Ice · Ranger · 5★ · 56% RTA win rate
Aubade Ludwig, a soul-fueled aoe disruption carry, is a 5★ Ice Ranger in Epic Seven. Aubade Ludwig's biggest weakness: his entire damage output hangs on a banked Soul pool. A hero like Belian who shuts off Soul acquisition starves Light of Condemnation, and the up-to-25,000-damage payoff simply never comes online. Below are the heroes and team archetypes that counter Aubade Ludwig in RTA, the matchups where Aubade Ludwig struggles most, and how to draft against Aubade Ludwig.
Heroes with the best head-to-head record into Aubade Ludwig from current Champion+ RTA data.
Belian, Disciplinary Prefect Aria, Sea Phantom Politis and other hard counters counter Aubade Ludwig. His entire damage output hangs on a banked Soul pool. A hero like Belian who shuts off Soul acquisition starves Light of Condemnation, and the up-to-25,000-damage payoff simply never comes online.
Soul denial: His entire damage output hangs on a banked Soul pool. A hero like Belian who shuts off Soul acquisition starves Light of Condemnation, and the up-to-25,000-damage payoff simply never comes online. Hard crowd control: At 115 base Speed with no self-cleanse, he is easy to catch with a stun or fear before he acts. Locking him down stops both Light of Condemnation and White Night, and every turn he loses is a turn the Soul engine sits idle. Early burst and assassination: He needs turns to matter — the team has to accumulate Soul before his extra attack hurts. A fast assassin that deletes him in the opening exchanges denies the whole engine before it starts paying out. Enemy dispel on his barrier: The max-Health barrier from White Night is an ordinary buff and can be stripped, leaving a squishier Ranger exposed to focus fire. Dawn itself cannot be removed, so the Soul engine keeps running, but he becomes much easier to kill through.
In current Champion+ RTA, Lady of the Scales has one of the strongest records against Aubade Ludwig (61% win rate over 13,296 games).
Immunity-protected teams: White Night strips two buffs from every enemy before Block and Silence are rolled, so granted immunity comes off first and the debuffs still get their chance to land. Teams that lean on a pre-battle immunity blanket lose it in one cast. Buff-reliant offense: A landed Block makes an enemy unable to receive any buffs — and their allies cannot cleanse it off them — for 2 turns, while his opening dispel tears away attack buffs that are already up. Carries that need attack and critical buffs to threaten anything spend the fight swinging unarmed. Barrier and stealth defenses: His team-wide dispel rips barriers and stealth off all enemies at once, and Light of Condemnation hits every enemy anyway, so hiding a key hero behind stealth does not keep it out of the blast. Slow-ramping cooldown carries: A landed Silence keeps a hero from using its skills with cooldowns for a turn, delaying the big payoff cast, and Block stops the ramp-up buffs from ever being applied. Heroes that need a few turns of setup fall behind his Soul engine.
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