A guide to Aether Raids, one of the modes of play in Fire Emblem Heroes (FEH). This guide will show you how to play Aether Raids, recommended structures, the best Aether Raids characters, and how to build your Aether Raid defence!
List of Contents
To win in Aether Raids, you must take out all enemy units within 7 turns. This is unlike the Arena wherein there is no turn-limit. This makes Aether Raids more fast-paced and strategic than the other competitive game modes.
Enemy units in Aether Raids are AI-controlled and they will not move unless they are attacked or one of your units end the phase while in the range of the enemy danger zone. This encourages offensive strategies, which are very fit for the context of the game mode.
It is not a clear requirement to destroy the opponents' Aether structures in a raid, but doing so will help recover some of the Aether raiding costs. Doing so consistently will allow you more raids in a season. This gives you the best opportunity to climb through the tiers in Aether Raids.
You must destroy the Aether structures before wiping out the entire enemy team as taking out the final enemy unit will end the raid immediately.
Your score or lift after an Aether Raid decreases -20 per each ally that is taken out. It is increased whenever you integrate a bonus unit or an in-season Mythic hero that is accompanied by blessed allies.
Take note that appropriately blessed units and bonus units are granted with bonus stats that keep them from dying and help you achieve victory. Try your best to always integrate them into the mix so to give yourself the best chances for winning.
In Aether Raids defense, your units will be controlled by AI. Your Aether Raids defense team will win if they are able to take out all raiding units or if at least 1 survives after the 7th turn.
Dark and Anima Mythic heroes are considered to be defensive heroes. They reduce your lift gain when they are used in offensive Aether Raids, but they mitigate the amount of lift lost if they are used in defensive Aether Raids. Since most of these heroes are strong heroes anyway, we highly recommend using them in your defense maps. Take note that your Mythic hero must be under the appropriate season to be able to migitate the lift loss.
• Number of Mythic Heroes (max. 2) × number of allies with blessings × 5 • Number of merges × 1 (max. 20)
In July 2020, Auto-Dispatch for Aether Raids was released. This enables players to send out raiding parties to automatically battle for some lift. Enemy units encountered in Aether Raids are not player-owned and are much weaker than those encountered in normal offensive Aether Raids. It can be used 3 times per season and the characters dispatched can still be used in normal offensive Aether Raids so we highly recommend that you use this feature.
Although Auto-Dispatch is a very convenient function, it takes time for your units to reward you with lift and it is not cost-efficient in terms of Aether to lift ratio. Additionally, you also can not recover lift as Aether stuctures are not available in Auto-Dispatch.
Light and Astra heroes are considered as offensive Mythic heroes that increase your lift upon winning an offensive Aether Raid. Dark and Anima heroes on the other hand are considered defensive heroes that decreases the lift loss upon failing to defend against an Aether Raid. The increase and decrease in lift can be increased by merging the Mythic hero responsible and by deploying them into battle with heroes that are blessed with the appropriate blessing.
Because of these, we strongly recommend you to aim for Mythic heroes to help you gain and preserve lift!
You can have up to 5 raiding teams when raiding in Aether Raids. Because of the many seasons, there will be many different line-ups used by other players depending on the season. We recommend having a diverse line-up of teams that can cover many different match-ups under a specific season.
You can re-use units in many different teams. What we mean by spread your firepower is that you should use your resources to make sure that you are strong in all seasons!
The structures that give you advantage in Aether Raids can be created using Aether Stones. By creating and improving structures, you are able to increase your efficiency and make room for more strategy in both sides of an Aether Raids. Making use of Aether Stones also grant you with Heavenly Dew that is used to upgrade said structures.
Aether Stones are awarded through playing Aether Raids. This encourages you to play Aether Raids consistently to grow stronger in this game mode!
Defensive structures take up the majority of the screenshot. They are within the aquamarine outline. The offensive structures are at the bottom of the screen inside the orange outline.
There are two kinds of structure in Aether Raids, offensive and defensive structures. Your defensive structures are present in your Aether Raids defense map and their presence and effects will help you in defending your Aether structures and heroes. Offensive structures on the other hand are present with you during Aether Raids offense and have effects that will help you take down the enemy team. They have tiers and they can be improved by using Heavenly Dew on them. Improving these structures will strengthen their effects making it easy for you to defend or raid Aether Keeps.
