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Character guide · Fusion Sword DPS

Aemeath

Fusion Sword guide - Best weapons, Echoes, stats, teams, and damage notes.

Aemeath is a 5-star Fusion Sword character in Wuthering Waves. This guide preserves her talents, sequences, tested weapon ranking, Echo setup, build targets, teams, and damage breakdown.

Element: Fusion Weapon: Sword Rarity: 5★ Version: 3.1
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Aemeath character artwork

Overview

Base stats

HP 11025
ATK 425
DEF 1149
Max Energy 100
Crit Rate 5%
Crit DMG 150%
Healing Bonus 0%
Fusion DMG Bonus 0%
Tune Break Boost 10
Off-Tune Buildup Rate 100%

Talents

Talent descriptions & multipliers

Talent priority

Normal Attack Recommended levelLv. 10
Resonance Skill Recommended levelLv. 10
Forte Circuit Recommended levelLv. 10
Resonance Liberation Recommended levelLv. 10
Intro Skill Recommended levelLv. 6

Normal Attack

Infinity Calibration

Basic Attack - Aemeath

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Heavy Attack - Aemeath

Hold the Normal Attack button to charge the attack by consuming STA, release to cast Heavy Attack - Aemeath: Charged I, dealing Fusion DMG.

Hold the Normal Attack button longer to cast Heavy Attack - Aemeath: Charged II, dealing higher Fusion DMG.

When in , Heavy Attack - Aemeath: Charged II charges more quickly. Casting Heavy Attack - Aemeath: Charged II, Heavy Attack - Mech: Charged II, or Resonance Liberation - Heavenfall Edict: Finale ends .

This Skill DMG is considered Resonance Liberation DMG.

Press Normal Attack shortly after casting Heavy Attack - Aemeath: Charged I to cast Basic Attack - Aemeath Stage 2.

Press Normal Attack shortly after casting Heavy Attack - Aemeath: Charged II to cast Basic Attack - Aemeath Stage 3.

Mid-air Attack - Aemeath

Consume STA to perform a Plunging Attack, dealing Fusion DMG.

Press the Normal Attack button shortly after casting this skill to cast Basic Attack - Aemeath Stage 2.

Dodge Counter - Aemeath

Press the Normal Attack button shortly after a successful Dodge to attack the target, dealing Fusion DMG.

Press the Normal Attack button shortly after casting this skill to cast Basic Attack - Aemeath Stage 4.

Basic Attack - Mech

Perform up to 4 consecutive attacks, dealing Fusion DMG.

Can be cast in mid-air close to the ground.

Heavy Attack - Mech

Hold the Normal Attack button to charge by consuming STA, release to cast Heavy Attack - Mech: Charged I to attack the target, dealing Fusion DMG.

Hold the Normal Attack button longer to cast Heavy Attack - Mech: Charged II, dealing higher Fusion DMG.

When in , Heavy Attack - Mech: Charged II charges more quickly. Casting Heavy Attack - Aemeath: Charged II, Heavy Attack - Mech: Charged II, or Resonance Liberation Heavenfall Edict: Finale ends .

This Skill DMG is considered Resonance Liberation DMG.

Can be cast in mid-air close to the ground.

Press Normal Attack shortly after casting Heavy Attack - Mech: Charged I to cast Basic Attack - Mech Stage 2.

Press Normal Attack shortly after casting Heavy Attack - Mech: Charged II to cast Basic Attack - Mech Stage 3.

Mid-air Attack - Mech

Consume STA to perform Plunging Attack, dealing Fusion DMG.

Press the Normal Attack button shortly after casting this skill to cast Basic Attack - Mech Stage 2.

Dodge Counter - Mech

Press the Normal Attack button shortly after a successful Dodge to attack the target, dealing Fusion DMG.

Press the Normal Attack button shortly after casting this skill to cast Basic Attack - Mech Stage 4.

Multipliers Lv. 10

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Resonance Skill

Shared Voyage

Form Switch

Aemeath can switch forms between herself and her Mech. The Mech inherits Aemeath's Stats and unlocks new moves.

If there is a target nearby, Aemeath casts Basic Attack Stage 1 upon casting Form Switch.

While in the Mech form, Aemeath casts Mid-air Attack automatically upon casting Form Switch in air.

Sync Strike: Armament Merge

Press Resonance Skill shortly after casting Basic Attack - Aemeath Stage 2, 3 & 4, Heavy Attack - Aemeath, or Dodge Counter - Aemeath to cast Sync Strike: Armament Merge, dealing Fusion DMG.

Switch into the Mech form after casting this skill. Press the Normal Attack button shortly after to cast Basic Attack - Mech Stage 2.

Sync Strike: Call of Dawn

Press Resonance Skill shortly after casting Basic Attack - Mech Stage 2, 3 & 4, Heavy Attack - Mech, or Dodge Counter - Mech to cast Sync Strike: Call of Dawn, dealing Fusion DMG.

Can be cast in mid-air.

