Table of Contents
Early Game Tier T1
Mid Game Tier T2
Late Game Tier T3
|4★ (Fully Uncapped: 4★)|
|Obtain - Premium Draw|
Despite her resemblance to Alexiel, Arriet is unfortunately not nearly as powerful. Her role is essentially one of a hybrid between buffer and debuffer, both jobs where she neither excel or fail at, and while she might get outclassed by more powerful buffers (namely Niyon), Arriet still has her own niche thanks to her unique first skill.
Brings a Miserable Mist
Arriet’s third skill is the equivalent of Mist, a 25% ATK down and 25% DEF down debuff double-sided, which means using her will allow the MC to be a bit more flexible in their skill choice.
Charge Bar generation team buff
The redhead harpist is able to buff everyone’s Charge generation by 30%, making her a precious ally when using characters reliant on C.A to sustain their buffs (Korwa, Niyon, Rosetta, Seofon, Summer Jeanne…).
Can cast Double Strike on an ally
With her first skill, Arriet is able to make one of her teammates attack twice during that turn, which can add an important amount of damage.
No DA/TA team buff
Despite being a buffer, Arriet doesn’t bring any form of DA/TA to the team which is regrettable, especially when compared to other Wind buffers who do.
Both her EMP nodes and EMP passive are atrocious, with only one crit node that is really usable.
Very low accuracy on her Mist
Unfortunately, the accuracy of Arriet’s mist is very poor, and she lacks EMP to improve her Debuff success rate, which means that she will require some support to land her Mist properly.
Arriet’s kit brings a mix between buffs and debuffs that are overall pretty decent, but nothing really out of the ordinary outside of her first skill. She generally works best as a secondary support since her kit is actually more tailored to support other buffers over attackers.
Her first skill, Philanthropy, is probably her most unique skill as it will reduce the target’s skill cooldown by one turn, and also grant that same target a Double Strike buff for one turn, allowing them to attack twice during that turn. It’s generally best to use this skill on characters with large amounts of damage potential alongside high innate DA/TA, or characters who have important skills in order to reduce their cooldown. The skill has a rather high 9 turns CD, so it’s not something that can be abused during a fight (unfortunately). Do note that Arriet’s cooldown reduction will not work on Seofon’s Emblem, otherwise it would have been possible to make Seofon 5* get his team Ignition on turn 1.
Arriet’s second skill, Secret Garden, is her other buffing skill. For 3 turns, it will grant the team a 30% ATK up buff (Rage type), and 30% Charge Bar generation. The skill has a 6 turns cooldown, which is decent. The ATK up buff shouldn’t clash with other ATK up buffs outside of Summer Jeanne’s Rage, but the most valuable part of the skill is the Charge generation: in an element like Wind that relies heavily on C.A for both its buffs and damage (thanks to Seofon), being able to generate Charge Bar faster is a godsend.
Euphoria is Arriet’s third skill. It brings a rather forgettable (although useful Early game) Mod Bar Cut boost in order to push an enemy in break faster, but more importantly, it will cast a near exact copy of Miserable Mist on the enemy. Only near since the main difference is that the accuracy of the debuff is pretty terrible (80%), and Arriet never ended up getting Debuff success nodes after she gained this new ability post rebalance patch. Which means that unless one is able to provide some good debuff success support to Arriet, her Mist remains extremely shaky and unreliable. But she still manages to open up some more flexible class and skill choice for the main character, as they are not forced to permanently carry Mist themselves.
The rest of Arriet’s kit is rather plain. Her C.A will cast on the enemy a sleep effect, which has very little chance to remain until the next turn unless Arriet is positioned last and uses her C.A on her own. Otherwise, the damage from subsequent characters C.A or Chain Burst will remove the sleep, only incapacitating the enemy for one turn. Her passive is a 5% boost to the team’s debuff success, which is alright if used alongside characters like Niyon.
Arriet’s usefulness in the game decreases as the player progresses in the game:
During the Early game, all of her kit is extremely valuable to break a boss easily, and Mist brings some good flexibility.
