Drive Disc Stats
- Partition 4: Anomaly Proficiency
- Partition 5: Ether DMG % | ATK %
- Partition 6: Anomaly Mastery
Substats
- Anomaly Proficiency
- ATK %
- ATK | PEN









Aria is the second of the Idols to be released, coming in as Ether Anomaly Agent who specialises on in-stun burst, making use of back-to-back Ablooms to dish out damage in a short period of time.
Her mechanics involve:
Ultimate cast
Special and
EX Special moves that are key to her resource management
Basic Attack string sequences, making for a seamless on-field experienceUnlike other Anomaly Agents that have come before her, Aria is a character that doesn't necessarily want to be run in dual damage dealer teams. Instead, she can make effective use of double Support and Support | Stunner teams to cycle as many burst opportunities as possible, playing more like an on-field Attacker or Rupture than a traditional Anomaly unit.
Aria has multiple sets of mechanics that work in tandem to fuel her damage output, one of which is her unique resource, "Fandom Power". These can be generated in many different ways:
Skill | Fandom Power |
| 1 |
| 1 |
| 3 |
| 3 |
| 4 |
Any Ether Veil Activation ( | 4 |
It has a cap of 8 and is visible both as a set of lightsticks underneath her portrait in combat, and as turquoise, cat-like globs set around the field that cheer and wave around.
These can be used to enhance one of Aria's
Basic Attacks, of which she has 2.
Basic Attack: Sweet Melody, a standard, 4-hit string
Basic Attack: Perfect Pitch, an charged, enhanced variant that consumes Fandom PowerHer standard Basic string will deal some middling amount of Ether DMG and build Ether Attribute Anomaly at a decent rate, but otherwise works as standard.
Although its multipliers aren't all that exceptional, the 4th and final hit will generate 1 Fandom Power strike, making it one of the few ways in which Aria can build stacks without expending resources.
As for her enhanced Basic, it's accessed by holding down the
Basic Attack button, after which Aria will begin casting the skill and charge up from levels 1 through to 3, taking 40% less DMG and getting a higher anti-interrupt level.
When released, she will jump and then stomp on enemies while being fully invulnerable, and if at level 3, will also trigger an Abloom.
Raw charging this attack is time-consuming and inefficient, so it's here where Fandom Power stacks are used. For every Fandom Power stack, Aria will absorb it to instantly charge a level and get a 10% Ether Anomaly Buildup buff, stacking up to 2 times and expiring at the end of the attack.
As she begins at level 1, by making use of 2 Fandom Power stacks, she can quickly transition into a level 3 charge and max out the Buildup buff for that single attack.
Note that the Fandom Power absorption itself does take some time, but this can be skipped if transitioning into the enhanced Basic after certain moves, namely:
Basic Attack: Sweet Melody (4th Hit)
Special Attack: Full-Sugar Electronica - No Ice
EX Specials
Quick Assist
Chain Attack
Ultimate
Basic Attack: Perfect PitchThis immediately consumes 2 Fandom Power for the cast, and as the enhanced Basic itself is one of the moves that it can link from, allows for continuous use for as long as there are enough Fandom Power stacks available.
Aria's
Core Passive is what drives her general playstyle. At max level, it provides a flat 90 Anomaly Proficiency to her, with its A to F nodes boosting Anomaly Mastery and Base ATK, but more important that stats is that it determines her Abloom scaling and triggers.
Despite it having vastly different numbers, the final scaling is similar across all elements:
Element | Base Value | Abloom Multiplier | Total |
Ether | 62.5% | 27.5% | 17.1875% |
Electric | 125% | 14.3% | 17.875% |
Fire | 50% | 35.7% | 17.85% |
Physical | 713% | 2.5% | 17.825% |
Ice | 500% | 3.6% | 18% |
Ether may be the lowest, but the variance is minuscule, and given Aria is building Corruption with every attack, it is the most likely element that Ablooms will trigger from.
Unlike the scaling of other Agents, like
Vivian, Aria's Abloom mutiplier scales with her Anomaly Mastery. If the target happens to be stunned, then it also gets a x1.5 increase on top.