The Aether Fountain and the Aether Amphorae are structures that increase the amount of Aether you can store and the amount of Aether you restore per day. This means that having them upgraded means that you can partake in more Aether Raids per day! This is the reaon why we strongly recommend you upgrade these two structures first.
If the level of your Fortress (O) is higher than the level of your opponents' Fortress (D), then you will gain a stat bonus to all of your allies. This is a huge boost to your team or to the enemy team so we recommend upgrading your fortresses right after maxing out your Aether structures!
Bonus structures change every other season. If they are present in your side of the field, then they will grant your fortress an extra level. If both Aether structures and both fortresses are at max level and you do not have the current bonus structure, we strongly recommend you building one for the season!
Tactics Room limits one kind of unit movement to 1 space for an action if they are of a certain HP percentage. It is useful in both sides of the battlefield. This is a low priority upgrade, but if you have the Aether structures and the fortresses fully upgraded and you also have the bonus structure for the season, you shoul definitely upgrade your Tactics Room structures.
|Increased Lift Gain Formula|
|Number of Mythic Heroes × number of allies with blessings × 10 + Number of merges × 1|
If the Mythic hero and blessed allies successfuly win an offensive Aether Raid, the lift gained will be increased by the value above.
|Decreased Lift Loss Formula|
|Number of Mythic Heroes (max. 2) × number of allies with blessings × 5 + Number of merges × 1 (max. 20)|
If the Mythic hero and blessed allies fail to defend the Aether Keep, the lift loss will be decreased by the value above.
Mythic heroes grant their blessed allies stat bonuses depending on their Mythic element. The stat bonuses can be seen in a table in this section under Make use of Mythical Heroes.
|Reinhardt||Legendary Leif||Veronica||Brave Lyn|
Ranged cavalry units are very effective in Aether Raids as their high mobility and range allow them to jump from target to target taking them out in lesser number of turns compared to what infantry melee units can accomplish. If you are running a cavalry-heavy raiding team, be sure to include skills such as Hone Cavalry. Though be wary of skills like Panic Ploy if you will be using such buffs!
Being ranged also allows you to attack past the many buildings that are present in Aether Raids. In some situations, you may be able to take out whole teams without them retaliating too much. This is why high-powered offensive units like the ones above are very effective as well. Aversa deserves a special mention because she possesses debuffs that affect enemy units that are adjacent to each other. She is a very common unit in Aether Raids.
|Legendary Azura||Peony||Reyson||New Year Azura|
Since the turns are limited, you may need your stronger units to take two actions per turn and dancers can allow them to do so. In Aether Raids, we recommend flying refresher-assist units over grounded ones as there are terrain such as lava lakes, bodies of water and mountains that hinder ground dancers' mobility.
It is a good idea to prioritize protecting your Aether structures. This is because players will be actively seeking these structures to destroy them as it restores Aether for them. When they have breached your defenses, and your Aether structures are still up, they will be actively trying to juggle keeping their units alive, taking out your units and taking out these Aether structures. Odds are, they will fail at least one of these.
Fortress (D) is the only structure that can not be destroyed by enemy units. Flying units can not pass through it as well. It works well with some of the impassable terrain already in Aether Raids maps. Be creative in taking advantage of this structure to funnel your enemies right into your line of fire!
Under the Aether Keep interface, tap on Help & Extras to Test Defenses. This will allow you to run practice raids on your Aether Keep. Through this process, you will be able to know what the weaknesses of your Aether Keep are. Additionally we also recommend that you watch the raids from other players that are done against your Aether Keep. You will know how other minds go through your defenses and through that, you might be able to make changes that will better your defenses.
You can also run practice raids on your friends' maps under Friend Mock Battle! Use this to practice your raiding skills.
This defense team consists of heroes that are ranged cavalry units like those mentioned above. The main damage dealers in this team are Reinhardt and Brave Lyn. They are aided by a healer and a refresher-assist ally.
