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Aither is a 3-star Ice Soul Weaver built entirely as a support healer. His basic attack hits one enemy and can lower their accuracy, but his real job is keeping the team alive: one skill heals a single ally for a share of their max Health while stripping two debuffs off them, and his strongest skill heals the whole party and shields everyone with a barrier for two turns, both scaling off max Health. His kit also nudges the team's turn meter forward for extra rotations. He has no passive and brings no damage threat, no defense breaks, and no crowd control.

Counters

  • Teams that win by stacking debuffs — His single-target skill clears two debuffs off an ally and heals them at the same time, so chip-damage and crowd-control comps that rely on landing and holding ailments get their setup wiped before it can snowball.
  • Damage-over-time and defense-shred bursts — Because his heals scale off the target's max Health and his big skill adds a barrier on top, lingering poison-style damage and the defense-break-into-burst pattern get soaked and undone over a couple of turns.
  • Lockdown attackers — His cleanse can free an ally from silence, stuns, and slow-down effects, breaking the chains a control team needs to keep a key hero locked out of the fight.
  • Attrition and poke comps — Whole-team healing plus a refreshing two-turn barrier and a little turn-meter push lets his side outlast slow grind-them-down strategies that expect to wear the team down over time.

Countered by

  • Buff strippers — His protection is a barrier buff, and an enemy that dispels it removes the shield his whole plan rests on, leaving his team exposed before the next cast comes up.
  • Unhealable setters — His entire kit is healing and recovery; an enemy that applies 'recovery effects are not applied' turns off both his single-ally heal and his team-wide heal, leaving only a weak attack.
  • Debuff immunity — His only offensive tool is the accuracy-down on his attack, so an enemy under immunity simply ignores it and he contributes nothing to pressuring them.
  • Burst faster than his cooldowns — His team heal sits on a three-turn cooldown and his cleanse-heal on two, with no passive backup, so a team that kills a target inside a single turn beats him before he can react.

Skills

S1Whispering Spirit

Attacks the enemy with spirit power, with a X chance to --decrease Speed-- for 2 turns.

Decrease Dodge
S2GuardCD 2

With water energy, recovers Health of an ally proportional to the target’s max Health and dispels two debuffs.

Soulburn −10 soulsIncreases the amount recovered.
S3Spirit's CallCD 3

Recovers Health of all allies and grants a barrier for 2 turns with spirit power. Amount recovered and barrier strength increases proportional to the target's max Health.

Barrier / Protect