The only way to trigger Ablooms is through a level 3 charged enhanced
Basic Attack: Perfect Pitch, meaning that her entire gameplan revolves around getting as many uses of it as possible.
It is only when Stun or Support characters are on the team that Aria can gain Fandom Power stacks from Ether Veil activations. This can be her own or her team's, and it should be noted that it is strictly activations and not extensions.
As a bonus, any Corruption (be it applied by Aria or teammates) gets a 3s extension, which can help with Disorder scaling and makes it less likely that the Anomaly will drop while looping enhanced Basics.
Aria also has multiple sets of
Specials and
EX Specials, amounting to 4 total:
Special Attack: Full-Sugar Electronics, the standard Special
Special Attacl: Full-Sugar Electronics - No Ice, an alternate variant usable only after certain skills
EX Special: Fall Into Delusion, the standard EX
EX Special: Instantly Hooked, a slightly stronger EX variant usable only after a standard EXIn practice though, only 2 see frequent use. The standard Special has no redeeming characteristics and sees no practical use, however the alternate Special is quite handy.
It is only usable when at under 40 energy and after the following skills:
Basic Attack: Sweet Melody (4th Hit)
Assist Follow-Up
Chain Attack
UltimateIt has disappointing multipliers, but when it hits an enemy it generates 1 Fandom Power. As it can be linked to after the final hit of the standard Basic string, Aria can build 2 Fandom Power in a single cycle, being enough to fully charge her enhanced Basic.
If at above 40 energy though, then Aria will use her standard EX Special. Despite it being slow, it generates 3 Fandom Power if it hits an enemy, and this will occur even if the attack does not finish.What this means is that it normally only builds stacks at the very end of its animation, but if it is interrupted (such as through a
Chain Attack or
Ultimate), it will still build stacks regardless.
The alternate EX Special works in the same way, also costing 40 energy and generating 3 Fandom Power if it hits an enemy, but as it can only be linked to after a standard EX, it can often lead to overcapping stacks, not to mention that it isn't all that much stronger or faster, so there are few opportunities to cast it.
Aria's
Chain Attack is decently fast and has a good amount of Anomaly Buildup, but it is still something that may not be worth using multiple times in a stun. Despite its speed, it is still time that's taken away from using her enhanced Basic, but as it is one of the few ways to generate 4 Fandom Power, it works as a good filler/top-up when in teams that cannot supply Ether Veils in combos.
As for her
Ultimate, it's similar to her Chain, but with far higher Anomaly Buildup values, to the point that it is almost certain to lead to a Corruption. This is useful as by making sure that Aria has buffs set-up before her Ultimate cast (be those from
Angel in the Shell,
Astral Voice and
Phaethon's Melody), any Ablooms that follow would benefit in full.
Despite it not generating any Fandom Power by itself, it activates Ether Veil: Delusion Reprise for 30s. It only gives a pathetic 50 Flat ATK, but if Aria's
Additional Ability is active, leads to 4 Fandom Power stacks being built.
On top of the Ether Veil, it also places Aria in the "Moment of Delusion" state for 15s and gives her 3 "All-Out Cheering" stacks.
By itself, Moment of Delusion will upgrade her fully charged enhanced Basic to do slightly more damage, but this has no bearing on Anomaly or Abloom damage, so it isn't too significant. If the buff runs out while there are still All-Out Cheering stacks that have gone unused, it will convert each stack into 2 Fandom Power.
This tracks with All-Out Cheering's function, as whenever Aria uses the shortcut for a fast enhanced Basic activation, rather than using up 2 Fandom Power immediately, it prioritises All-Out Cheering instead, using 1 stack of it instead of Fandom Power.
So rather than getting only 2 enhanced Basics, Aria can use 5 consecutively (3 from All-Out Cheering stacks and 2 from 4 Fandom Power stacks).
The rest of Aria's kit is rather unexceptional. Her
Assist Follow-Up and
Quick Assist can shortcut into her enhanced Basic, but other than that, work as normal, with Dodge Counter shortcutting to the 3rd hit of her standard Basic.
Her Dodges do have a unique mechanic, that being that they do not reset her
Basic Attack string sequence when used. While her
Dodge Counter will shortcut to the 3rd hit of her standard Basic, her regular
Dodge and
Dash Attack work differently: instead, they "pause" the sequence, with Aria continuing on from her previous hit after using them.
