With more Aurorians getting introduced into Alchemy Stars, a recommended Aurorian listing would probably eventually get overwhelming, so here’s a tier list focusing on the shiny 6-star Aurorians. The Silent Hunters, namely the Old Seal Aurorians, will not be included here as you will still need to clear enough story to get to that point, and by then you should be able to decide which element you want to invest in.
Aurorians are ranked accordingly to Ascension 3, Equipment level 10, no Breakthroughs. Potential alternatives are limited to most readily accessible Aurorians.
ROLE: Converter / Teleporter / DPS / Knockback
Carleen is rated highly, and for good reason. Her Active Skill gives her a teleport, conversion, nuke and knockback all in one. Her Equipment further boosts her damage potential, increasing her Attack power and later having a Pierce modifier attached. Her Chain Combo is also easy to trigger, with respectable coverage.
Where she falters can be her cooldown – 4 turns to a standard Converter’s 2 – so she’s definitely not to be your only Converter, or teleporter for that matter. Her Double Water can also put her out of the running in off-element compositions.
ALTERNATIVES?: Consider Barton, with a similar Chain Combo and kit, with a 5 turn cooldown on his Active and no teleport. He might edge her out ever so slightly by having a Thunder secondary, as well as the ability to attack diagonally.
Fleur’s Active Skill being able to mark a target gives him both more reach and focus for pesky smaller enemies, or to double up on damaging bosses from a safe distance. The fact that he can use it every other turn is pretty ridiculous, and a minimum 4 tile requirement for a Chain Combo is not a very big demand. He even gets a damage bonus when an enemy is at lower health. You also have the option to hold off spamming his Active to get another damage bonus. He’s not lacking in swarm situations, with a token AOE to put the cherry on top. With a Thunder secondary, he can help out off-element too, what a nice guy.
His biggest weakness is not being able to mark Shielded enemies, as he needs to deal damage in order to mark a target.
ALTERNATIVES?: For his focus and damage potential, Vice can’t really compare with a 3 turn cooldown and damage fluctuating depending on how many hits she can actually get in.
ROLE: Teleporter / DPS
Sharona is by no means a “bad” unit, but when pitted against Carleen, “just” teleporting doesn’t necessarily turn into fantastic combos. Make no mistake though: she can move to anywhere on the map, and her nuke on landing has a wide range. It also applies her unique Dragontooth Marks, and her Equipment assists her in this to make her hit even harder as fights get longer.
Really, her weakness is arguably just being in the same element as Carleen. With a Fire Secondary element, she could see some use off-element for some teleporting shenanigans. Her Dragontooth Marks could also help offset the lower base damage scaling from her Secondary.
ALTERNATIVES?: Corax can be called Sharona-lite, with a more restricted distance. With a Forest Secondary, he could see use for Forest teams who do not have Migard.
ROLE: Converter / Healer
Raphael brings the hurt, burst healing and tile conversion in one tiny powerhouse. She’s ranked lower than Carleen as her Chain Combo affects columns instead of an easier-to-trigger radial area, nor is her conversion guaranteed. She’s definitely better once hitting Ascension 3 for a map-wide reset where you can try to roll for more Blue tiles. She also has the same weakness of having Double Water, and resetting all non-Blue means she can be challenging to fit into an off-element composition.
She brings some passive healing thanks to her Equipment, and she’ll be able to heal quite a bit if you’re in the red. However, a 4 turn cooldown can be tough to rely on to use her as your sole healer.
ALTERNATIVES?: There aren’t really direct alternatives, but if you can put in the money for the beginner pack, Philishy will be a better dedicated healer who brings along a teleport. Zoya is a super budget option who’s held back by being a 3-star.
Connolly unfortunately is easily overshadowed by her 6-star peers. Her kit leans closer to managing swarms over bosses, and a 5 turn Active cooldown is pretty long if you’re intending to use her to tackle waves of enemies without using her as a Captain. Inflicting Fright can be a hit or miss, as it can move the enemy outside of her active range. Her Shiver Mark stacks can help alleviate some of her weaknesses in fighting single targets, but this will require a decent investment.
ALTERNATIVES?: Vice is available for free and can get max Breakthrough. She can be weaker in swarm situations because of her random targetting, but she can launch her attacks anywhere. Her Locking Mark stacks also allows her to ramp up damage, though hers is cleared after every round.
What’s a Converter doing so low in the ranks? Sariel’s problem is that her Chain Combo is random targetting, and halves its damage if it hits a target more than once. Not helping her case is her Equipment increasing her DEF instead, so her damage becomes even more dubious. Her getting a Forest Secondary is essentially irrelevant. At best, she will not be your primary reroll target unless you really like her design.
ALTERNATIVES?: Ms. Blanc is both free to obtain and easier to raise, while having an Equipment that buffs the team.
