is above her threshold for her S1 and M1 to activate the bonus damage, and the stun is also much needed if we see similar mechanics in the future.
Aira acts as a pretty decent frontline but is less durable compared to Chloe or Claire. Since there is a lack of defensive subs in exchange for offensive subs, she could be easily bursted down by focus fire. As such, you will rarely run into her until the beast faction as a whole gets better units (see Honglan)
One of best units early game.
Can tank and deal respectable damage.
Defense and Resistance reduction capabilities.
Falls of in later chapters due to not enough damage or tanking capabilities.
Needs high investment in artifact.