Core Passive
Basic Attack
EX Special |
Ultimate
Assist
DodgeAs an Anomaly Agent, the damage scaling on Aria's skills does not do much, as it has no bearing on Anomaly DMG. Her
Core Passive, however, not only provides important stats - namely Anomaly Proficiency, Anomaly Mastery and Base ATK - it is also the skill that determines the scaling on her Ablooms. It is by far and away the number 1 investment priority as a result.
Even still, levelling the rest of her skills is worthwhile, not only for the slight damage increase but also for Daze. With
Basic Attack being the most used skill in Aria's kit, and with her being a predominantly in-stun burst Agent, its multipliers can add up over time.
EX Special and
Ultimate trail behind, being key to her burst. Their infrequent use means it makes up a very small portion of her damage share however, so isn't all that important to level.
Both
Assist and
Dodge come last. The former has a slight priority as it can be helpful for Daze build in double Support comps (e.g.
Yuzuha |
Sunna), but the latter rarely if ever sees use and can be safely ignored.
Aria has a surprisingly good spread of W-Engines that she can use. Although her Signature is by far and away the best pick, the difference between it and other Limited or F2P alternatives is smaller than many of her peers (10% to 15%, as opposed to the 30%+ many Agents have).
Angel in the Shell (P1) provides:
There isn't much to this W-Engine besides being its absurdly strong stat boosts. Anomaly Mastery contributes to Aria's
Core Passive scaling, Anomaly Proficiency is the most efficient damaging stat for her, DMG Bonus is great and Anomaly DMG Bonus is a typically undiliuted multiplier that provides steep gains.
The generic DMG and Anomaly DMG Bonuses only last for 15 seconds and is triggered on a set of conditions: coming on-field or using either a
Special or
EX Special. As it activates merely on entering the field rather than becoming an active Agent, this buff should always be up for any Idol Coordinated Attacks and only needs the occasional skill use to maintain if Aria has not been swapped out of for an extended period, so it doesn't demand all that much thought.
Flight of Fancy (P1) provides:
Flight of Fancy is a W-Engine made for Ether Anomaly Agents, and so Aria can make full use of its bonuses. As all of her attacks are of the Ether Attribute, it's very easy for her to maintain full uptime of the extra Anomaly Proficiency bonus (although do be mindful of stacks dropping if swapping for more than 5 seconds).
Do keep in mind that Aria, unlike
Vivian, has her Ablooms scale with Anomaly Mastery rather than Anomaly Proficiency. This means that the gains from this W-Engine translate strictly to increasing the Ether Anomaly/Corruption DMG she inflicts, as Anomaly Build-up Rate is not equivalent to Anomaly Mastery, and therefore will not increase her Abloom scaling.
Electro-Lip Gloss (P5) provides:
As far as W-Engines go, this is a fine option to use. Unlike
Weeping Gemini, it is a mostly unconditional increase, as enemies are almost always going to be under some kind of Attribute Anomaly with Aria on the team. Given how easy it is to use and how strong its performance is (on average not even 5% behind
Flight of Fancy), it's a strong A-Rank option.
Weeping Gemini (P5) provides:
The go-to craftable F2P W-Engine for Anomaly Agents is still a surprisingly competitive pick for Aria. It does suffer compared to other Anomaly Agents, as Aria wants to burst during stun, yet this weapon's effect drops when targets recover from stun.
As Aria isn't ideal for Disorder teams either, this means that there are fewer Anomalies being cycled. In double Support or Stunner teams, there's no passive Anomaly build-up from
Burnice or
Vivian, nor rapid application through other Anomaly Agent's
EX Specials, which slows down how quickly Anomalies are applied, and therefore how quickly the W-Engine passive builds.
Even then, as it is on targets recovering from stun, as opposed to entering stun, its bonuns tends to be up in full for the critical burst periods, owing to how much Anomaly is built through Aria's
Ultimate and
Chain Attacks. So while it does fall behind other options, and is best avoided on Stunner teams, it is still a decent and accessible option.
