Ayer/Strategy
| Game | Strategy | Lore | Voice |
Ratings
| Ayer | |||||
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Overview
Ayer has to straddle the line between life and death to bring out maximum power, but he is one of Earth's hardest-hitters once he gets rolling. Before his 5★ uncap, he has one job: to hit as hard as he can before he dies. His 5★ uncap and subsequent upgrades make him more sustainable in longer battles, and enable him to hit even more than before.
Strengths
Blood StrifeBoost to Ayer's double attack rate and damage cap based on how low HP is.
At level 90:
Also boosts Ayer's triple attack rate based on how low HP is. and 50% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 50%Duration: 6 turns (from his Charge Attack) enable him to go beyond the native damage cap, and is able to lower his own HP to activate his support skill.- Doesn't require many skills;
Guilty BreakGain
Guilty BreakATK is greatly boosted based on how low HP is
Strength: 40% - 120%Duration: 8 turns, greatly boosting ATK as HP decreases. (Uses 25% of max HP)
At level 55:
Effect enhanced. is basically all you need. - Both his auto attacks and his Charge Attack hit hard, making him a solid offensive character.
- After 5★,
Beat the WallMassive Earth damage to a foe.
Gain 50% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 50%Duration: 5.5 turnsApplied during the attack phase.
On the next turn, it'll have 5 turns remaining. and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.. also provides Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining., maximizing his auto damage for a turn.
Weaknesses
- A glass cannon who may not have the survivability needed for more difficult content, especially before his 5★ uncap.
Guilty BreakATK is greatly boosted based on how low HP is
lasts 8 turns, so in content that goes beyond that, he needs to have more than 25% HP to reuse Guilty BreakGain
Guilty BreakATK is greatly boosted based on how low HP is
Strength: 40% - 120%Duration: 8 turns, greatly boosting ATK as HP decreases. (Uses 25% of max HP)
At level 55:
Effect enhanced.. Jolt CounterGain
Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
.
While Jolt Counter is active: Can't attack. Charge bar doesn't rise. Dodge one-ally attacks and counter up to 2 times per turn. Costs 10% charge bar each turn. (Ends on recast or when charge bar is 0.)
At level 75:
Counter increased up to 3 times per turn.
At level 95: Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
upgraded to Jolt Counter IIDodges and counters one-ally attacks (Can't use charge attacks / Consumes 10% of charge bar every turn / Can't be removed)
. (Can now use one-foe one-ally attacks and gain charge bar while Jolt Counter II is active.)
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% upon cast. is a useless skill before Level 95, and even after that, may not be particularly useful if you want to maintain his 50% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 50%Duration: 6 turns. (The skill prevents him from using his C.A., which provides the bonus damage buff.)- Innate boost to multiattack isn't very reliable, especially when he's above 20% HP.
- Even after 5★,
Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining. lasts for a mere single turn, which is not extremely helpful.
- Even after 5★,
How to Play
- Ayer is an enmity-based character; in other words, he gets stronger as his HP drops.
Guilty BreakGain
Guilty BreakATK is greatly boosted based on how low HP is
Strength: 40% - 120%Duration: 8 turns, greatly boosting ATK as HP decreases. (Uses 25% of max HP)
At level 55:
Effect enhanced. helps with that, lowering his HP by 25% each time it is used. In short content, using it 3 times (or even 4, HP providing) on Turn 1 lets him hit hard, but also means he may be at risk of dying to a stray hit. In longer battles, using it 1–2 times gives him more leeway in case he gets targeted by a stray attack. Jolt CounterGain
Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
.
While Jolt Counter is active: Can't attack. Charge bar doesn't rise. Dodge one-ally attacks and counter up to 2 times per turn. Costs 10% charge bar each turn. (Ends on recast or when charge bar is 0.)
At level 75:
Counter increased up to 3 times per turn.
At level 95: Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
upgraded to Jolt Counter IIDodges and counters one-ally attacks (Can't use charge attacks / Consumes 10% of charge bar every turn / Can't be removed)
. (Can now use one-foe one-ally attacks and gain charge bar while Jolt Counter II is active.)
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% upon cast. is in an odd place—before Ayer reaches Level 95, it's not worth using at all. Being unable to use auto attacks and Charge Attacks is downright crippling for any character, but it's especially bad on a damage-based character like Ayer.- After Ayer reaches Level 95, it may see situational use as a free source of damage, providing Ayer gets targeted. However, because it still prevents him from using his C.A., it will have to be deactivated if you want to maintain
50% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 50%Duration: 6 turns.
