If there’s anyone in the broader Nasuverse who deserves a really cool, really strong kit, it’s the Aozaki sisters. They’re among the few characters who regularly show up across Nasuverse works, and they’re both (in different ways) terrifyingly capable individuals. They originated in different works (Kara no Kyoukai for Touko and Tsukihime for Aoko), but Mahoutsukai no Yoru is in large part about their history and relationship. Sadly, it looks like we’re only getting Aoko here. But still! The Aozakis are great.
Does Aoko’s playable version live up to her reputation, though? Well… it’s complicated.
Aoko is complicated, in fact. She’s without a doubt the most mechanically complex Servant we’ve seen to-date, thanks in large part to her core gimmick: when she uses her NP, she transforms into a completely different Servant, with different stats, different skills, and a different NP. Base Aoko is a quirky support with unusually strong cards and some neat utility completely unique to her—but she’s held back by having low overall numbers, excessively long cooldowns, and effectively no NP. Super Aoko, meanwhile, is an AoE Arts DPS with a remarkably high damage ceiling, AoE Buster and Extra cards, a 100% self battery, and a skill that grants 50% charge and 2-turn cooldown reduction to allies—but in exchange she has extremely inconsistent damage output, low persistent steroids, even longer cooldowns than Base Aoko, and a demerit that makes her third skill nearly useless in most cases.
Taken together, Aoko is worse than the sum of her parts. The fact that Aoko has to take a turn to swap forms severely limits her for short fights, while for long fights her inability to swap back leaves the gimmick itself as nothing more than a gameplay annoyance that exists for flavor. Base Aoko is not powerful enough to be worth using on her own merits in most cases, and while Super Aoko is fairly strong in and of herself, she’s contending with quite a few caveats and annoyances even beyond losing a turn at the start of every fight. There are many slight design changes that would have made Aoko feel a lot better to use and that would have helped her compete with other high-end units, but as-is she’s mostly a bundle of missed potential in a very flashy wrapper.
I’ll also add the same caveat here that I did for Bazett’s review—over two years ago now—which is that initial opinions on Aoko have been very split, ranging from “truly amazing unit” to “worst SSR in the game.” I’ve come down somewhere in the middle, but given how weird Aoko is, it’s possibly new tech will be discovered or new supports will be released that increase her value in the long-run. I probably undervalued Bazett at the time of her release, and the same may be true here.
…That said, many of the same things that worked in Bazett’s favor cut against Aoko. While Bazett functionally operates one turn faster than most Servants, Aoko is one turn slower by default, which introduces more risk and danger in every fight. Bazett’s core gimmick ignores many of the things that one might have expected would shut it down, while everything from buff block to buff removal to plain-old high-damage crits can interfere with Aoko’s gameplan. Aoko also swings at neutral against most things, while Bazett gets semi-class-advantage against several classes—and even beyond that, the reward for playing into Bazett’s gameplan is massively higher damage than any other ST unit, while even in her best case Aoko’s only slightly above a top-end neutral Arts attacker, and then only for one turn.
Bazett and Aoko are, of course, very different units, but they’re alike in that they’re both utterly unique in how they work, which makes Bazett a useful point of comparison. Where Bazett’s kit goes “what do we need to make this work,” Aoko’s goes “hey, wouldn’t it be cool if we did this,” without following through on the sorts of small design choices that would be needed for her kit to really sing.
All that said, even if Aoko’s actual power level is on the low side, her kit is absolutely extremely unique, and if you aren’t interested in things like time- and turn-efficiency or objective CQ strength, Aoko can be a lot of fun to use. She’s a Servant to bring if you want some variety and are in no danger of losing. This isn’t the worst thing in the world—she could be boring and bad—but it’s a bit frustrating when there are several (in my view) obvious ways she could have been fixed, and when the Servant in question is lorewise one of the most powerful in canon.
Base Atk | 1,749 | Base HP | 2,090 |
---|---|---|---|
Max Atk | 11,319 | Max HP | 14,250 |
Grail Atk | 12,390 | Grail HP | 15,611 |
Gain 2 Critical Stars per turn.
Increase your Debuff Resist by 4%.
Increase your Arts Card effectiveness by 2%.
Increase your Debuff Chance Rate by 2%.
Increase own Debuff Resist by 20%.
Increase own Death Resist by 20%.
Increase own Buff Removal Resist by 20%.
Apply to self: Convert all Invincible buffs to Anti-Enforcement Defense buffs.
Available only in Super Form
Gain 2 [Magic Bullet] stacks each turn.
Available only in Super Form
Increase NP Gauge for all allies by 10% each turn.
Gain 3 Critical Stars each turn.
Card Hits | 4 | 3 | 3 | 5 | - |
---|---|---|---|---|---|
Per Hit | 0.55% | 0.55% | 0.55% | 0.55% | 0.55% |
NP per Hit (%) | 0.55% | |||||||
---|---|---|---|---|---|---|---|---|
NP when Attacked (%) | 3% |
Star Absorption | 153 | |
---|---|---|
Star Generation per Hit | 15.0% |
Alright, so, where does all this leave Aoko? She has a very high damage ceiling, but she does no damage on turn 1. She has AoE cards, but she doesn’t have the deck or kit to leverage them. She has very powerful skills, paired with excessive cooldowns and extremely painful demerits. She’s utterly unlike anyone else in construction, but uniqueness doesn’t necessarily translate to power.
She is, ultimately, a mid-range Arts farmer. Like other middling Arts farmers, she can clear some nodes, but the majority of them will be beyond her—albeit not for the same reasons as most. She also has some unique (though not all that practically useful) CQ utility, and if you’re not invested in playing optimally, she has some unusual strategies and teams available to her.
This isn’t a terrible place for a Servant to be, but it doesn’t really fit for Aozaki Aoko, the wielder of the Fifth True Magic. It’s also unfortunate given how much effort went into her art and her kit design. This is a Servant who should be great, and instead she’s just meh—a lot of potential, held back by tons of small annoyances. If what you want is power, there are plenty of better options, and if what you want is unique gameplay… honestly, there are better options there, too. Aoko is flashy, but despite everything, she’s still more conventional in strategies than Servants like Bazett or Van Gogh—or even Soujuurou, for that matter.
At the very least, though, her Magic Bullet gimmick is fun for random strategy-free teams meant to clear trivial nodes. If you’re not going to bother with optimization, and you’re not worried about losing, you can stick Aoko in a team with two other random Servants and enjoy her excellent animations and the occasional spike of damage. So… make of that what you will.
As sad as it makes me to say, I cannot recommend her. Aoko’s just not that good.
Overall: 7/10
Single-Target DPS: 3/10
AoE DPS: 7/10
Survivability: 6/10
Offensive Utility: 5/10
Defensive Utility: 4/10
Farming Usefulness: 7/10
True Magic: 5/5+?