Switch into Aemeath after casting this skill. Press the Normal Attack button to cast Basic Attack - Aemeath Stage 2.

Multipliers Lv. 10

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Forte Circuit

To Sculpt the Silence

Seraphic Duo

When casting Basic Attack - Aemeath Stage 4 or Basic Attack - Mech Stage 4, enter for 5s.

Resonance Skill - Seraphic Duet: Overture

When Aemeath is in and is no less than 100 points, press Resonance Skill to cast Resonance Skill - : Overture at the cost of 100 points of , dealing Fusion DMG, considered Resonance Liberation DMG.

Can be cast in mid-air.

Switch into the Mech form after casting this skill and exit the state. Press Normal Attack within a certain period of time to cast Basic Attack - Mech Stage 2.

Resonance Skill - Seraphic Duet: Encore

In the Mech form, when in and is no less than 100 points, press Resonance Skill to cast Resonance Skill - : Encore at the cost of 100 points of , dealing Fusion DMG, considered Resonance Liberation DMG.

Can be cast in mid-air.

Switch back to Aemeath and exit the state. Press Normal Attack within a certain period of time to cast Basic Attack - Aemeath Stage 2.

Resonance Mode

* In - Tune Rupture, when Resonators in the team respond to , inflict 10 stacks of on the target for 30s, stacking up to 30 times.

* In - , when Resonators in the team inflict , inflict 1 stack of for 30s, stacking up to 30 times. While in combat, when the on targets near the active Resonator reaches 0 stack, inflict 1 stack of . If the targets have more than 5 stacks of , trigger based on its max stack limit and remove all of its stacks.

In - Tune Rupture/ - , inflict / when the following skills deal damage. The same skill can only trigger this effect on the same target once every 3s: Basic Attack - Aemeath Stage 3 & 4, Basic Attack - Mech Stage 3 & 4, Resonance Skill - Sync Strike: Armament Merge, Resonance Skill - Sync Strike: Call of Dawn, Intro Skill - Songs Across the Universe, and Intro Skill - Debut of Meteoric Radiance.

Resonance Skill - gains the following enhancements based on Aemeath's :

* In - Tune Rupture, casting Resonance Skill - additionally deals 5 instances of Tune Rupture DMG, each time on a random target within the range. The target's Off-Tune Level does not affect these instances of Tune Rupture DMG. When deals damage, remove the target's and increase the DMG Multiplier of Tune Rupture based on the number of stacks removed, each stack increasing the DMG Multiplier by 4% for 2.5s.

* In - , when Resonance Skill - hits the target, if they are inflicted with , remove the stacks, and trigger the on the target based on its max stack limit without removing its stacks. Each stack of removed increases the DMG Multiplier of on the main target by 10%.

When in , Resonance Skill - gains the following enhancements based on Aemeath's :

* In - Tune Rupture, casting Resonance Skill - additionally deals 10 instances of Tune Rupture DMG.

* In - , the DMG Multiplier of triggered by Resonance Skill - on the main target is additionally increased by 200%. The DMG Multiplier increase effect is stackable with that provided by .

Tune Rupture Response - Starburst

Active in - Tune Rupture. Deal Fusion DMG to targets within range that are affected by , considered Tune Rupture DMG.

Starflux Thrust

When in the Mech form and is more than 200 points, use the Utility button to cast Thrust by continuously consuming .

Synchronization Rate

is capped at 200 points.

* Dealing damage with Basic Attack - Aemeath, Mid-air Attack - Aemeath, Dodge Counter - Aemeath, Basic Attack - Mech, Mid-air Attack - Mech, Dodge Counter - Mech, Resonance Skill "Combo - Pierce: Armament Merge", and Resonance Skill "Combo - Pierce: Call of Dawn."

* Casting Intro Skill - Songs Across the Universe and Intro Skill - Debut of Meteoric Radiance recovers 40 points of .

* Casting Resonance Liberation - Heavenfall Edict: Overdrive recovers 30 points of .

* When in and Heavenfall Edict: Unbound at the same time, casting Heavy Attack - Aemeath Charged II or Heavy Attack - Mech Charged II recovers 200 points of .

Resonance Rate

is capped at 4 points.

Casting Resonance Skill - recovers 1 point of .

Casting Resonance Liberation - Heavenfall Edict: Overdrive recovers 1 point of .

When in , casting Resonance Liberation - Heavenfall Edict: Overdrive additionally recovers 1 point of .

Starflux

is capped at 600 points.

recovers naturally over time.

When in combat, recovers at a slower rate.

Multipliers Lv. 10

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Status multipliers Lv. 10

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Resonance Liberation

Towards the Daybreak

Heavenfall Edict - Overdrive

Deal Fusion DMG. Switch into Mech form after casting this skill.

Can be cast in mid-air close to the ground.

Casting this skill grants the following effects:

* Enter for 30s.

* Enter Heavenfall Edict: Unbound for 60s.

Press Normal Attack shortly after casting this skill to cast Basic Attack - Mech Stage 2.