In the Mid game, Arriet’s role is more one of a secondary buffer role where she herself supports another primary buffer with more universal buffs (for example Niyon).
In the End game, she eventually gets outclassed by characters with overall better value and is mostly used in niche setups or for niche combos, while remaining a decent alternative if no other character is available.
Characters and Grid Options
Debuff Success boosting characters
Due to her very low accuracy on her Mist, finding ways to make it land in a more reliable fashion is crucial:
Niyon with her Mystic Musician passive will increase Arriet’s debuff success by 10% on her skills, but Arriet herself will also increase Niyon’s debuff success by 5% in order to make it easier to land Coma.
Andira’s third skill will boost Arriet’s debuff success, by 5% / 15% / 30% on turn 1 / 2 / 3, which means that it’s probably wiser to wait at least for turn 2 of the buff before attempting to cast Mist.
Carmelina brings a 15% Debuff resist down effect on the enemy to make it more likely to land Arriet’s Mist.
Elysian is ,of course, the perfect choice with Arriet, with Soul Soloistand its passive both improving debuff success. Elysian also has the advantage to cover for Arriet’s lack of DA/TA buff.
Characters reliant on Charge attack effects. :
Korwa (and also her Summer version) is probably one of the prime beneficiaries of Arriet’s Charge Bar generation boost, as she is completely reliant on using her C.A to maintain her powerful buffs as long as possible.
Niyon 5* also benefits heavily from Arriet’s second skill, as part of her buffs become extendable with her C.A. Pairing her with Arriet pretty much ensures that Niyon’s buffs will not expire before she gets to charge attack.
Rosetta will also be happy to generate Charge faster, as maintaining her Rose Barrier consumes quite a lot of Charge Bar.
Characters with C.A team buff effects such as Seofon or Summer Jeanne will appreciate the additional charge bar in order to get a better uptime on their C.A buffs.
GW Dagger or Love Eternal FLB as main weapons are the best choices to accompany Arriet, as they both provide a DA/TA team buff upon C.A use. Arriet’s charge boost in that case allows for a much better uptime on the buffs.
Arriet’s most well-known combo is quite particular and requires a very specific setup, as well as a completed Tiamat bolt grid, but if pulled out correctly can be extremely deadly. The setup requires :
At least 5-6 Tiamat bolts as uncapped as possible
Nighthound with Tactical relocation, Judicious Shot and a nuke of one’s choice (AR3 for example)
Summer Zooey, Lecia and Arriet as a frontline, in that precise order.
Christmas Mary in the back.
Tiamat FLB main and Shiva friend support.
Here is how the combo works :
Cast Zooey’s conjunction right away, activate Lecia’s Orders, and start building Attack order with Zooey’s nukes.
Cast all of Arriet skills, with her first skill targeting Lecia as it will make her order usable again instantaneously.
Cast all of Nighthound skills, while swapping Zooey with Xmas Mary. The enemy should have capped def down by now.
Finish stacking Attack order to level 5, activate them
Cast Mary’s single target buff on MC, cast her guaranteed TA
Unleash hell on turn 1 with capped assassin TA buffed by Lecia.
Use a 3-chain burst on the next turn if the enemy is still alive
Harp proficiency teams:
While extremely niche, it is possible to build a harp proficiency team consisting of Elysian / Niyon 5* / Selfira / Arriet. This setup makes the choice of skill for the MC extremely flexible and has some good damage output thanks to the various buffs. Using a Grimnir Harp as the main weapon is a must thanks to its DA/TA team buff on C.A.
|Critical Hit ★★★||Support Skill ★★★||DA ★★★|
|ATK ★★★||ATK ★★★||Overdrive ATK ★☆☆|
When nodes such as DA and ATK end up having to be completely boosted, it generally attests to how dreadful a character EMP can be. The blatant lack of Debuff success EMP only makes it worse.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|Debuff success||Triple Attack|
It is once again very important to get a Debuff Success roll, especially considering how she is already lacking EMP for it. All the other bonus are frankly secondary compared to getting that Debuff Success.
Extended Mastery Info
Lessen earth DMG for all allies