Should You Pull? (TLDR)

You should pull if

  • You need Inspiration support or are using an [Impromptu Incantation] team in general, as this unit can significantly buff your DMG and is one of the few characters with [Continuous Action I].
  • Even if you're not using an Inspiration-specific team, any unit that provides extra AP is automatically helpful and considered a rare asset. However, it’s not optimal to use him outside of Inspiration teams.

Review

Aleph is a 6-star support character designed specifically for use in Inspiration teams. As a new 6-star unit, you might expect complex mechanics, but he’s actually quite easy to understand and integrate into your Inspiration or [Impromptu Incantation] team, as long as you're familiar with the basics of the archetype.

His Insight I increases his Eureka at the start of every round. Additionally, when an ally with [Clarification] uses an incantation, he buffs this round’s [Impromptu Incantation] by increasing the number of times it attacks and granting it the ability to inflict [Interpretation] on the enemy. This status reduces the enemy’s damage taken, and for each additional stack, it reduces Mental DEF and damage taken by an extra 2%. This is extremely valuable because the [Impromptu Incantation] mechanic functions as a burst. You use cards with [Inspiration] to trigger it and deal damage to random single targets, so Aleph directly enhances that damage potential.

With Insight III, he also gains a chance to recover Eureka after using it.

The [Clarification] status is applied through his skill “Idealist’s Declaration”, which is a buff that grants stacks of [Clarification] to all allies. It also consumes Eureka to add more stacks. The skill is simple: it increases your incantation damage and activates the passive mentioned earlier.

His first skill, “Disciplinary Power”, is one of the best parts of his kit. It's a single-target attack that lets Aleph enter [Continuous Action I] and consumes Eureka to boost [Impromptu]'s damage. His entire kit revolves around increasing your damage, especially that of [Impromptu Incantation]. The extra AP gain is tied to his passive, since allies with [Clarification] apply a debuff. This means more opportunities to build Inspiration and apply damage-enhancing effects, making it perfect for these team types.

His ultimate, “Reflections of Omniscience”, is a self-channel ability that allows Aleph to [Memorize] the first two basic incantations cast in the current round and enter [Hyperthymesia] for one round. This is perhaps the only slightly complex part of his kit. In simple terms, he remembers the first two basic incantations cast and reuses them on the following turn. This also increases the number of [Impromptu Incantation] attacks by 2 and applies [Interpretation] to each, except for the final attack, which consumes all stacks of [Interpretation] to deal bonus damage based on the number of stacks.

Aleph, as you can tell, is a pure Inspiration unit whose entire purpose is to empower your [Impromptu Incantation]. Whether it's through debuffs, increasing the number of attacks, providing team-wide buffs, or enabling burst potential with his ultimate, this is where he excels. However, since he is highly specialized, you should already have other Inspiration characters to get the most out of his kit. That said, his AP skill can still be useful in certain non-Inspiration teams.

Pros & Cons
Pros

  • Easy slot in any Inspiration Team. Aleph’s mechanics are built entirely around the [Inspiration] and [Impromptu Incantation] systems.
  • One of the rare units who can provide extra AP.
  • Excellent damage buffer for [Impromptu], enabling high burst potential by increasing the number of [Impromptu Incantations] and reusing moves through [Memorize].
  • Can reduce enemy defenses, and buff ally incantations.
Cons

  • Works best in an Inspiration/Impromptu team. While his AP generation and debuff utility have limited usage elsewhere, his core is simply not meant for another type of team.

Portrays

As a 6-star, his portraits won’t be the easiest to get if you’re F2P.

Just Portray 1 is already fantastic, though, if you can manage it. Increasing the [Continuous Action I] duration means your allies can make more moves, and it also improves the chance to recover Eureka. If you're aiming for dupes, this one is very useful and the easiest to get.

Portray 2 is also great, as it increases the number of moves he can memorize and boosts [Interpretation]’s debuff effect. The rest are mostly damage buffs, and while they’re definitely useful if you need them, most players should be completely fine at P0. P1, which is not too unreasonable to get, would also help a lot.

Great Synergies

Anyone who is an Inspiration character will work well with him. As general as that advice is, it’s also true. Barcarola, Voyager, Kiperina, and even free characters like Matilda once you upgrade her Euphoria. He’s designed for and works well with every Inspiration character.

There’s no real unique synergy with those not from this archetype.

Psychubes

Here are the best Psychubes you can use on Aleph:

Mental Cage
Mental Cage2.6
Long Night Talk
Long Night Talk
Blasphemer of Night
Blasphemer of Night

“Mental Cage” is his personal Psychube, and it’s his best choice. With his [Memorize] mechanic, it directly plays into the effect of the Psychube. He is, of course, an Intellect unit, so he gains an even larger Incantation Might boost for the team and some extra Eureka when entering battle. It’s truly a Psychube that makes the most sense for him.

Other than that, he should be able to utilize simple stat-boosting Psychubes like “Long Night Talk” or “Blasphemer of Night”, as [Impromptu Incantation] benefits from Incantation Might.

Resonance & Resonance Pattern

Resonances

Code: AiwBLCEsQSUAPTD7QiYTKTM0NTRVQwNDFUUF

Resonance Pattern

Genuinity (Incantation Might/Penetration Rate)

Teams

A few suggestions are listed below. 3-People teams are highlighted, with the 4th slot added at the side to provide a 4-P variation of the same team or even insights on possible variations of the 3-P team.

Standard Teams
B.I.S Impromptu Team[GLB]
TEAM EXPLANATION
  • 4th slot options: Any Inspiration Unit
  • The whole archetype of Inspiration teams exists for the sake of [Impromptu Incantation], and these units are honestly perfect for it. Kiperina is a sustain unit made for Inspiration teams, as she can cast shields that allow Impromptu to convert excess Crit Rate into Crit DMG. Voyager, ever since her Euphoria, has become incredibly strong. She allows Impromptu, which is usually randomly targeted, to focus on a specific enemy and even hit additional targets. She is one of the best units in this entire archetype. Aleph is here to provide burst damage for the entire team, enabling significantly higher overall output. The fourth slot can be filled by virtually any other Inspiration unit, especially if sustain is already accounted for.
Ay, I’m on a budget here[GLB]
TEAM EXPLANATION
  • 4th slot options: Any Healer
  • Sonetto can be replaced by Baby Blue, Twins Sleep etc
  • There aren't many budget Inspiration options, but they do exist. Matilda, for example, is given to you for free. She’s a pretty strong character who used to be a pure Crit unit before Euphoria, though not a particularly impressive one. Now, she functions well in Euphoria teams, gaining Eureka and increasing Crit Rate and Crit DMG for [Impromptu Incantations].
  • If we're talking zero budget, Sonetto or Twins Sleep should work decently. Sonetto can provide some defense and general buffs for allies, while Twins Sleep has mental damage debuffs that help Impromptu deal more damage. Of course, these are not optimal choices. Still, with Matilda and Aleph on the team, it should be enough to get you by until you obtain more Inspiration units, or even just anyone with Eureka, like 37.
  • You can also use a healer like Balloon Party or a similar unit to fill out the remaining spots, since survivability is still important.