Eda

Eda

5-starIceB tier

Introduction

Eda is a 5-star Ice character in Epic Seven. Faction: Lefundos.

On our Epic Seven tier list Eda is B tier, 132nd of the 311 characters ranked, from where 7 current tier lists put Eda.

By game mode, Eda is S in PvE and S in PvP.

Other Ice characters in Epic Seven: Aither, Alexa, Amid, Angelica, Angelic Montmorancy, Bask and 49 more.

Is Eda good?

An Ice mage focused on stripping and Combat Readiness control. Cold Snap removes two buffs from every enemy, knocks their Combat Readiness back by a random amount and gives her a Skill Nullifier, and Absolute Zero can stun the whole team.

She pushes herself forward when allies use non-attack skills and can make her own Souls through Soulburn. We have her in B.

Strengths

  • AoE two-buff strip on S2
  • Skill Nullifier from Cold Snap
  • AoE stun chance on Absolute Zero
  • Can generate her own Souls

Weaknesses

  • Difficult to build

Best build for Eda

From 1,576 player builds

Artifacts

2 options
  1. 1
    Tagehel's Ancient Book
    59%
  2. 2
    Twilight Calamity
    11%

Typical stats

Speed
229
Attack
3,584
Health
9,980
Defense
1,064
Crit Chance
101%
Crit Damage
283%
Effectiveness
42%

Gear sets

5 options
  1. 1
    Speed(4)Critical(2)
    54%
  2. 2
    Speed(4)Hit(2)
    12%
  3. 3
    Speed(4)Torrent(2)
    11%
  4. 4
    Speed(4)
    5%
Show 1 more set option
  1. 5
    Critical(2)
    4%

Profile

Eda is a female Half-Elf.

Background

A Half-Elf who made a name for herself as a high wizard in Lefundos long, long ago.

She disappeared without a trace after causing a massive explosion in a war.

Welcome to Oasis Land

In Welcome to Oasis Land, Eda takes on a much more personal and active role.

At Schniel’s request, she reluctantly agrees to guide Arunka and Hwayoung to Oasis Land because she is one of its original designers and knows the place better than anyone else in Lefundos.

The story immediately emphasizes both sides of her character: although Schniel calls her the brightest wizard the Spire has ever produced and credits her with designing the park’s mana devices, Eda remains painfully timid, overwhelmed by the responsibility, and convinced that someone else would be better suited to the task.

That same insecurity continues during the trip, where she is flustered by shopping for a swimsuit, uneasy around crowds, and prone to shrinking back even as the others try to encourage her.

Once the group reaches Oasis Land, Eda’s role changes from anxious guide to someone personally invested in the park’s fate.

She excitedly explains that the park had been the dream of Liam Pfalz, fondly recalls helping create it, and speaks with unusual enthusiasm about the challenges she and the other wizards solved while building it.

That excitement collapses when she discovers the park in ruins, the royal subsidy seemingly wasted, and the park’s systems no longer functioning as they should.

From there, Eda begins to scrutinize the situation closely, questioning how the park could have fallen into such a state when it was supposed to be protected and properly funded, and recognizing that something about the decline does not add up.

Eda’s bond with Frida becomes the emotional center of her role in the story.

After seeing Frida struggle alone to maintain the park, throw herself in front of a monster despite being terrified, and hide her suffering behind stubborn responsibility, Eda realizes that Frida reminds her of her own younger self.

A memory of her grandfather encouraging her when others excluded her leads Eda to renew a promise she once made to reach out first if she ever met someone in a similar situation.

Because of that, she becomes the first to openly say that she wants to help Frida, insisting that she is not acting out of pity but because she cannot walk away after seeing someone whose loneliness feels so familiar to her.

She then persuades Frida to accept the group’s help, promising that they will restore Oasis Land and leave once the work is done.

As restoration begins, Eda becomes one of the project’s key figures.

Using her original blueprints and technical knowledge, she organizes inspections, explains the purpose of the park’s barrier stones and weather-control devices, and quickly concludes that the repeated monster attacks and widespread damage are too deliberate to be natural.

She realizes that someone must have tampered with the park’s systems on purpose and later helps trace the problem further by searching for the missing familiar that once made the park’s water supply possible.

At the same time, the story shows her softer side through her growing concern for Frida, as she encourages her to rest, treats her gently during moments of distress, and steadily tries to earn the trust that Frida finds so difficult to give.