- After Ayer reaches Level 95, it may see situational use as a free source of damage, providing Ayer gets targeted. However, because it still prevents him from using his C.A., it will have to be deactivated if you want to maintain
- Before 5★,
ProvokeYou want a shot at me? Go ahead! Take it!
(Gain Hostility UpMore likely to be attacked (Can't be removed)
Duration: 2 turns. Take a lethal hit without being knocked out if Ayer has 1% of his max HP or more.)
At level 100:
I swing my fists to protect others!
(Gain SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 2 turns [instead of Hostility UpMore likely to be attacked (Can't be removed)
Duration: 2 turns] and Dauntless Spirit (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 2 turns.) is an odd attempt at a semi-defensive mechanic. It allows him to survive one lethal attack as long as his HP is above 1%, but it also boosts his Hostility, making him more likely to get attacked. If he gets knocked down to 1 HP by the first hit of a multi-attack enemy C.A., the next attack that hits him would kill him anyways. (This can be used deliberately in Arcarum Evoker parties, in order to knock Ayer out and have the Evoker switch in.)- After reaching Level 100, the skill is upgraded from a boost to Hostility to a direct
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 2 turns. In conjunction with Jolt CounterGain
Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
.
While Jolt Counter is active: Can't attack. Charge bar doesn't rise. Dodge one-ally attacks and counter up to 2 times per turn. Costs 10% charge bar each turn. (Ends on recast or when charge bar is 0.)
At level 75:
Counter increased up to 3 times per turn.
At level 95: Jolt CounterCan't attack, but can counter (Charge bar doesn't rise. 10% of charge bar used every turn.)
upgraded to Jolt Counter IIDodges and counters one-ally attacks (Can't use charge attacks / Consumes 10% of charge bar every turn / Can't be removed)
. (Can now use one-foe one-ally attacks and gain charge bar while Jolt Counter II is active.)
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% upon cast., this can protect other characters from an enemy's regular attack for two turns. On top of that, Dauntless SpiritCan withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 2 turns effectively makes him unkillable for those two turns.
- After reaching Level 100, the skill is upgraded from a boost to Hostility to a direct
Synergy
Characters
Ayer's ability to enable his enmity at any time allows him to work with support characters without being hindered by their healing.
Jessica (Yukata) profits from Ayer's rare ability to easily achieve red hp level thanks to her
Unforgettable SummerWhen an ally is below 25% HP:
Guaranteed triple attacks and 50% boost to healing specsHealing and healing cap. which guarantees triple attacks for Jessica. The increased healing specs as well as ability to re-cast her party-wide healing skill at the end of turn with low to no downtime help to maintain whole party's HP level, which also makes recasting Guilty BreakGain
Guilty BreakATK is greatly boosted based on how low HP is
Strength: 40% - 120%Duration: 8 turns, greatly boosting ATK as HP decreases. (Uses 25% of max HP)
At level 55:
Effect enhanced. later on much easier. On top of that, ShieldNext ATK received will be ineffective for a fixed amount
will certainly prove useful in protecting Ayer shall he end his 2nd skill to use Charge Attack or if he was about to get targeted by multi-hit foe's attack. Jessica's 30% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 30% that comes with the shield also stacks with Ayer's Bonus DMG, increasing his DPS. De La Fille (Earth):
Serenity ShimmerAll allies gain
RefreshHP is restored on every turn
Strength: 10% of max HP (Healing cap: 300)Duration: 10 turns, Shield (1000)Next ATK received will be ineffective for a fixed amount
Strength: 1000Duration: 10 turns, and 20% Earth ATK UpEarth ATK is boosted
Strength: 20%Duration: 10 turns.
At level 55:
Effect enhanced. provides a party-wide shield, protecting Ayer from a certain amount of damage. Inspire LightHeal 45% of an ally's HP (Healing cap: 2500) and grant
Jewel GlitzATK is boosted / DEF is boosted /
Double attack rate is boosted / Triple attack rate is boosted
Strength: 50% ATK Up, 50% DEF Up, 80% DA Up, and 30% TA UpMultiplier: NormalSpecial buff. can heal him from the brink of death, or to replenish his HP to use Guilty BreakGain
Guilty BreakATK is greatly boosted based on how low HP is
Strength: 40% - 120%Duration: 8 turns, greatly boosting ATK as HP decreases. (Uses 25% of max HP)
At level 55:
Effect enhanced. again. Yggdrasil,
Cagliostro, and
Yaia are healers with strong defense buffs; Cagliostro and Yaia ideally want to be at 5★ themselves.
