Like their fellow Aqours units, the Aqours Second-Years have been designed with beginner players in mind. They provide party-wide multiattack buffs—a rarity in Water—and work as a secondary healer, plus a Dispel to get rid of Leviathan Omega's pesky RepelTaking less DMG and reflects attacks Damage Cut reducing damage taken and reflecting attacks. Warning! Does not work for Plain Damage! buff. Before their 5★ uncap, however, they don't quite shine in anything.
Their 5★ uncap gives them some more healing utility, with RevitalizeRecover HP each turn. Boost to charge bar if HP is full. and a 1-turn boosted C.A. healing cap. They also gain Bonus Effect on DodgeAll allies' hype will be boosted upon each dodge where their boosted dodge rate previously did nothing, now granting HypeATK is boosted to all allies for a turn.
Strengths
Brings a much-needed multiattack buff for beginner players.
All-purpose support, between buffs and healing. Buff removal is very useful against certain Fire enemies as well.
Sword proficiency and Human race allows them to fit into more party compositions at a later-mid level, when Ultima Weapons and Bahamut Weapons are available.
Weaknesses
Jack-of-all-trades that doesn't quite do quite enough damage, doesn't do quite enough healing, and has a long cooldown on their party-wide buffs.
5★ uncap doesn't give them quite enough: while they grant 20% Fire DMG LoweredFire DMG is lowered Strength: 20%Fire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. on C.A. and RevitalizeRecover HP each turn. Boost to charge bar if HP is full. with their first skill, their C.A. healing cap is unchanged without Let's ShineCharge attack's healing specs are boosted and the HypeATK is boosted buff after a successful dodge only lasts one turn.
Require extremely specific set-ups to justify using them in later-game party compositions.
How to Play
Omoiyo HitotsuninareAll allies gain 35% DA UpDouble attack rate is boosted Strength: 35%Duration: 5 turns and 5% TA UpTriple attack rate is boosted Strength: 5%Duration: 5 turns. At level 90: All allies also gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 10% of max HP (Healing cap: 300) or 10% charge barDuration: 5 turns. should be used from the start to grant multiattack buffs to the party and fill up charge bar faster.
I Want to Shine!Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.. At level 95: Also gain Let's ShineCharge attack's healing specs are boosted Duration: 1 turn . should be used as needed, particularly when you need party healing.
Full Speed Ahead! Aye Aye!Remove 1 buff from a foe. Gain Dodge Rate UpChance to dodge DMG and debuffs Duration: 3 turns. At level 100: Also gain Bonus Effect on DodgeAll allies' hype will be boosted upon each dodge Duration: 3 turns (1 time). (All allies gain HypeATK is boosted Duration: 1 turn upon dodging.) can be used to try and avoid a big attack, or for the attack buff if it successfully lands.
Synergy
Doctor: The 1000 boost to healing with NutrientsAll allies gain StrengthATK is greatly boosted based on how high HP is Strength: 45%-15%Duration: 3 turns and Recovery Cap Boosted (1000)Recovery cap is boosted Strength: 1000Duration: 3 turns. makes the Aqours' RevitalizeRecover HP each turn. Boost to charge bar if HP is full. much stronger. Doctor can also use the Sunshine Blade from their side story as a main weapon; with the dagger at 4★, between the Sunshine Blade's C.A. effect and the Aqours' multiattack buff, MC can maintain the bonus Water damage effect from the Sunshine Blade's second skill.