Eda’s importance grows even more once the truth about Aloha and the park’s operation comes to light.

After learning that Oasis Land had long depended on Aloha’s power, she promises Frida and Aloha that she will redesign the park’s overall structure so it can eventually operate without forcing that sacrifice again.

In the meantime, she asks to borrow Aloha’s power temporarily so the restoration can continue.

This promise shows both her technical ingenuity and her moral concern: unlike the original system, the future she imagines for Oasis Land is one that preserves the park without exploiting the familiar who sustained it.

Later, as preparations for reopening move forward, Eda continues contributing directly to the restoration, even working day and night on new attractions such as the monster water slide.

By the final phase of the story, Eda has become one of the people most responsible for bringing Oasis Land back to life.

She helps carry the restoration through to its grand reopening, joins the final safety checks, and stands by Frida when Sarah attempts to seize the park by force.

In that confrontation, Eda is the one who proposes taking the ownership dispute to Schniel, helping shift the conflict into the open where Sarah’s corruption can finally be exposed.

Taken as a whole, Welcome to Oasis Land presents Eda not simply as a magical expert, but as a character whose technical skill, buried warmth, and personal empathy all come together: she begins the story as a nervous guide haunted by self-doubt, and ends it as one of the people who makes Frida’s happiness and Oasis Land’s restoration possible.

Orbis Gladiatorium

In Orbis Gladiatorium - Preliminaries and Call of the Heavens, Eda is first mentioned indirectly when Schniel says he has read about Politis in ancient history texts and believes Eda has spoken about her before, which places Eda among the people with knowledge of old magical or historical matters.

Her more important involvement comes later, when Romann tells Adventurer Ras that Eda had recently visited F.

I. D. E. L. I. S. at Ruiza’s request after the previous tournament’s winner broke into the room where the Axe of Heavenly Mandate was stored and apparently unleashed its hidden power.

In the flashback Romann recounts, Eda states that she does not believe the Axe contains any dangerous elements and judges that its ancient power has simply been released, adding that it should benefit its wielder rather than harm them.

On that basis, Ruiza asks whether the tournament can proceed as planned, and Eda agrees for the time being, while warning that the Axe’s awakened power may cause even more people to covet it.

Even after that, Eda’s assessment remains part of the discussion around the Axe.

Romann says that Eda and ancient-weapon experts had been observing it for quite some time, but Ras remains wary and suggests there may still be dangers hidden within it that even Eda could not detect because he senses a foreign celestial energy similar to that of Acolyte Tiwig.

This means the story uses Eda less as an active participant in the tournament itself and more as an expert voice whose judgment initially helps legitimize continuing the Gladiatorium, even though later events imply that the full danger of the Axe may have exceeded what she was able to perceive.

Stats

  • HP5,016
  • ATK1,255
  • DEF652
  • SPD106
  • Power18,123

At max level. Each bar is measured against the highest value in the Epic Seven roster.

Skills

3
  • Icy Impact

    Skill 1 · +1 soul

    Attacks the enemy with shards of ice, with a 75% chance to decrease Defense for 1 turn. Enhancements: Lv. 1: +5% damage dealt Lv. 2: +5% damage dealt Lv. 3: +10% effect chance Lv. 4: +10% damage dealt Lv. 5: +10% damage dealt

  • Cold Snap

    Skill 2 · Cooldown 4 turns · +2 souls

    Attacks all enemies with an explosion of ice, dispelling two buff before decreasing Combat Readiness by a random amount between 15% and 40%. Grants the caster skill nullifier once. Soulburn: Grants an extra turn. (-20 souls) Enhancements: Lv. 1: +5% damage dealt Lv. 2: +5% damage dealt Lv. 3: -1 turn cooldown Lv. 4: +10% damage dealt Lv. 5: +10% damage dealt

  • Absolute Zero

    Skill 3 · Cooldown 5 turns · +3 souls

    Releases energy to attack all enemies, with a 85% chance to stun for 1 turn. When an ally uses a non-attack skill and this skill is available according to cooldown count, increases Combat Readiness of the caster by 20%. Enhancements: Lv. 1: +5% damage dealt Lv. 2: +10% effect chance Lv. 3: -1 turn cooldown Lv. 4: +15% effect chance Lv. 5: +15% damage dealt

More Ice characters

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