Press Resonance Skill or Resonance Skill Form Switch shortly after casting this skill to cast Basic Attack - Aemeath Stage 2.

The next cast within 30s after casting this skill doesn't consume or .

Stardust Resonance

Enhance the effect of .

This effect ends after the 2nd time is cast.

Heavenfall Edict - Unbound

Heavenfall Edict - Overdrive is replaced with Heavenfall Edict - Finale.

When in and reaches the limit, enter . is removed when the Heavenfall Edict: Unbound state ends.

Heavenfall Edict - Finale

Press Resonance Skill or Resonance Liberation to cast Heavenfall Edict: Finale when the following conditions are met:

* Be in the Heavenfall Edict: Unbound state.

* reaches the limit.

* reaches the limit.

Casting this skill depletes all and , dealing Fusion DMG and ending the Heavenfall Edict: Unbound state and state.

Switch back to Aemeath after casting this skill.

Can be cast in mid-air close to the ground.

Multipliers Lv. 10

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Intro Skill

Overture of Departure

Songs Across the Universe

Deal Fusion DMG.

Casting this skill enters for 15s.

Press Normal Attack shortly after casting this skill to cast Basic Attack - Aemeath Stage 3.

Press Resonance Skill and cast Resonance Skill Form Switch shortly after casting this skill to automatically cast Basic Attack - Mech Stage 3.

Debut of Meteoric Radiance

In the Mech form, Songs Across the Universe is replaced by Debut of Meteoric Radiance.

Deal Fusion DMG.

Casting this skill grants for 15s.

Press Normal Attack shortly after casting this skill to cast Basic Attack - Mech Stage 3.

Press Resonance Skill and cast Resonance Skill Form Switch shortly after casting this skill to automatically cast Basic Attack - Aemeath Stage 3.

Starlume Acceleration

In , casting Resonance Liberation - Heavenfall Edict: Overdrive additionally restores .

Casting Resonance Liberation - Heavenfall Edict: Overdrive ends .

Multipliers Lv. 10

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Outro Skill

Silent Protection

When casting this skill, the following effects are triggered based on the Aemeath are in:

* In - Tune Rupture: all Resonators in the team except Aemeath gain 10% All DMG Amplification for 20s. The All DMG Amplification effect is increased to 20% for Resonators who inflict .

* In - : all Resonators in the team except Aemeath gain 10% All DMG Amplification for 20s. The All DMG Amplification effect is increased to 20% for Resonators who inflict .

Casting this skill resets the effects above.

Tune Break

Unlanded Melody

When the target's Off-Tune Level is full, Aemeath can cast Tune Break on the target.

Press Normal Attack shortly after casting Tune Break to cast Basic Attack Stage 3.

Responding to : when Resonators in the team trigger Tune Break on the target and cause them to be affected by , Aemeath casts Tune Rupture Response - Starburst.

Each target can be damaged by this skill up to once every 8s.

Inherent Skill I

Before All Sounds

In , Heavy Attack - Aemeath and Heavy Attack - Mech gain 200% DMG Amplification.

Inherent Skill II

Between the Stars

In - Tune Rupture, when Resonators in the team inflict or deal Tune Rupture DMG, Aemeath's Crit. DMG increases by 20%, up to 3 times. Each Resonator can only trigger this effect once.

With 3 stacks, Resonance Liberation Heavenfall Edict: Finale DMG is Amplified by 25%.

Resonators joining the team or switching resets this effect.

In - , when Resonators in the team inflict , Aemeath's Crit. DMG increases by 30%, up to 2 times. Each Resonator can only trigger this effect once.

With 2 stacks, Resonance Liberation Heavenfall Edict: Finale DMG is Amplified by 25%.

Resonators joining the team or switching resets this effect.

Sequences

Sequence value

S1

Gilded Glimmer of the First Dawn

In , Heavy Attack - Aemeath and Heavy Attack - Mech gain 300% Crit. DMG increase and continuously pull in nearby target while charging.

When Aemeath remains in the a state that meets all of the following conditions over 4s, she enters : Brilliance:
- Out of combat
- Not performing Heavy Attack - Aemeath, Heavy Attack - Mech, and Resonance Liberation Heavenfall Edict: Finale.
: Brilliance inherits all effects of and remains active even out of the duration of Heavenfall Edict: Unbound.
When not in Heavenfall Edict: Unbound, casting Heavy Attack - Aemeath Charged II or Heavy Attack - Mech Charged II grants 100 points of 【】.

In - Tune Rupture or - , when Aemeath defeats a target affected by /, she enters Sealed Trail - Tune Rupture/Sealed Trail - for 10s.
When Aemeath defeats a target affected by Sealed Trail - Tune Rupture or Sealed Trail - , record the highest stack count of / among the targets defeated.
Her next skill that directly damages the target immediately inflicts the targets with the recorded stacks of /, up to the current max limit of /. This removes the Sealed Trail - Tune Rupture/Sealed Trail - on the target and the target cannot be inflicted with Sealed Trail - Tune Rupture or Sealed Trail - for 1s.