D4 - Anomaly Proficiency
Despite Aria's Ablooms scaling off Anomaly Mastery as opposed to Anomaly Proficiency, it is still the strongest stat to build for in order to increase her Corruption DMG. This is especially the case when Flat ATK Buffs (like those from
Sunna's
EX Special) are in play.
D5 - Ether DMG % | ATK %
Ether DMG % is likely to be the superior choice over ATK %, being even stronger as more ATK % substat rolls are in play owing to saturation, but both are valid options.
PEN % can technically be used, but as Aria isn't particularly saturated on either of the other damaging stats, wants at the very least a 2-piece
Phaethon's Melody (instead of
Puffer Electro) and has her shill boss (Discordant Solo) have half DEF, it isn't a recommended choice.
D6 - Anomaly Mastery
Considering that this is the stat that her Ablooms scale from, it's a no-brainer and should always be picked.
Aria has 2 main options for a 4-piece set:
Phaethon's Melody
Shining Aria Despite its name, Shining Aria is not the best set. Phaethon's provides 9 more AP and has its DMG Bonus be active regardless of an enemy's Stunned state, meaning it's active far more often.
This is an especially big deal for in-stun burst too, because Ablooms scale with the Attribute Anomaly that is currenly inflicted on a target.
So if, for example, Aria begins by using her
Ultimate and both applies Corruption and begins the Stun with it, all Abloom triggers that follow it will not benefit from the increase that Shining Aria provides. It is only on Anomalies that were built during the stunned state that the DMG Bonus contributes.
The result is that regardless of the number of stuns in a fight, if Phaethon's Melody can be properly maintained by cycling
EX Special casts across Agents (e.g. by splitting
Sunna's EXs), it would always come out ahead.
On the flipside, Shining Aria is a lot easier to manage, so it can be used for more casual runs that don't route around optimising damage, but it would always fall behind Phaethon's.
The 2-piece set varies on the 4-piece picked being either:
Phaethon's Melody
Freedom Blues or
Chaos JazzAs Aria's Abloom scales with Anomaly Mastery, if using Shining Aria, Phaethon's Melody is the priority. If Phaethon's is already being used for its 4-piece however, then an Anomaly Proficiency piece will be best.
Aria teams tend to adhere to 1 of 3 templates;
Aria | Anomaly | Supportive Agent
Aria | Support | Supportive Agent
Aria | Stunner | Supportive Agent
As an Anomaly Agent, Aria can be used in Disorder-based teams. She could fit in with units like
Yanagi,
Alice or
Burnice and take turns in applying Attribute Anomaly, with the extra 3s to Corruption from Aria's
Additional Ability translating to higher Disorder damage.
Unfortunately, of her teams these tend to be the ones that perform the worst. With how potent Aria's in-stun burst is, it's often better to simply stay on her and loop as many
Basic Attack: Perfect Pitch as possible. Unfortunately, this not only hinders other Anomaly Agents' own damage contribution, as they now have less time to make use of their own mechanics, but it also means that Aria is likely to overwrite Corruption with another Corruption before there's a chance to build another Anomaly for a Disorder.
It is workable, and far from a bad team structure, but working with a Double Support or Stunner team is likely to yield better results.
With Nangong Yu yet to release, there aren't many Stunners in the game who can be run with Anomaly Agents owing to Additional Ability restrictions.
The end result is that in order to maximise Aria's own damage, it can be better to roll 2 Supports in a team, having one of them make use of an Impact D6 and 2-piece
King of the Summit to be able to push 3 stuns in a Deadly Assault fight, or for faster stuns in Shiyu Defence.
Sunna |
Yuzuha make for the best pairing here, having both Ether Veil for Fandom Power and very strong buffs all around and a hefty amount of Daze that opens up new routing options. Do be careful with Yuzuha's Anomaly Buildup, as triggering Ablooms during Physical Anomalies will tank Aria's damage, but overall it's her most performative "release" team.
Other "Supports", like
Zhao, work here too. Despite being a Defence Agent, she has no issues with Additional Ability activation if the third slot is filled with an actual Support-class character. As she provides Ether Veil and a decent amount of Daze, it works out well for combos as timers tend to align.
