Aozaki Aoko

Foreigner

Aozaki Aoko

★★★★★

Man

Btier

Introduction

Aozaki Aoko is a 5-star servant in Fate/Grand Order with the Man attribute. Aozaki Aoko's class is Foreigner.

On our Fate/Grand Order tier list Aozaki Aoko is B tier, 125th of the 366 servants ranked, from where 3 current tier lists put Aozaki Aoko.

Other servants in Fate/Grand Order with the Man attribute: Alessandro di Cagliostro, Alexander, Altera, Altria Pendragon (Alter), Altria Pendragon Alter (Rider), Altria Pendragon (Santa Alter) and 173 more.

Profile

Aozaki Aoko is voiced by Haruka Tomatsu in Japanese.

Stories

7
Character details

The newest and most junior Magician, of whom there are only five in the world. A former ordinary high schooler, Aoko led a normal life uninvolved in the world of magecraft until middle school, when she suddenly inherited her grandfather's legacy.

Her life seems ever subject to the whims of fate, but fortunately, her stout and competitive nature takes it all in stride, and she enjoys the Magician lifestyle without taking it too seriously.

Profile 1

Height/Weight: 163cm, 51kg

Origin: Witch on the Holy Night

Region: Japan

Alignment: Lawful-Good

Sub-Attribute: Human (Normal)

      Star (Super)

Gender: Female

A reliable, big-sister sort of person who always sticks to her beliefs. She's a girl you can find anywhere, special in her own way.

Profile 2

Aoko is the second daughter of the Aozaki, a lineage of heretic mages in Misaki. Her elder sister was intended to succeed the line, so Aoko lived her life uninvolved with magecraft until she was fifteen. She had no objections to this arrangement, feeling that she lucked out by pushing all the annoying family affairs onto her sister. Raised by warm, loving parents and being close to her Magician grandfather, the only aspect of magecraft Aoko understood was a mage's mindset.

During Aoko's second year of middle school, her sister suddenly vanished and Aoko was named the heir to the Aozaki Magic the same day of her high school commencement. She was sent to live in a mansion belonging to the daughter of the Kuonji, a family with which the Aozaki had good relations. Aoko repeatedly clashed with the mistress of the house, Alice, but after many twists and turns, they formed a partnership.

Under Alice's instruction, Aoko was trained in the basic skills of a mage (her grandfather drilled the mage's mindset into her, so Alice had nothing to do with that) while defending her territory from dastardly mages seeking to seize their families' territory.

Aoko served as the student council president of her high school, where she was tasked with helping a new transfer student settle in—Sizuki Soujyuro. Thus began one headache after another.

Profile 3

Personality

Logical and forceful. Assertive and rational. A tyrannical but decent person who seeks perfection in everything she does, and dislikes relying on others. Aoko is a cool yet heroic type who recognizes strength and is frustrated by weakness, but won't abandon the weak. Her demeanor is full of spirit and wit, but she sets out to thoroughly complete her commitments. She does not pull her punches. While she acknowledges that good sense and common wisdom are merely what society deems correct, she still abides by those conventions since becoming a mage, and decides what choices to make as a person on a case-by-case basis. Aoko will place two choices on a scale and pick the one that weighs more to her. She essentially prioritizes her way of life over that of others. ...No, "prioritize" may not be the word for it. If she was capable of that, she would have joined the ranks of the Magicians much sooner.

Aoko has a very curious nature, so she's very attentive to others' words and behavior. She'll listen even if she isn't actually interested. In general, she'll hear what anyone has to say. She isn't used to tiptoeing around people's weaknesses, perhaps because she's too used to stonewalling others.

Tends to overthink things, constrained by various theories and logic, but Aoko ultimately believes in and acts upon what she deems right. Someone once told her, "whatever you do ends up serving the greater good," which could be taken as either sarcasm or praise. Apparently, she still holds onto that as something to take a little pride in.

Profile 4

Territory Creation: E

She has no savings to her name and no workshop to call home.

Item Construction: E

When she's in a pinch, her life hack is to yoink whatever she needs from her sister.

Magician: C

One of the few existing Magicians.

Grants the following resistances: Magic Resistance, Destiny (Instant Death) Resistance, Time Resistance, and Anti-Enforcement.

Deploy Magic Bullet: EX

This Skill manifests after Aoko has transformed using her Noble Phantasm.

Magic Circuit (Rotation): A

A unique Magic Circuit with which it is possible to prove the Fifth Magic. Never runs out of magical energy. Said to be an essential component of extraterrestrial travel.

Load Magic Bullet: B

Simple magecraft that uses the magical energy (od) generated within Aoko's body as bullets. While Aoko is average to below-average at most forms of magecraft, her Magic Bullets are peerless in their speed, precision, and destructive power. She's the Magic Bullet Champion of the magecraft world.

To Your Era, Once More: EX

The magic of youth. A powerful mental buff which turns the hopes and dreams everyone has when they are younger into motivational power. Grants Plot Armor to one member of the party. When used on herself, Aoko experiences a "eureka!" moment. When used on others, she becomes a mentor who guides lost boys and girls into the future.

Profile 5

Entity of the Outer Realm: E

Aoko isn't actually an alien, but by some twist of fate her feats earned her this status and stuck her with the (paradoxical) label of "star."

Magic Circuit (Rotation): B

This Skill manifests when she becomes Super Aoko. It is the Skill of the same name before her transformation, turned into a passive ability with slightly decreased output.

Magic Circuit (Orbit): EX

A transcendental Magic Circuit said to manifest upon proving the Fifth Magic. It generates colossal magical energy, but no one else can understand the formula or theory by which it does so. Even Aoko doesn't have the slightest idea.