Why it matters

Not Available

S2

Downy Notes of Snowfluff

The DMG Multiplier of Resonance Skill : Overture is increased by 100%.
The DMG Multiplier of Resonance Skill : Encore is increased by 100%.

While in - Tune Rupture, when Tune Rupture DMG triggered by Resonance Skill hits the same target, the DMG Multiplier of Tune Rupture DMG trigger by Resonance Skill is increased by 20% for 1s, stacking up to 5 times.

While in - , gain the following effects:
- In the state, the DMG Multiplier of triggered by Resonance Skill is further increased to 400% against the main target of the .
- When is removed, the DMG Multiplier of triggered by Resonance Skill is further increased to 15% against the main target of the per stack.
- In combat state, when a target near the active Resonator in the team is defeated, immediately trigger the based on the current stack limit of on the target.

Why it matters

Not Available

S3

Fervor Sightly Burns Bright as New

Resonance Liberation Heavenfall Edict: Finale's DMG Multiplier is increased by 100%.
Resonance Liberation Heavenfall Edict: Overdrive's DMG Multiplier is increased by 40%.

In , Aemeath now inflicts or while casting Heavy Attack - Aemeath Charged II or Heavy Attack - Mech Charged II, based on her current .

Inherent Skill Between the Stars is replaced with the following effects:

- In - Tune Rupture, when Resonators in the team inflict or deal Tune Rupture DMG, Aemeath's Crit. DMG is increased by 60%, and Resonance Liberation Heavenfall Edict: Finale DMG is now Amplified by 25%.
Resonators joining the team or switching resets this effect.

- In - , when Resonators in the team inflict , Aemeath's Crit. DMG is increased by 60%, and Resonance Liberation Heavenfall Edict: Finale DMG is now Amplified by 25%.
Resonators joining the team or switching resets this effect.

Why it matters

Not Available

S4

Ethereal Waltz on Binary Tides

When casting Intro Skill Songs Across the Universe, Intro Skill Debut of Meteoric Radiance, Resonance Skill Sync Strike and Resonance Skill , Resonators in the team gain 20% All-Attribute DMG Bonus for 30s.

Why it matters

Not Available

S5

Voyage to the Astral Shore

When Aemeath's defeats a target directly with her skills, is reset to 100%.

When taking fatal damage, Aemeath is knocked out and turns into 2D Digital Ghost for 5s.
In the 2D Digital Ghost state, Aemeath grants Resonators in the team a Shield equal to 360% of her ATK for 5. As she exits from the 2D Digital Ghost state, she revives and recovers 100% of her Max HP and 30 points of Resonance Energy. This effect can be triggered once every 10m.
When Aemeath revives, she exits the 2D Digital Ghost state and removes the shield provided.

Why it matters

Not Available

S6

A Zephyr-Kissed Journey to You

Targets takes 40% more Resonance Liberation DMG from Aemeath.

When in - Tune Rupture, Aemeath's Tune Rupture DMG can critically hit, with a fixed Crit. Rate of 80%, and fixed Crit. DMG of 275%.

When in - and in combat state, DMG triggered on targets near the active Resonator in the team can critically hit, with a fixed Crit. Rate of 80%, and fixed Crit. DMG of 275%.

The stacks of and inflicted on the target through Forte Circuit To Sculpt the Silence is doubled.

In - Tune Rupture or - and out of combat, the max stack limit of or on the targets near the active Resonator in the team is increased to 60. When Aemeath casts Resonance Skill , she inflicts 10 stacks of or on the targets within the range, lasting for 30s.

Why it matters

Not Available

Sequence damage comparison

S0
100%
S1
108%
S2
126%
S3
169%
S4
178%
S5
178%
S6
270%

Build

Build targets

Sub-stat priority

  1. 1Crit Rate
  2. 2Crit DMG
  3. 3ATK%
  4. 4Liberation DMG Bonus
  5. 5Energy Regen

Build targets

ATK2050-2100Cost 3 Fusion / Fusion
ATK2300-2400Cost 3 ATK / Fusion
Crit Rate73-78%
Crit DMG270-275%
Energy125-130%
Liberation DMG20-35%

Weapon comparison

Relative damage

If a weapon provides Crit DMG, Cost 4 Crit Rate is selected. If it provides Crit Rate, Cost 4 Crit DMG is selected. If it provides neither, Cost 4 Crit Rate is selected.