There is always an opportunity to run generalist Agents, like
Astra Yao or
Nicole, but the latter especially can dilute Corruption build if using her
EX Special over regular enhanced attacks, making for a tricky combination that needs proper planning and good builds to do well.
Considering how many benefits Aria gets from in-stun burst, having a Stunner is the optimal choice, but until Nangong Yu's release - whose kit is likely to be tailored for an Idol team - there aren't many options. So on paper, teams with Stunners would perform best, but in practice it falls behind a double Support comp until more suitable Agents are released.
Lycaon is the most accessible pick, as his Additional Ability is upgraded to work with Anomaly Agents when Potentials are unlocked. The generic 30% DMG Bonus he provides is a nice to have, but the real gain comes with his Stun DMG Multiplier increase. Given that he's both of the Ice Element (which has frequent dual weaknesses with Ether) and demands very little field time, he's arguably the best "free" Stunner option for Aria teams.
Trigger, even without her Additional Ability, builds a significant amount of Daze with very limited field time demands. The constant Stun DMG Multiplier bonus that she offers is sizable, not to mention the ability to run
Spectral Gaze or
Ice-Jade Teapot depending on the enemy's Base DEF. Although not ideal, she's a low commitment choice that is universally useful.
Even
Dialyn can work despite missing her Additional Ability, as her Ultimate conversion does wonders for the number of Ablooms Aria can get in a fight and there is still the Stun DMG Multiplier increase from her Malicious Complaint debuff. Even with the loss of Overwhelmingly Positive's 40% DMG Bonus, she's still a remarkably competitive option.
Energetic Sound Waves provides:
Basic Attacks,
Specials and
EX SpecialsAs far as M1s go, this is very strong. The Anomaly Buildup RES Ignore is mostly irrelevant, as it applies only to the buildup of Attribute Anomalies on a target.
While this can be somewhat helpful in Disorder comps, Aria is best run with a Stunner and/or Supports, and she doesn't struggle to maintain full Corruption uptime on enemies - especially with her
Additional Ability active. It gives no Anomaly Mastery, so that part does not increase Abloom's damage.
The second part however, namely the CRIT, is incredibly valuable. As Anomalies cannot usually CRIT, this is a wholly unsaturated multiplier that translates directly to a 25% increase to her Ablooms when it CRITs. Given that Aria is building Anomaly Mastery anyways, this does not need any manual management and translates directly to a high total damage increase.
Do keep in mind that as it is dependent on Anomaly Mastery, it takes large hit in effectiveness without
Angel in the Shell, as other W-Engine options do not have Anomaly Mastery mainstats, which is important to max out the CRIT Rate scaling.
Fantastical Beat provides:
On paper, this is a very strong M2. DEF Shred is a strong multiplier that scales the more one has of it, and unlike may Agents that are excessively saturated on other stats which elevate the value of PEN %, Aria has no such worry, so she benefits in full from this without needing to make sacrifices in gearing.
Unfortunately, recent trends have led to multiple low Base DEF bosses, so the percentile scaling that this provides is far less effective against them. This is especially relevant as Aria's debut boss is Discordant Solo, one such example of a low Base DEF enemy.
So it can be potent, but the extent of its benefit is becoming increasingly situational as more enemies are added.
Mechanical Angel provides:
Many resource-based Mindscapes can completely change rotations, and while Mechanical Angel does allow for much faster Ultimate cycling, it does need to be worked around to have any value.
Aria is already able to get 4 Ultimates in a Deadly Assault encounter if well managed, and the extra Decibels that this provides is not enough to allow her to use a 5th Ultimate.
It can, however, make it much easier to get the 3rd and 4th Ultimates to sync up with the start of stuns, which significantly improves their value (especially as without this Mindscape, it can sometimes be better to only use Ultimates 3 times in a fight for alignment).
The energy is nice to have, but doesn't meaningfully change much as Aria has a significant amount of personal energy generation when on-fielding and bursting with her enhanced
Basic Attack: Perfect Pitch. It amounts to 1 attack's worth of energy every 10 seconds - which realistically won't be triggered on cooldown - so it's a nice to have but not all that meaningful when compared to better Decibel management.
Construct's Dream provides:
Basic Attack: Perfect Pitch and
Ultimate: 100% Energy deal 40% more Ether DMGAria's M6 is can be one of, if not the strongest damage dealer Mindscape at the time of her release.