By placing the Aether structures at the top-right corner, the enemy is forced to go through your high-ranged high-firepowered units to get to said structures.
Traps are also placed in the middle as the indestructible Fortress (D) in the right side of the map coupled with the lake 2 spaces of it prevents all but flying units to go through that route. Going through the left side would take more time and the Bolt Tower coupled with the traps will funnel them right into the range of your units. This encourages your enemies to go through the main funnel and take maximum punishment from your traps, Bolt Tower and defense units.
This map makes good use of Aversa's map-wide debuff by keeping her safe at the top-right corner of the map. There, she is kept safe by some structures, terrain and the Fortress (D). If you were to go for her passing through the trees, you will be in range of attack not only from Aversa herself, but from her allies as well. A Tactics Room is also in that side to prevent enemy movement under some situations.
Going through the left side of the map would not be easy as well. Traps, the Panic Manor (O) and 3 defense units would give a more than warm welcome to the unlucky raiders. Trying to bait out Robin or Veronica would require some luck and strategy as well because of the trap tiles that are conveniently placed in front of them. They can take another action as Ninian would conveniently dance them into taking another attack against the raiding team.
Some other good map-wide debuffers to use are Soren who has Chill Atk 3 built-in into his weapon, meaning he can equip 2 other chill skills on top of that and Gunnthrá who has Res Ploy 3 and the very powerful Chilling Seal.
This is a very straightforward strategy that makes use of structures and the general terrain of the map to funnel raiders either into the trap-filled center. At first glance, they may be able to take the right side straight into the Aether structures but because of an impassable terrain native to the map and the Fortress (D), they cannot take that easy route.
The easy target here is Ophelia, but she is very protected by trap tiles. If they are able to take out Ophelia, the other units are just in range for an intense skirmish in the middle of the map. They are aided by structures that funnel their movement and inflict debuffs on the enemy so the raiders are always at a disadvantage.
Aether Raids is a competitive game mode like the Arena that features not only player-owned units, but player-owned maps as well. To progress in this new game mode, players are encouraged to power-up not only their units, but their structure and defense strategy as well. Unlike the Arena, Aether Raids has a turn-limit of 7 turns that makes it more fast pace and require more strategy from players. It can be said that the nature of the game mode and the tier system make Aether Raids one of the most competitive and challenging game modes in the game.
Rewards in Aether Raids include dragonflowers, Heroic Grails and Aether Stones that allow you to power-up not only your units, but your structures in your Aether Keep as well. Heroic Grails are used to summon heroes that you can use outside of the Aether Raids game mode. This makes this game mode a must-play if you want to progress efficiently in the game.
The amount of rewards you get is dependent on your AR Tier! Progress through the AR Tiers to consistently get huge amounts of resources in the long run!
Aether is required to run raids! To increase the amount of Aether you get every day, you need to upgrade your Aether structures with Aether stones. At the end of every season, all of your Aether is replenished.
Scoring is much simpler and is not dependent on a unit's overall power like the system used in the Arena. This means that you are more free to use your favorite units and bonus characters without penalty!
|Building Your Heroes|
|Level Grinding | How to Level Up Fast||How to Gain SP Quickly|
|How to Use Inherit Skill||Merge Allies Guide|
|Heroes You Should Unlock Potential For||Which Heroes Should You Send Home?|
|When Should You Unlock Potential?||How to Use the Training Tower|
|Trait Fruits: How to Change IVs||How to use Dragonflowers|
|How to Get Divine Codes||---|
|Heroes with Refresher Skills||List of Staff Users|
|Physical Wall Heroes (Tanks)||Magic Wall Heroes (Res Tanks)|
|Five Things to Know Before Starting||Reroll Tier List|
|Hero Building||Beginner's Guide|
|List of All Skills||How to Get Free Orbs|
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>> how are your pulls bro?
Idunn is best built as a sustain omni-tank. Sol or Aether are both good options (I would personally prefer Sol). Atk Smoke 3 and her default B skills are good. You should switch the A skill to at least Distant Ward and ideally Distant Counter. The S Seal should be a Sturdy or Mirror Stance skill, whichever you think would fill the niche better on your team.
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