1

Everbright Polestar R5

ATK 587Crit Rate 24.3%

128.83%Cost 4 Crit DMG
Weapon effect
Increase All-Attribute DMG Bonus by 24%. When inflicting Tune Repture - Shifting or Fusion Burst, the wielder's Resonance Liberation DMG ignores 64% DEF and 16% Fusion RES on targets for 8s.
2

Everbright Polestar R1

ATK 587Crit Rate 24.3%

100%Cost 4 Crit DMG
Weapon effect
Increase All-Attribute DMG Bonus by 12%. When inflicting Tune Repture - Shifting or Fusion Burst, the wielder's Resonance Liberation DMG ignores 32% DEF and 10% Fusion RES on targets for 8s.
3

Emerald of Genesis R5

ATK 587Crit Rate 24.3%

83.47%Cost 4 Crit DMG
Weapon effect
Increases Energy Regen by 25.6%. When Resonance Skill is released, increases ATK by 12%, stacking up to 2 times for 10s.
4

Red Spring R1

ATK 587Crit Rate 24.3%

81.69%Cost 4 Crit DMG
Weapon effect
Increase ATK by 12%. When dealing Basic Attack DMG, gain 10% Basic Attack DMG Bonus for 14s (up to 3 stacks, 1/s). When Concerto Energy is consumed, gain 40% Basic Attack DMG Bonus for 10s (1/s). Ends when switched off-field.
5

Emerald of Genesis R1

ATK 587Crit Rate 24.3%

80.75%Cost 4 Crit DMG
Weapon effect
Increases Energy Regen by 12.8%. When Resonance Skill is released, increases ATK by 6%, stacking up to 2 times for 10s.
6

Blazing Brilliance R1

ATK 587Crit DMG 48.6%

80.73%Cost 4 Crit Rate
Weapon effect
ATK increased by 12%. The equipper gains 1 stack of Searing Feather upon dealing damage (once every 0.5s), and 5 stacks upon casting Resonance Skill. Each stack grants 4% Resonance Skill DMG Bonus, up to 14 stacks. All stacks expire 12s after reaching max stacks.

Echoes

Main stats

Echoes 1

Rupture Mode

Trailblazing Star
Sonata effect
Trailblazing Star · 5 pieces

2 SetFusion DMG% +10%.

5 SetInflicting Fusion Burst or Tune Rupture - Shifting increases the Resonator's Crit. Rate by 20% and grants 20% Fusion DMG Bonus for 8s.

Main Echo
Sigillum

Summon Sigillum to unleash two attacks, dealing 68.40% and 205.20% Fusion DMG respectively. When equipped in the main slot by Aemeath, it grants 25.00% Resonance Liberation DMG Bonus.

Cost 4Crit DMG / Crit Rate
Cost 3Fusion / ATK
Cost 3Fusion / ATK
Cost 1ATK
Cost 1ATK
Echo stat comparisons
1× Cost 4 Crit DMG · 1× Cost 3 Fusion · 1× Cost 3 ATK · 2× Cost 1 ATK| Note: With100%
1× Cost 4 Crit DMG · 2× Cost 3 ATK · 2× Cost 1 ATK| Note: With99.67%
1× Cost 4 Crit DMG · 2× Cost 3 Fusion · 2× Cost 1 ATK| Note: With98.59%
1× Cost 4 Crit DMG · 1× Cost 3 Fusion · 1× Cost 3 ATK · 2× Cost 1 ATK| Note: With81.69%
1× Cost 4 Crit DMG · 2× Cost 3 Fusion · 2× Cost 1 ATK| Note: With81.09%
1× Cost 4 Crit DMG · 2× Cost 3 ATK · 2× Cost 1 ATK| Note: With80.92%
1× Cost 4 Crit DMG · 1× Cost 3 Fusion · 1× Cost 3 ATK · 2× Cost 1 ATK| Note: With80.75%
1× Cost 4 Crit Rate · 1× Cost 3 Fusion · 1× Cost 3 ATK · 2× Cost 1 ATK| Note: With80.73%
1× Cost 4 Crit DMG · 2× Cost 3 Fusion · 2× Cost 1 ATK| Note: With80.25%
1× Cost 4 Crit Rate · 2× Cost 3 Fusion · 2× Cost 1 ATK| Note: With80.20%
1× Cost 4 Crit Rate · 2× Cost 3 ATK · 2× Cost 1 ATK| Note: With79.90%
1× Cost 4 Crit DMG · 2× Cost 3 ATK · 2× Cost 1 ATK| Note: With79.90%

Teams

Current Team DPS teams

Teams

Teams are loaded from the current validated Team DPS projection. Future validated Team DPS updates appear here automatically.

Current teams load only when this section is reached.

Calculations

Damage breakdown

Liberation74.83%
Tune Break11.90%
Basic Attack8.17%
Echo2.57%
Skill1.27%
Intro1.27%

This breakdown is based on the damage distribution when Aemeath is played solo without any buffs from other characters.

Character synergies

Review

Aemeath review

Review updated:

Aemeath is a 5-Star Fusion Sword main DPS from Version 3.1, and one of the strongest carries in the current game. She fights in two forms — herself and her Mech — across two Resonance Modes, Tune Rupture and Fusion Burst, and her kit is a chain of gauges: Synchronization Rate and Resonance Rate feeding Seraphic Duet, the Instant Response state, and her finisher Heavenfall Edict: Finale. In her tested teams she is always the carry, dealing the majority of the damage — from about half in the dual-carry shells to over 80% in the budget ones, depending on how much her partners feed her modes.