The additional Decibels, when coupled with the gains from her M4, can allow for consistent 4 Ultimates even in fights with few
Defensive Assist opportunities.
Staying permanently in the Moment of Delusion state means that the extra DEF Shred from her M2 is permanently active after the first Ultimate cast (which also comes on a lot faster owing to the starting Decibels).
A 40% DMG increase to her main sources of Anomaly application for her burst translates to a significant boost to her Abloom DMG with little management needed.
And lastly, the constant All-Out Cheering stack generation can provide more than 40 additional Ablooms over the course of a Deadly Assault fight (and a good 5-7 in Shiyu Defence). As Aria is applying Anomalies during stun, this also makes it much easier to manage her Fandom Power stacks regardless of Ether Veils from teammates.
The actual value of this Mindscape does get partially influenced by how much field time Aria has to spend said All-Out Cheering stacks: a fight like Discordant Solo with extended Control Skill phases lowers the total Abloom count, as does Miasmic Fiend owing to her phase transitions.
All-in-all though, it's an absurdly strong Mindscape on fights that allow for it to shine, all the while having great synergy with Aria's previous Mindscapes and further enhancing their value.
Aria combos have a focus on landing as many enhanced
Basic Attack: Perfect Pitch as possible in a stun, making sure that Ablooms benefit from both her own
Core's Passive stun increase and the Stun DMG Multiplier.
Usually the issue is not necessarily having enough resources to land attacks, but the time to use as many in quick succession as possible. To strike a good balance between both, it's ideal to have at least 4 Fandom Power built prior to stun, then swap out of Aria and swap her back in via a
Quick Assist.
If done by a Support's
EX Special, this triggers
Astral Voice,
Moonlight Lullaby and refreshes
Angel in the Shell's buff.
A sample combo structure with
Sunna would be:
EX Special Attack: Bubblegum Barrage
Quick Assist to
Aria
Ultimate: 100% Energy (Stun Triggers; hold Basic during its cast to begin a
Basic Attack: Perfect Pitch)
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Sunna (do so as soon as the previous attack's animation begins. Refer to Additional Tips: Coordinated Attack Desyncing for more)
EX Special Attack: Special Photography Technique (other EX Specials that can activate Ether Veil, like
Zhao's, work here too)
Quick Assist to
Aria
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
EX Special: Fall Into Delusion
EX Special (to maintain
Phaethon's Melody)
Sunna
Special Attack: Star Shooter (used only for quick Chain triggers, can be skipped if other Agent's
EX Special is fast enough)
Aria
Chain Attack: Dream Collab
Basic Attack: Perfect Pitch
Basic Attack: Perfect Pitch
Basic Attack: Perfect PitchThis is able to fit 12 Ablooms in a stun on enemies with 15s Base Stun Durations like Discordant Solo. On enemies with 12s Base Stun Durations, there may not be enough time to land the final 2-3 attacks.
It is actually better to begin stun with an enhanced
Basic Attack: Perfect Pitch rather than Ultimate: this not only allows for Aria to benefit from stun recalc pauses, it also enables double Chain Attack combos.
Although doing 2 Chain Attacks is less damage during a stun - as the time that it takes means fewer Abloom triggers - it generates more Fandom Power resources which can add up to more damage depending on the enemy's Stun DMG Multiplier, even if they land out of stun.
In the case that there is no Agent other than Aria that is able to supply an Ether Veil mid stun, it can also be used to make up for the loss in Fandom Power generation from it.
When other Idols of Delusion Agents are on the team, there are "Coordinated Attacks" that will take place depending on the Agent in question.
For Aria, this has all other Idols come in to help with her enhanced
Basic Attack: Perfect Pitch stomps.
Although this looks great and does increase the attack's multiplier, it locks them out of using abilities due to the airborne nature of the animation.
This means that if one wants to use a skill on another Idol while Aria is performing an enhanced
Basic Attack, the player must begin the cast for the attack, then immediately swap characters and use a skill (e,g. an
EX Special) to lock them into a different animation. Doing so will desync the Coordinated Attack, causing neither Agent to get the joint animations but allow for simultaneous skill use.