On the other hand, Zelretch, wielder of the Second Magic, figured it out from a single glance at Super Aoko.

Find the Milky Way: EX

A devious fighting style only Super Aoko is capable of. Shuts out all external interference by overlaying time travel effects from 0.1 seconds into the past and future onto her body. Grants Invincible (Anti-Enforcement DEF as a passive skill. Insanely broken!) and loads six Magic Bullets.

First Star: C

"Here and beyond. Beginning and end.

May this signal reach that lone star gleaming in the void."

Additional profile

『Unfinished Blue』

Rank: EX

NP Type: Anti-Personnel

Range: 0

Maximum Targets: 1

Retrograde Galaxy - Red Shift.

Swaps Aoko with a future version of herself using an effect of the Fifth Magic. Roughly put, a Noble Phantasm of transformation.

(After transformation, she is called Super Aoko.)

Super Aoko gains two passive Skills, as well as changes to her ATK, HP, Skills, and Noble Phantasm. She even gets her own soundtrack.

『Earthlight Starbow』

Rank: A+

NP Type: Anti-Army

Range: 3-99

Maximum Targets: 99

Super Aoko's Noble Phantasm.

The greatest Magic Bullet the Aoko of this time is able to fire. A battle-ending spell (Finality).

Aoko's Super form always looks the same, but subtle internal alterations take place every time she assumes it. When she changes times, exactly how far in the future she swaps herself with varies depending on the circumstance.

Aoko appears in "After Witch on the Holy Night" as a Magician from the future, here to solve the incidents at Kumano Hot Springs.

After many twists and turns, the case was finally closed, and she returned from whence she came with one misunderstanding: Sizuki Soujyuro's death at Kumano Hot Springs in 1999.

Aoko believes that Soujyuro died to protect Alice, calmly deducing that the only reason that tough-as-nails Soujyuro would lose his life is for Alice's sake. She feels slightly resentful about it, but it's unknown if she's aware of this.

Stats

  • HP14,250
  • ATK11,319
  • Star generation15%
  • Star absorption153
  • Death rate9%
  • NP gain per hit0.55%
  • NP gain when hit3%

At level 90. Each bar is measured against the highest value in the Fate/Grand Order roster.

Skills

13
  • Load Magic Bullet B

    Skill 1

    Apply 3 [Magic Bullets] <Up to 20 [Magic Bullets] can be applied. 1 [Magic Bullet] is expended during every normal Quick, Arts, or Buster attack to increase ATK (1 time). All [Magic Bullets] are expended during Extra attacks to increase ATK based on the number expended (1 time)> for yourself + Gain C. Stars C. Star Gain: 20 Critical Rate Up: 20% Cooldown: 2 turns

    At skill level 10

  • Magic Circuit (Rotation) A

    Skill 2

    Apply a state that "increases NP Gauge for all allies each turn" (3 turns) & gain C. Stars each turn (3 turns) for yourself <this skill's effects will be removed when transforming to [Super Aoko]> C. Star Gain Per Turn: 10 Critical Rate Up: 10% Cooldown: 7 turns

    At skill level 10

  • To Your Era, Once More EX

    Skill 3

    Increase Quick Card effectiveness (3 turns) & Arts Card effectiveness (3 turns) & Buster Card effectiveness (3 turns) & Critical Strength (3 turns) & restore HP each turn (3 turns) & apply [Plot Armor] <nullifies Demerit effects from your skills and Noble Phantasm (excludes certain Demerit effects such as applying Death to yourself or other sacrifices)> (3 turns) for a single ally Quick Up: 30% Arts Up: 30% Buster Up: 30% Critical Up: 30% HP Recovery Per Turn: 2000 Cooldown: 7 turns

    At skill level 10

  • Unfinished Blue

    Noble Phantasm

    Arts, rank EX, Anti-Personnel. Transform into [Super Aoko] <ATK, HP, skills, NP, Command Card Deck, etc., change. Skill cooldowns will be carried over after transformation. Buster and Extra attacks will target all enemies (damage against each target is halved compared to single target attack)> + Increase Buster Card effectiveness & Extra Attack Card effectiveness & Critical Strength (3 turns) <effect increases with Overcharge> for yourself Buster Up: 20% at NP1, 50% at NP5 Extra Attack Up: 20% at NP1, 50% at NP5 Critical Up: 30% to 70% by Overcharge

  • Entity of the Outer Realm E

    Class skill

    Gain 2 C. Stars each turn & increase Debuff Resist for yourself

  • Territory Creation E

    Class skill

    Slightly increase your Arts Card effectiveness

  • Item Construction E

    Class skill

    Slightly increase your Debuff Success Rate

  • Magician C

    Class skill

    Increase Debuff Resist & Death Resist & Buff Removal Resist & apply a state that "changes Invincible states applied to you into Anti-Enforcement DEF states" for yourself

  • Extra Attack Boost

    Append skill 1

    Increase Extra Attack Card's effectiveness by 50% for yourself

    At skill level 10

  • Load Magical Energy

    Append skill 2

    Begin battle with NP charged at 20% for yourself

    At skill level 10

  • Anti-Saber (ATK Up)

    Append skill 3

    Increase ATK against [Saber] class by 30% for yourself

    At skill level 10

  • Special Attack Boost

    Append skill 4

    Increase Critical Strength by 30% for yourself

    At skill level 10

  • Skill Reload

    Append skill 5

    Apply a state that "reduces skill cooldown by 1 after using it" (1 time <2 times at Lv. 6-9, 3 times at Lv. 10>, goes into effect only 1 time per skill)

    At skill level 10

More Man servants

All servants