Two things define her beyond the numbers. First, she is team-dependent in a specific way: her passive wants teammates who respond to Tune Rupture or inflict Fusion Burst, and the gap between having them and not having them is large. Second — and this is a real selling point that no projection captures — she is one of the safest carries in the game against big bosses and Holograms. Her rotation is constant motion: form-switch dashes, mid-air casts, and the final Heavy Attack that steps her back out of reach. Bosses struggle to pin her down, and that alone makes her one of the best characters to bring into hard single-target content.

The live Team DPS section is the authority for Aemeath's current tested compositions, ordering, DPS values, and rotations. It updates from the validated Team DPS projection instead of freezing those values in this review.

Quick Verdict

Pull Aemeath if you like her — she is worth it. She is a top-of-the-meta carry with a tested number 1 team, a complete S0 kit, and the boss-fight safety profile described above. The condition is her team: her ceiling wants Lynae and Mornye (Tune Rupture) or Denia with Chisa or Lupa (Fusion Burst). With one of those cores she is excellent; without any of them she still functions, but her passive starves and her teams sink toward the bottom half of the projection.

At S0 she is already complete. S2 and S3 are the realistic stopping points (the chart jumps to 126% and 169%), and S6 at 270% is a whale ceiling with a genuinely fun twist — her Tune Rupture and Fusion Burst damage learns to critically hit.

Best teams10/10 — her number 1 team sits near the very top of the validated projection, with the execution caveat noted in Team Fit
General teams7/10 — many tested alternatives function, but all of them sit clearly below her enabler cores
F2P valueGood if you like her and can build her team — she is a carry, so the team and the signature matter
Whale valueVery high at S3 and S6

How Aemeath Works

Two forms, one loop

Aemeath fights as herself or in her Mech, switching through Form Switch and the Sync StrikesArmament Merge (into the Mech) and Call of Dawn (back out) — which chain directly out of her Basic Attacks and Heavies. Both forms have their own Basic chain and a chargeable Heavy, and nearly everything can be cast in mid-air. The loop is built around two gauges:

  • Synchronization Rate (200 max), built by her attacks, her Intro (+40), and Heavenfall Edict: Overdrive (+30).
  • Seraphic Duo, a 5-second window entered from either form's Basic Attack 4. Inside it, at 100+ Synchronization Rate, her Skill becomes Seraphic Duet — Overture in human form, Encore in the Mech — a Liberation-damage hit that costs 100 Synchronization Rate and swaps her form. This is also the hit that detonates her mode mechanics (below).

The Liberation chain

Heavenfall Edict: Overdrive deals a Fusion hit, switches her into the Mech, and starts two states: Stardust Resonance (30s, enhances her next two Seraphic Duets) and Heavenfall Edict: Unbound (60s). Casting Seraphic Duet and Overdrive build Resonance Rate (4 max); at max Resonance Rate inside Unbound she enters Instant Response — her charged Heavies charge faster and, through her Inherent Skill, gain 200% DMG Amplification. With Unbound active, both gauges maxed, she can cast Heavenfall Edict: Finale — the big finisher that empties both gauges and ends the states. Her Intro grants Starlume Acceleration, which makes the next Overdrive restore extra Resonance Rate, so the tested rotation always starts Intro into Liberation.

Her Inherent Skill Between the Stars is the passive that chooses her teammates, and it is mode-specific:

  • In Tune Rupture mode: when a Resonator in the team inflicts Tune Rupture - Shifting or deals Tune Rupture DMG, Aemeath gains +20% Crit DMG, up to 3 stacks — and each Resonator can only grant one stack. At 3 stacks, Finale gains +25% DMG Amplification. So the full passive needs three different Resonators producing Tune Rupture — herself plus two teammates.
  • In Fusion Burst mode: when a Resonator inflicts Fusion Burst, she gains +30% Crit DMG, up to 2 stacks, same once-per-Resonator rule, same +25% Finale amp at full stacks. Here she needs one teammate inflicting Fusion Burst beside herself.

This is the whole team-building story, and the tested team notes measure it directly: with only one Rupture partner her Rupturous Trail stacks drop from 30 to 20 and the passive loses a stack; with no Fusion Burst partner, she holds only her own stack and loses the 60% Crit DMG and the Finale amp entirely.

The two modes — when to play which

Tune Rupture mode is for the Lynae/Mornye core. When the team responds to Tune Rupture - Interfered, the target gains 10 stacks of Rupturous Trail (30 max). Seraphic Duet then deals bonus Tune Rupture hits — 5, or 10 during Stardust Resonance — removes the target's Rupturous Trail, and gains +4% multiplier per stack removed. More responders means more stacks means a bigger detonation, which is exactly why Mornye's presence moves the number.

Fusion Burst mode is for the Denia core. Teammates inflicting Fusion Burst build Fusion Trail (30 max); Seraphic Duet removes Fusion Trail, triggers the target's Fusion Burst at its max stack limit, and gains +10% multiplier per stack removed (+200% base during Stardust Resonance). In the tested Denia teams, Fusion Burst detonates 7 times per rotation — 2 during Denia's own rotation, 5 during Aemeath's.

