Godseeker Aniri is an Epic Void Defense champion from the Sacred Order, built as a buffer, healer and reviver. In battle the kit heals allies, revives fallen allies, fills allies' Turn Meters, brings skills back off cooldown sooner and gives allies [Revive on Death].
BufferHealerReviverTurn meterProtector
Where Godseeker Aniri helps
Worked out from the kit: each area lists what helps there (from our mode guides), and these are the matches in this champion's skills. Not a hand-made rating - gear, speed and the team matter more.
Worth books early. 17 skill books to max every skill; each book upgrades a random skill.
A3 Rise of Glory: cooldown 7 → 4
Passive Guardian Angel [P]: cooldown 7 → 4
A2 Quest For Meaning: cooldown 4 → 3
+50% damage / healing in total across the skills
A1
Blade of Blessings
Attacks 1 enemy. Heal the ally with the lowest HP by 5% of their MAX HP.
Cannot heal this Champion.
Damage 3.6×DEF
Skill books (6)
Level 2: Damage +5%
Level 3: Heal +5%
Level 4: Damage +5%
Level 5: Heal +5%
Level 6: Damage +5%
Level 7: Heal +5%
A2
Quest For Meaning
Cooldown 4 → 3 with books
Attacks all enemies. Heals all allies by 15% of their MAX HP, then decreases the duration of all buffs on all enemies by 1 turn and increases the duration of all buffs on all allies by 1 turn.
Damage 3×DEF
Skill books (5)
Level 2: Heal +5%
Level 3: Heal +5%
Level 4: Heal +5%
Level 5: Heal +5%
Level 6: Cooldown -1
A3
Rise of Glory
Cooldown 7 → 4 with books
Revives a dead ally with 50% HP, then fills their Turn Meter by 50% and resets the cooldowns on all their skills.
Skill books (3)
Level 2: Cooldown -1
Level 3: Cooldown -1
Level 4: Cooldown -1
Passive
Guardian Angel [P]
Ascension 3Cooldown 7 → 4 with books
[Passive Effect]
Increases the amount of healing allies receive by 10%.
[Active Effect]
If an ally is about to get killed by a fatal hit, preempts that hit and instantly places a [Revive On Death] buff on them for 1 turn before the damage is taken.
Skill books (3)
Level 2: Cooldown -1
Level 3: Cooldown -1
Level 4: Cooldown -1
Skill texts, cooldowns and book upgrades are the game's own. "Damage" is the skill's multiplier
(for example 4×ATK = four times this champion's ATK, before the target's DEF) - see
how damage works.
Suggested build
A starting point worked out from Godseeker Aniri's own skills - not a hand-tested build. Each line says why it was picked; your gear and team decide the rest. See what stats each champion needs.
PvE
Stat priority
HP%- Bigger HP pool to soak hits for the team.
DEF%- Every point of DEF cuts the damage taken.
SPD- Protection, taunts and buffs only help if they come in time.
The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Defense
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4Delay DeathTakes less damage from the same enemy over time.
T5Selfless DefenderTakes part of an ally's first hit each round.
T6Iron Skin+200 DEF, and the skills scale from DEF.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
T6Elixir of Life+3,000 MAX HP.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
Intimidating Presence- A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
Journal of Necrotos- Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
Harp of Kasbiel- Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.
The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Defense
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4StubbornnessMore RES while debuffed.
T5RetributionCounterattacks after a big hit.
T6Unshakeable+50 RES.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
T6Elixir of Life+3,000 MAX HP.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
Intimidating Presence- A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
Journal of Necrotos- Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
Harp of Kasbiel- Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.