Alexiel:
Uncrossable RealmAll allies gain
70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!. and Nibelung Silt250% Earth damage to all foes (Damage cap: ~630,000).
All allies gain VeilDebuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite. drastically reduce the damage Ayer takes, and VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." provides some much-needed protection from debuffs. Alexiel (Summer):
Uncrossable WatersRemove all debuffs from Alexiel.
Gain Uncrossable WatersReceives all attacks in place of allies (Includes all-foe all-ally attacks) / DEF and debuff resistance are boosted / Elemental DMG from foes turns into water DMG / Water DMG taken is capped at 1500 per hit / Ends when no Mirror Blades are deployed (Can't be removed)
Duration: Up to 3 turns. (Consumes 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
every turn. Ends when no Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
are deployed / Max: 3 turns), Hildebrand400% Earth damage to all foes (Damage cap: ~630,000).
All allies gain Mirror-Blade BarrierDEF is boosted (Stackable / Can't be removed)
Strength: 9% (Max: 45%)Duration: Indefinite (Stackable / Max: 5).
Deploy 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
Duration: Indefinite. and Nibelung SandInflict
20% Water ATK DownWater ATK is lowered
Strength: 20%Base Accuracy: 100%Duration: 180 seconds and GravitySpecial attack max charge turn is extended
Base Accuracy: 100%Duration: 180 seconds on all foes.
When 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
is consumed: Also inflict Accuracy LoweredAttacks and special attacks have a chance to miss
Base Accuracy: 100%Duration: 2 turnsLocal status effect. all serve to protect the party from taking damage, which Ayer greatly benefits from. Sara can defend Ayer with a combination of her damage cuts,
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
, and her personal massive DEF boost. She also shares his Melee proficiency for an Ultima Claw or Hollowsky Axe team, to boost their multiattack rate.
Magisa (Holiday)'s
SerenadeAll Earth allies gain
Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite, Mirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite, 70% / 30% ArmoredChance of lowering DMG taken
Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and RefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. can help to keep Ayer alive with Mirror Image (1 time)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
Duration: Indefinite, 70% / 30% ArmoredChance of lowering DMG taken
Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and RefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. Medusa has good uptime of
20% Water CutWater DMG is cut 20%
Duration: 5 turnsWater Damage Cut. with Mighty EyeEarth allies gain
Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
All allies gain 20% Earth ATK UpEarth ATK is boosted
Strength: 20%Duration: 5 turns and 20% Water CutWater DMG is cut 20%
Duration: 5 turnsWater Damage Cut.. and also shares weapon proficiency with Ayer. Mahira provides a multiattack buff through
Zeal of the FeatherATK is boosted / DEF is boosted /
Triple attack rate is boosted / Double attack rate is boosted /
C.A. DMG Cap Boosted (Can't be removed)
, and her 20% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns stacks with Ayer's 50% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 50%Duration: 6 turns to boost his damage even further. Cain (Grand) is another utility character who provides a multiattack buff for Ayer. Unlike Mahira, however, his
20% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. does not stack with Ayer's—because Cain's is weaker, he should be placed before Ayer so that Ayer's stronger buff won't be overwritten. Eugen (Grand),
Melleau,
Razia,
Rosetta (Summer),
Soriz (SSR),
Vaseraga (Earth),
Zeta and Vaseraga (Halloween) and
Yggdrasil can all boost their Hostility, taking heat away from Ayer.
Dante and Freiheit can grant Ayer
80% / 20% ArmoredChance of lowering DMG taken
Strength: 80% chance of taking 20% less damage.Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., 25% Earth ATK UpEarth ATK is boosted
Strength: 25%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining., and heal him while also being a strong auto-attacker that shares Melee proficiency with Ayer. Threo can lower her own HP with
Ground ZeroConsumes 99% of caster's current HP to deal plain damage to all foes (Damage cap: ~820,000).
Damage dealt is based on HP consumed.
Gain Shield (3000)Next ATK received will be ineffective for a fixed amount
Strength: 3000Duration: Indefinite.