Her Outro, Silent Protection, gives the team (except herself) 10% All DMG Amplification for 20s, doubled to 20% for Resonators who inflict the mode's status — Tune Rupture - Shifting or Fusion Burst. Another quiet reason her enablers outdamage generic supports: they collect the doubled version.

The boss-fight profile

Worth its own paragraph because it does not appear in any DPS number: Aemeath is exceptionally hard to hit. Her Sync Strikes and form switches are dashes, most of her cast can happen mid-air, her final charged Heavy steps her backward out of melee range. Against big bosses and Holograms — the content where getting hit is what actually kills you — she spends most of her rotation in motion or out of reach, and she finishes her combo at a distance. Among main DPS characters, she is one of the safest picks for that content, full stop. (Her S5 even adds a one-time revive with a team shield, for the truly dangerous fights.)

Tested rotation — identical in every tested team, about 12.3 seconds of field time

Intro > Basic 3, 4 > Liberation > Echo > Basic 2, 3, 4 > Tune Break > Forte Skill > Basic 2, 3, 4 > Forte Skill > Heavy Attack > Liberation > Outro

Build Priorities

Her tested solo damage profile: Resonance Liberation 74.83%, Tune Break 11.90%, Basic Attack 8.17%, Echo 2.57%, Skill 1.27%, Intro 1.27%. Nearly three quarters of everything she does is Liberation damage — every Liberation DMG Bonus and amp is aimed at her main stat.

Sub-stat priority: Crit Rate > Crit DMG > ATK% > Liberation DMG Bonus > Energy Regen.

Build targets: ATK 2050–2100 (Fusion/Fusion Cost 3) or 2300–2400 (ATK/Fusion), Crit Rate 73–78%, Crit DMG 270–275%, Energy Regen 125–130%, Liberation DMG Bonus 20–35%.

Talent priority: everything to Lv. 10 — Normal Attack, Resonance Skill, Forte Circuit, and Liberation — except Intro Skill at Lv. 6. Unusually even, and it matches the kit: her Basics, Skills, Forte, and Liberation are all real parts of the loop.

Her Echo set is 5-piece Trailblazing Star with Sigillum as the main Echo — the set hands her 20% Crit Rate and 20% Fusion DMG just for inflicting her mode's status (which she does constantly), and Sigillum gives Aemeath specifically 25% Liberation DMG Bonus in the main slot. The page's echo comparison is calculated with Lynae and Mornye in the team, and it is nearly flat: Crit DMG Cost 4 with Fusion/ATK Cost 3 at 100%, ATK/ATK at 99.67%, Fusion/Fusion at 98.59%. Two lessons: Crit DMG Cost 4 wins because the set and her signature already flood her with Crit Rate; and the Cost 3 mix barely matters because Lynae's and Mornye's buffs saturate her damage-bonus side — pick by sub-stat quality.

Weapons, from the page's comparison: Everbright Polestar R1 at 100% (R5 at 128.83%), then a cliff — Emerald of Genesis R5 at 83.47%, Red Spring R1 at 81.69%, Emerald of Genesis R1 at 80.75%. She is a main DPS, so the standing rule applies: get her signature at R1. Its effect is built for her — inflicting her mode's status makes her Liberation damage ignore DEF and Fusion RES — and the gap to every alternative is the largest kind this page shows. The standard-banner Emerald of Genesis is the fallback, not the plan.

Team Fit & Account Value

Her number 1 team is Aemeath, Lynae and Mornye — the tested data is unambiguous, and every other composition is an alternative. Lynae's Outro is the single most important buff she receives (15% All DMG Amplification plus 25% Liberation DMG Amplification, aimed at her 74.83% Liberation profile), Lynae responds to Tune Rupture and brings the Tune Break Points her mode feeds on, and Mornye's responses push Rupturous Trail to its 30-stack cap and complete Between the Stars. One honest caveat from the tested team note: this team is execution-sensitive — delays in Mornye's or Aemeath's rotation cost real damage, because Lynae's Outro window does not wait for you. Learn the timing before judging the team.

Her second structure is the Fusion Burst core: Aemeath and Denia, with Chisa or Lupa in the third slot. Denia is the mandatory piece — she inflicts Fusion Burst constantly (filling Fusion Trail and Between the Stars on her own), her Outro amplifies Fusion Burst damage by 60%, and her Inherent Skill adds 30% Fusion DMG Bonus to the team. The third slot is nearly tied in testing: Chisa brings sustain plus her own damage on top, Lupa brings more Fusion amplification (though the Basic Attack half of her Outro is wasted on Aemeath — Basic Attack is 8% of her damage). Pick Chisa when you want the safer run, Lupa when you want the greedier one. The crossover variant — Aemeath, Lynae and Lupa, Rupture mode without Mornye — tests in the same band as the Denia teams, with the Rupturous Trail caveat noted above.

Use the live Team DPS section for the current compositions, ordering, DPS values, equipment, and rotations — it is the only source for those mutable results.

