Introduction
- Regular Attack
- Physical Damage
- Position
- Ranged
Aosta is a Spreadshooter Sniper with a kit built around not blocking enemies, but who fails to employ that strategy in a competitive way. While still capable of doing good work, he doesn’t offer anything special.
Operator Stats
- Health
- 2376
- Attack Power
- 756
- Defense
- 192
- Attack Speed
- 2.3 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 31
- Range
Y1 Y2 Y3 X1 empty cell active cell active cell X2 operator cell active cell active cell X3 empty cell active cell active cell
Strengths
- Non-insignificant amounts of arts damage against unblocked targets cover for spreadshooter trait attack scale when it isn’t in effect
- Bind capability provides crowd control support while boosting his own damage
Weaknesses
- Gimmick ultimately doesn’t do enough to warrant the investment over another unit
Talents
Sharp Nails
Attacks inflict Bleed to unblocked enemies, dealing 18% ATK as Arts damage (unaffected by trait) every second for 3 seconds
This talent just provides some additional arts damage, which helps compensate for when his trait scaling isn’t in effect. As with similar talents that help cover for built-in limitations, it doesn’t do enough to really stand out, even with a team built for it.
Skills
Swift Strike γ
Per Second RecoveryManual Trigger- Initial SP
- 15
- SP Cost
- 35
- Duration
- 35 sec
ATK +45%; ASPD +45
While it may be generic, it offers better uptime and cycling, as well as more reliable performance due to relying less on his talent for damage. It’s a solid skill if you want to make use of his AOE attacks, with the talent as more of a bonus.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The improvements from mastery aren’t too significant. If you really like Aosta, they’ll likely help you fit him into more situations and have him contribute, but otherwise it’s not worth the investment.
Shadow Nails
Per Second RecoveryManual Trigger- Initial SP
- 25
- SP Cost
- 50
- Duration
- 25 sec
Attack Interval increases, ATK +70% and every attack Binds the targets for 1.5 seconds. The damage multiplier of this unit's Talent is doubled
This skill suffers from the combination of short range, being affected by both DEF and RES even under favorable conditions, and fairly bad uptime. The bind is good for getting a few more hits off on the target, but ultimately ends up less practical when more can be achieved with Skill 1’s better uptime and simply blocking the enemies to keep them in the row ahead
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The increase from mastery mainly goes into the attack modifier and a bit of extra bind time, which isn’t too significant for its usage. The uptime changes very little between masteries, and it still can’t really be helidropped at M3. Not worth the investment.
Synergy
Elysium and Saileach
The synergy for Elysium and Saileach comes from the same place–they combine crowd control and manual 0-block in one neat package, along with other benefits. Both will passively lower his high cost. Both will increase the amount of damage taken by enemies; be it through Elysium’s DEF debuffs or Saileach’s damage amplification (which additionally helps bolster his talent into respectable levels) or the extra ASPD. To top it off, off-skill they can keep enemies blocked for him to blast away at. Using both along a lane will make the most of his damage-dealing capabilities while taking care of DP for the team.