
Aither
★★★
/Ice
Ezera - Royal Castle
Introduction
Aither is a 3-star Ice character in Epic Seven. Faction: Ezera - Royal Castle.
On our Epic Seven tier list Aither is D tier, 262nd of the 311 characters ranked, from where 8 current tier lists put Aither.
By game mode, Aither is C in PvE and C in PvP.
Other Ice characters in Epic Seven: Alexa, Amid, Angelica, Angelic Montmorancy, Bask, Byblis and 49 more.
Is Aither good?
A basic Ice healer who covers both sustain jobs:
Guard heals one ally and clears two debuffs from them, and
Spirit's Call heals the whole team and puts a one-turn Barrier on everyone.
Whispering Spirit adds a Speed Down chance, though Immunity blocks it. He's a D for us.
Strengths
- Team-wide heal plus Barrier on
Spirit's Call
Guard removes two debuffs and speeds him up- Shimadra Staff boosts his healing and cuts cooldowns
Weaknesses
- Cleanse only helps one ally per turn
- Speed Down is wasted on Immune targets
Best build for Aither
From 177 player buildsArtifacts
5 options- 116%
Magaraha's Tome - 29%
Rod of Amaryllis - 33%
Wondrous Potion Vial - 43%
Water's Origin - 53%
XVII. The Star
Typical stats
- Speed
- 200
- Attack
- 1,674
- Health
- 16,428
- Defense
- 1,542
- Crit Chance
- 34%
- Crit Damage
- 172%
- Effectiveness
- 27%
- Effect Resistance
- 38%
Gear sets
5 options- 147%
Speed(4)
Health(2) - 210%
Speed(4) - 37%
Health(2) - 45%
Immunity(2)
Show 1 more set optionShow fewer
- 53%
Critical(2)
Background
Aither is the royal child of Ezera. He is bright and energetic, but he does not like those people who treat him as a weak boy.
He desires to make his name as a brave knight one day, just like his mother.
Star of Ezera: Ruler of Ezera, brightly radiant among the people.
The white satin seems to shine by itself.
Lore
Aither’s direct role is limited to Orbis Gladiatorium - Preliminaries.
At the start of the story, he presides over the Continental Alliance Conference in Tirel Castle, formally bringing it to a close before speaking with Charles and Schniel.
The dialogue presents him as both King of Ezera and the head of the Continental Alliance, with Charles praising how much he has grown.
Although Aither admits he is still unsure whether Orbis truly has the means to withstand newly discovered extraterrestrial threats, he makes clear that he does not want Ras to carry that burden alone, which directly ties him to the creation of the broader defensive effort surrounding F.
I. D. E. L. I. S.
Later, during the Ezera preliminaries, Aither appears again in Tirel Castle Garden with Charles and excitedly brings up Ras’s winning streak in the Orbis Gladiatorium, enthusiastically calling him a legend.
This scene highlights Aither’s warm and openly supportive attitude toward Ras, while also showing that he is personally invested in the tournament and in the figures representing Orbis’s hopes.
Aither’s final direct appearance in Orbis Gladiatorium - Preliminaries comes after Ras defeats Charles in the Ezera preliminary finals.
There, he loudly celebrates Ras’s victory, praises him again, and also commends Charles for his performance, specifically recalling Charles’s role in sealing the Archdemon alongside Diene.
Through these scenes, Aither is portrayed as an earnest and energetic ruler: enthusiastic in public, sincerely respectful of those who fought for Orbis in the past, and determined to support the people now preparing to defend it in the future.
Stats
- HP3,828
- ATK471
- DEF634
- SPD92
- Power11,515
At max level. Each bar is measured against the highest value in the Epic Seven roster.
Skills
3
Whispering Spirit
Skill 1 · +1 soulAttacks the enemy with spirit power, with a 50% chance to decrease Speed for 2 turns. Enhancements: Lv. 1: +10% damage dealt Lv. 2: +5% effect chance Lv. 3: +5% effect chance Lv. 4: +15% damage dealt

Guard
Skill 2 · Cooldown 2 turns · +1 soulRecovers an ally's Health with water energy and dispels two debuffs. Amount recovered increases proportional to the target's max Health. Soulburn: Increases the amount recovered. (-10 souls) Enhancements: Lv. 1: +5% healing Lv. 2: +5% healing Lv. 3: +10% healing Lv. 4: +10% healing

Spirit's Call
Skill 3 · Cooldown 3 turns · +2 soulsRecovers Health of all allies and grants a barrier for 2 turns with spirit power. Amount recovered and barrier strength increases proportional to the target's max Health. Enhancements: Lv. 1: +5% healing Lv. 2: +5% healing Lv. 3: +5% healing Lv. 4: +5% healing Lv. 5: +5% healing Lv. 6: +5% healing Lv. 7: +10% healing
Art