Everything else — Shorekeeper, Verina, Brant, Changli, Jianxin variants — is tested and functional, and all of it sits clearly below the two cores, because of one rule: no Tune Rupture responders and no Fusion Burst inflicters means Between the Stars never fills. Without it she loses up to 60% Crit DMG and the 25% Finale amplification, and the team notes say so in plain numbers. The budget teams clear content; they are just not why you pull her.

Her honest limits: she wants specific partners more than most carries; her field time is a committed ~12 seconds with no quick-swap shortcuts in the tested string; her Outro buffs her teammates rather than the next carry's nuke; and her two cores share pieces with other strong teams — Lynae and Mornye are wanted by half the roster, so building her best team has real opportunity cost.

Sequence Value

Aemeath is complete at S0 — both modes, the full Liberation chain, and her Outro all work without sequences. The page's sequence damage chart: S0 100% → S1 108% → S2 126% → S3 169% → S4 178% → S5 178% → S6 270%.

  • S1 — Gilded Glimmer of the First Dawn (3/5): In Instant Response, her charged Heavies gain +300% Crit DMG and pull enemies in while charging; plus out-of-combat Quality-of-life (Instant Response: Brilliance, Sealed Trail stack carryover between waves). Damage and comfort in one (108%).
  • S2 — Downy Notes of Snowfluff (3/5): Seraphic Duet multipliers +100%, plus mode-specific upgrades — stacking Tune Rupture multiplier in Rupture mode, and a 400%-base Fusion Burst detonation in Burst mode. The first real stopping point (126%).
  • S3 — Fervor Sightly Burns Bright as New (5/5): The big one. Finale's multiplier +100%, Overdrive's +40%, her charged Heavies now inflict her mode's status themselves (she feeds her own passive), and Between the Stars is upgraded to a flat +60% Crit DMG with the Finale amp always attached. Chart: 169%. The best value node on the page.
  • S4 — Ethereal Waltz on Binary Tides (3/5): Her Intro, Sync Strikes, and Seraphic Duet grant the team +20% All-Attribute DMG Bonus for 30s. A team node (178%) — nice in her dual-core teams where Lynae, Mornye, or Denia deal real damage.
  • S5 — Voyage to the Astral Shore (1/5): The revive: on fatal damage she turns into a 2D Digital Ghost, shields the team, and revives at full HP once every 10 minutes; Starflux resets on kills. Zero chart movement (178%) — pure insurance, and it fits her boss-fight identity.
  • S6 — A Zephyr-Kissed Journey to You (5/5): The 270% ceiling: targets take 40% more Liberation DMG from her, her Tune Rupture and Fusion Burst damage can critically hit (fixed 80% Crit Rate / 275% Crit DMG), and her Trail stacking is doubled. A spectacular capstone for Aemeath mains — priced accordingly.

Realistic stopping points: S0 covers everything she does; S2 for regulars; S3 is the sweet spot if you main her; S6 only for whales, but it delivers.

Pull Value

Pull Aemeath if:

  • You like her — she is a top-tier carry, and liking her is a complete reason.
  • You want one of the safest boss-killers in the game — her movement, step-back Heavy, and ranged Finale make big bosses and Holograms noticeably less dangerous than with most carries.
  • You own or plan to build Lynae and Mornye, or Denia — her two cores are tested at the top of the projection, and she rewards the investment.
  • You want a carry with one stable rotation — the same string in every tested team.
  • You can get her signature — Everbright Polestar's gap over the alternatives is large, and a carry lives on personal damage.

Skip or delay Aemeath if:

  • You cannot or will not build any of her enablers — without Tune Rupture responders or Fusion Burst inflicters her passive starves, and her budget teams land in the bottom half of the projection.
  • Your account already clears Fusion-weak content comfortably and another element needs the pulls more.
  • You dislike long, committed rotations where a delayed swap costs measurable damage — her best team punishes sloppy timing.
  • You would have to give up Lynae, Mornye, or Denia from a team that already needs them — moving an enabler to Aemeath is not always a net gain.

Materials

Exact totals come from the canonical material data.

Character materials

170,000Shell Credit
LF Exoswarm Core
12×MF Exoswarm Core
12×HF Exoswarm Core
FF Exoswarm Core
46×Our Choice
60×Moss Amber

Important skills

1,400,000Shell Credit
25×LF Exoswarm Core
25×MF Exoswarm Core
25×HF Exoswarm Core
45×FF Exoswarm Core
20×Gold in Memory
25×Broken Wing Polarizer
25×Monowing Polarizer
40×Polywing Polarizer
55×Layered Wing Polarizer

Max character and skills

2,235,100Shell Credit
29×LF Exoswarm Core
67×MF Exoswarm Core
52×HF Exoswarm Core
61×FF Exoswarm Core
46×Our Choice
26×Gold in Memory
60×Moss Amber
25×Broken Wing Polarizer
46×Monowing Polarizer
55×Polywing Polarizer
67×Layered Wing Polarizer

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