ROLE: DPS / Knockback / Converter
The funny train man has the firepower to justify his high ranking. His Active Skill can deal a generous amount of damage to units while knocking them back, with the added bonus to reset all non-red tiles in the area of effect. It does center around him, so if you happen to be right on the edge of a map, you can’t fire the skill in that direction. His Chain Combo is also pretty wide, burning plebeians who stand in his way.
He greatly benefits from his Ascension 3 thanks to his Normal Attacks now able to attack diagonally, alongside his DEF-ignoring damage multiplier. Getting more hits in is always a wonderful benefit. His Forest Secondary allows him to be that bit more flexible for off-element compositions.
ALTERNATIVES?: Maggie converts tiles more reliably and also brings knockback on her Active Skill. She can also rack up some damage potential with her Chain Combo tile requirement reduction, though is held back with a 5 turn cooldown. Double Fire means her off-element potential is limited.
ROLE: Converter / Debuffer / Buffer
Uriel can reset all non-red tiles, while also potentially generating them herself. Her Active Skill can also guarantee an enemy-occupied tile turning red, to further synergize with her Equipment. Her Equipment inflicts Burn on enemies occupying red tiles, with the Burn stack in turn buffing her Fire team members’ damage. A 4 turn cooldown will not make her the most reliable converter, but she can assure damage over time with her kit, giving her that bit of range outside of her column Chain Combo.
She does lean heavily specialized to mono Fire teams, being Double Fire herself, so her off-element chances are limited.
ALTERNATIVES?: Once again comparing to Maggie, who would be your most readily obtainable Fire Converter. Otherwise, see Leona, who can thrive in tandem with Uriel, having modifiers off Burn stacks herself.
That diagonal attack Charon gets at Ascension 3? Sinsa gets it at Ascension 1, and he can also reduce a target’s defense while he’s at it. He’s an extremely easy to use damage powerhouse, with an incredibly wide – though sometimes awkward – area of affect on his Active Skill. He can even move forward one tile if he has to, obliterating foes near him. This man will bat at anything with his wrench and come out laughing. Shenanigans are possible off-element with his Thunder Secondary.
ALTERNATIVES?: Out of the free options, you can’t really match his wide reach and high damage potential.
ROLE: DPS / Healer
Victoria brings both damage and healing, making her a decently versatile unit. The reason she’s not ranked higher is due to her damage being a bit more conditional on debuff stacks, Bleeding in this case. She has some range with cluster targetting, and she herself can also inflict Bleeding so you could assure at least one stack for a modest multiplier. Her Equipment skill is almost negligible since the increased recovery effect occurs only if the enemy has more HP than your party, and is already Bleeding, but it does give a little more sustain.
Arguably anti-synergy with her fellow True Order Aurorian, Nails, who inflicts Bleeding and has a more low HP playstyle. With Pasolo in the game, you could have another option. If you do use Pasolo, as a Forest Converter, her Active cannot synergize with Victoria whose Secondary is Water.
ALTERNATIVES?: There isn’t a readily available Aurorian who can do both of Victoria’s niches at once. If you want a more “reliable” healer in Fire, you would have to hope to obtain Alice.
Jona is unfortunately outshone by Charon and Sinsa, who both bring that extra flavour to their DPS capabilities, besides arguably being less conditional. Jona’s Active Skill increases her damage while lightly enabling her comrades for 2 turns on a 3 turn cooldown, so she has some downtime. She does have the benefit of more range from the start, but that’s about it. Her team buff helps her place a little higher in this list.
ALTERNATIVES?: While not an alternative, she can synergize with Istvan who doubles up Chain Combos for the one turn burst potential.
Eicy would have ranked lower if her Active Skill remained at 3 turn cooldown, but fortunately, she’s been brought in line with her peers with a 2 turn cooldown. She can be a pseudo-Sniper with her cluster-targetting, with some unreliable heals that may come in clutch. Otherwise, she’s your standard Converter.
ALTERNATIVES?: Use in tandem with Maggie. Maggie’s long cooldown makes her unsuited to be a sole Converter.
ROLE: Converter / DPS
Hiiro easily synergizes with herself thanks to her Active Skill creating enhanced tiles for her Duel stance. Her damage potential is there as she can trigger multiple Duel instances as she runs past enemies with enhanced tiles in her path. She also has some reach with her Active, dealing damage while she converts two tiles. At 3 turns, it’s not the most spammable skill, but she can deal a lot of damage to larger enemies or snipe smaller ones with its AOE. She’s pretty simple to pilot, with the tile conversion being added utility.
ALTERNATIVES?: Sikare is the free Forest Converter option, with the 5 turn conversion cooldown that has knockback like her peers.