At level 95:
Also inflict 25% Earth DEF DownDEF is lowered for earth DMG
Strength: 25%Base Accuracy: ≥100%Duration: 180 seconds.
Damage cap increased to ~1,230,000., making her another strong enmity attacker to use with Ayer if your grid is built around using enmity. Caim's
The Hanged Man ReversedWhen Sub Ally: When all equipped weapons are different, 20% boost to Earth allies' ATKPerpetuity modifier, 50% boost to DEF, and 10% boost to damage cap. from the backline not only boosts Ayer's attack and damage cap, but also gives him more defense.
Lobelia: Although Ayer does not have good synergy with Lobelia, on account of not using many skills, it is worth noting that Ayer can be used to bring Lobelia or other Evokers out from the backline. Upgrading
ProvokeYou want a shot at me? Go ahead! Take it!
(Gain Hostility UpMore likely to be attacked (Can't be removed)
Duration: 2 turns. Take a lethal hit without being knocked out if Ayer has 1% of his max HP or more.)
At level 100:
I swing my fists to protect others!
(Gain SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 2 turns [instead of Hostility UpMore likely to be attacked (Can't be removed)
Duration: 2 turns] and Dauntless Spirit (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 2 turns.) by doing Ayer's level 100 Fate Episode could make this more difficult because of Dauntless SpiritCan withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: 2 turns, so some people choose not to do so.
Weapons
Stratomizer and
Solomon's Axe are strong enmity weapons for Ayer in a Titan grid.
Ancient Bandages, Ayer's own weapon, provides both enmity and garrison, allowing Ayer to stay healthy and strong at low HP.
Mettle is another good weapon with a garrison skill.
Nibelung Messer and
Godsworn Edge are Magna options for enmity, but are often not used since there are stronger grid options.
Hollowsky Axe and Ultima Claw are both weapons that Ayer can make use of with his Melee proficiency.
- HP-boosting weapons such as
Nibelung Klinge,
Yggdrasil Dewbranch Omega,
True Judgement Lyre,
Mirror-Blade Shard and
Yahata's Naginata.
Parashu and
Carnwenhan are both Gold Moon weapons with big HP-boosting skills.
- Weapons with defensive charge attacks like
Autumn's Transformation,
Last Sahrivar, and
Six-Ruin Fist Terra.
Draconic Bow provides increased defense if you are not using a Dark Opus Weapon.
Summons
Titan can provide
Lethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP)
Duration: 1 turn and 50% / 20% ArmoredChance of lowering DMG taken
Strength: 50% chance of taking 20% less damage.Duration: 3 turns on call, which can serve to keep Ayer alive. Godsworn Alexiel,
Athena (Summon),
Gilgamesh, and
Aquamarine Carbuncle all have useful damage cuts.
The Tower (SSR) and
Mammoth are summons with HP-boosting subauras.
Tiamat Omega and
Garuda grant
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on call. Gorilla grants
GorillaATK is greatly boosted based on how high HP is /
Chance of lowering DMG taken /
Inner gorilla is unleashed. Ooh-Ahh-Ahh!
(Can't be removed)
, equivalent to 60% / 30% ArmoredChance of lowering DMG taken
Strength: 60% chance of taking 30% less damage.. Also a strong boost to Ayer's auto attacks when used with BananaThe nutritional abundance of bananas bestows a Bonus Earth DMG effect while your inner gorilla is unleashed (Can't be removed)
, even if he relies more on JammedATK is greatly boosted based on how low HP is
than StrengthATK is greatly boosted based on how high HP is
.
Extended Mastery Perks
| Ayer | Stars: 10 | EMP: 55 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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Debuff Resistance
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Overdrive Attack
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Overdrive Curbed
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| ☆☆☆ | ★☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
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DEF
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HP
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Double Attack Rate
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Critical Hit
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| ☆☆☆ | ★☆☆ | ☆☆☆ | ★☆☆ | ★★★ | ||||||||||||||||||||||||||||||
ATK
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Double Attack Rate
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Double Attack Rate
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Earth ATK Up
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Slight chance to dodge all attacks from foes |
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| ☆☆☆ | ★☆☆ | ★☆☆ | ★★☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
| Last update: 2017-08-15 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Ayer.
Priorities[edit]
Prioritise Critical first, followed by Earth ATK, followed by DA. As Ayer needs to survive at low HP, it is recommended to take a point in each of the DEF nodes.Resources
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