ROLE: DPS / Teleporter
While not boasting the same range as Sharona, Migard is nonetheless extremely lethal. With a 2 turn cooldown, she can try to reap anything near her, potentially assassinating any single foe or smaller enemies. Her damage can rapidly increase exponentially, with a bonus attack that can deal 100% damage. If you get to rack up the kills, not even bosses can stand a chance. Even if she doesn’t outright kill them, the bonus attack DPS is pretty damn good. In a team, putting her in the fourth or even fifth slot would be best, to maximize her team dealing as much damage as possible before she lands the killing blow.
ALTERNATIVES?: Areia is a possible pick for Forest DPS. While Areia’s normal attacks can Pierce, it’s dependent on her Active Skill, which debuffs her when it ends. It depends on how you can time and position Areia, without Migard’s ability to move herself.
Beryl’s kit is simple: nuke the map. She works both in swarm situations or bosses thanks to her Active Skill’s multiplier. Her Active marks her current location, which comes into play with her Equipment. Her Equipment lets her form crystals around the marked location, with its coverage depending on her Chain Combo. You can’t really go wrong with just firing at will, maybe setting her as Captain to ensure she gets a Chain Combo off for additional chip damage.
ALTERNATIVES?: Areia doesn’t have the same reach, though it doesn’t mean she can’t deal a lot of damage once you chain it properly.
There’s not much to say about Nikinis. She converts, and her Chain Combo damages rows. Her Equipment is negligible in regular play, nor would it really make much of a difference since it gives only Nikinis the 100% DEF bonus. She can refresh it every 2 turns, and that’s about it. If you have Hiiro, Nikinis would probably be an auto-include since she can generate enhanced tiles.
ALTERNATIVES?: Sikare has more damage potential thanks to her Equipment and map wide Chain Combo.
With only a single tile conversion on a 4 turn cooldown, Gabriel makes up for it by passively enhancing tiles as she goes along. Her conversion also retains any enhanced effects of a tile, reducing potential drawbacks. Her cooldown does mean she’s not going to be your most reliable Converter. Her Chain Combo is easy to trigger – with a minimum 2 tile count – and has a decent range, so she can attempt to be a sub-DPS in a pinch.
ALTERNATIVES?: Sikare is pretty much your most readily available option.
ROLE: Teleporter / DPS
If you want to go fast, Michael’s your gal. Ramming enemies in her trajectory is a nuke in itself, and her Active Skill is flexible enough to teleport to any point in the map you need to go to. Granted, this does mean her AOE varies. She still can deal respectable damage, with some range on her Chain Combo and using her Silent Thunder stacks to deal extra damage.
ALTERNATIVES?: She doesn’t really have a direct counterpart. Mia might come closest, with her Soul stack mechanic, though her modifiers are dependent on her killing enemies.
ROLE: Converter / Debuff
Gamer girl’s Active Skill is nothing special, being a standard converting skill. She brings extra utility with Paralysis and bonus damage on her Chain Combo every 3 turns.
ALTERNATIVES?: Nemesis is the free Thunder Converter option, with the 5 turn conversion cooldown that has knockback like her peers.
Unlike Gronru’s straightforward converting, Irridon’s Prism tiles turns tiles near it to yellow, dependent on the direction you’re entering the Prism tile. This could take some time getting used to, but it does make her potential conversion range wider. She can also gradually ramp up damage with her Gold Marsh Marks when moving through Prism tiles. Pair this with her Chain Combo, she’ll be fine in swarm situations.
ALTERNATIVES?: Nemesis’ conversion is far more straightforward, though has a 5 turn cooldown to Irridon’s 3.
Sinsa’s sister needs more time to ramp up compared to her hot-headed brother, gradually increasing damage with every use of her Active Skill, with some utility in Stunning the last enemy hit. At 4 turns, it’s not that easy to spam it, but she’s not limited to her skill alone. Rack up enough hits and a nearby enemy gets zapped every 8th instance of damage. Since her Active isn’t actually map wide, killing an enemy early without a target to bounce to could be seen as a “waste”.
ALTERNATIVES?: Mia’s Active and Chain Combo are map wide, but is likewise conditional.
Unlike Jona who has some team utility, Wrath is entirely selfish. Her 5 turn cooldown for a 2 turn self buff unfortunately makes her outclassed by much easier to use DPS options. She can potentially do some immense burst damage, but that will require you to build around her.
ALTERNATIVES?: Not an alternative, but to maximize her kit, Mia and Vivian in tandem could help boost her damage sky-high. Thunder has yet to have a proper combo boosting unit in the vein of Istvan, Hydrad or Louise.
How’s that for an Alchemy Stars tier list? Lower rarity Aurorians are certainly not to be underestimated but let’s be real here: people want to see the shiny 6-stars. Good luck, Navigator.