Hades Alone LC

Hades Alone LC

SupportDPS
EX

Review

Hades Alone Lost Canvas
Profile Update

Hades Alone (Lost Canvas) is a good EX unit whose value does not come from raw damage, but from tempo denial and true damage. He was released with a very specific mission: to control the two most oppressive accumulations in the game, Seraphina and Thanatos. He has always done that job well, and on top of it he carries a non-revivable execution, one of the few in Saint Seiya Awakening, which is why he keeps showing up from time to time in combo lineups.

His kit works like a chain. Portrait of Death is a single-target cosmic attack that from level 3 also applies [Mercy] and [True Red]. Paradise Lost opens a field for free (0 Energy) and slows down the charge bars of enemies that build up and explode, but here comes the catch: that control only affects Seraphina and Thanatos. Weight of Nirvana is the opposite kind of skill: for 1 Energy it permanently reduces the ATK, DEF and SPD of a single target and keeps adding [Mercy] stacks to set up the executions.

Everything else revolves around [True Red]. [Mercy] is a mark that sits on top of the enemy and deals true damage based on their Max HP (capped by Alone’s own HP) every time that enemy is hit, and if the target does not have [True Red] yet, it also adds a stack. At 3 stacks, [True Red] is consumed, deals true damage and executes the target if it is below the HP threshold. That execution works like Athena’s — the victim cannot be revived — but unlike hers, it triggers automatically, so we never get to choose when to finish an enemy. Because of that, Alone loves teams that hit many times: with units like Leo Regulus, who can attack 15 or 30 times, the stacks pile up on their own.

After the Awakened Cloth, all the improvements are concentrated in his fourth skill and none of them expand his bar control. First, Alone has to invest almost everything in Speed, so he usually goes down fast. With that shield he now survives long fights and keeps debuffing. Why? Well, in practice he remains a demanding unit. He needs to open his field as soon as possible, so Speed comes first and HP after, and the classic build is the supportive one, with as much Speed as possible in sub-attributes.

As for teams, since the field costs 0 Energy he can fit almost anywhere and already fulfill a function. He performs best in aggressive lineups that attack many times, and especially when the enemy plays Seraphina and Thanatos: if you control their bars while your own Seraphina and Thanatos are free to explode, the advantage is huge. The most common pairing is still the combo with Artemis and Shura DC, and that is not going to change. The problem is that he is also easy to answer: force him to lose control for two rounds and the field closes, and once Seraphina starts throwing waves nothing stops her, no matter how much we slow her bar.

So, is the Rebirth worth it? It is not a broken update — the bar control is exactly the same, and as an EX unit he is still expensive to raise and to equip with Skill Books — but it patches his two biggest problems: he can now execute enemies with a little more HP, and he stops dying before his marks do their job. Because of that, we will see him more often than before. And even if you do not plan to use him, his Rebirth still gives the account-wide bonus of 10% C.ATK and 100 extra HP for all units, which nobody is going to complain about.

+ Pros

  • Executes with a kill that prevents revival.
  • Paradise Lost costs 0 Energy.
  • Slows the charge bars of Seraphina and Thanatos.
  • Great debuffer: reduces ATK, DEF and SPD.
  • True damage based on the target's Max HP.
  • Awakened: applies Mercy to the 2 fastest enemies for free.
  • Awakened: purifies himself and gains a shield at 3 True Red stacks.

− Cons

  • Bar control only affects Seraphina and Thanatos.
  • The battle-start Mercy requires Skill 4 at level 5.
  • Squishy: forced into a maximum Speed build.
  • Expensive to raise as an EX unit.

Base Stats

HP 17550
P.ATK 0
C.ATK 2381
P.DEF 507
C.DEF 507
Speed 369

Skill Build

Priority: Skill 2 > Skill 3 > Skill 1 > Skill 4
Skill 1
Skill 2
Skill 3
Skill 4
Min
1
4
3
5
Best
4
5
5
5
Hades Alone LC skill level table assumes the character is at level 80, with the 8th sense unlocked and, if available, the Awakened Cloth activated and Reshaped Skills.

Recommended Cosmos Build

These are recommended cosmos combinations. You can view all available cosmos and their stats on the Cosmos Guide page.

Solar

Eagle Eye
Eagle Eye
Foggy Realm
Foggy Realm
Thebes
Thebes

Lunar

Honor
Honor
Gilt
Gilt
Icy Lychee
Icy Lychee

Star

Battle in the Shade
Battle in the Shade
Oath
Oath
Gardenia
Gardenia

Legendary

Iris
Iris
Everblaze
Everblaze
Blood Elf
Blood Elf

Featured Teams

These are some recommended lineups. You can see a complete list for this character and more in the full Teams Guide page.

Repaired Cloth

Hades - Alone

True Red - Awakened
Hades - Alone
Pavilion Buffs:
  • HP +1500
  • C.ATK(%) +10.0%
Piece Bonus Cost
Hades Alone's Necklace C.ATK +200 20 shards
Hades Alone's Scroll HP +1000 0 shards
Hades Alone's Brush Status Res +6.0% 0 shards
Hades Alone's Robe HP +500 0 shards
Hades Alone's Boots Speed +40 0 shards
Hades Alone's Cloak C.DMG Res +1.2% 0 shards

Skill Descriptions

Skill 1

Portrait of Death

Lv1Lv2Lv3Lv4Lv5

Deals 80% C.ATK + C.DMG equal to 7% of the single-target Max HP (cannot exceed 7% of Alone’s Max HP) to a single target, and adds 1 stack of [True Red] to the target.

Skill 2

Paradise Lost

Lv1Lv2Lv3Lv4Lv5

Alone chooses 1 enemy saint as a target and applies 1 stack of [Mercy] to them, after which he begins drawing the Lost Paradise scroll. While under the influence of the Lost Paradise, the growth rate of progress bars for enemy skill casts is reduced by 30%, increases DMG dealt by 5%. Moreover, there's an 8% chance of adding 1 stack of [True Red] when they are attacked; The Lost Paradise lasts for 2 full rounds. CD: 2 rounds.

1
Skill 3

Weight of Nirvana

Lv1Lv2Lv3Lv4Lv5

Alone unleashes the might of Hades on 1 enemy saint, dealing 120% C.ATK + C.DMG equal to 8% of the target’s Max HP (cannot exceed 12% of Alone’s Max HP), and restoring an equal amount of HP (excess healing is converted into a shield, capped at 5% of Max HP). Adds 1 stack of [Mercy][-], permanently reduces the ATK and DEF attributes by 6%, and permanently reduces SPD by 3% (up to 2 stacks, cannot be purified or reversed)

Skill 4

True Red

Lv1Lv2Lv3Lv4Lv5

[Mercy]: Consumes 1 stack of [Mercy] when attacking single targets holding [Mercy] and deals true damage equal to 5% of the target's Max HP (cannot exceed 5% of Alone's Max HP). If the target is not holding [True Red], 1 stack will immediately be added when triggered. [Mercy] will last for 2 action rounds. [True Red]: Removes [True Red] from targets with 3 stacks of [True Red] and deals true damage equal to 10% of their Max HP (cannot exceed 15% of Alone's Max HP, with Alone gaining 10% Life Steal from this damage, and excess healing converted into Shield worth up to 10% of Alone's MAX HP). Once triggered, slashes units with less than 10% HP.

Awakened
Skill 4

True Red | Awakened

Lv1Lv2Lv3Lv4Lv5

[Mercy]: Consumes 1 stack of [Mercy] when units holding [Mercy] are attacked and deals true damage equal to 10% of their Max HP (cannot exceed 10% of Alone's Max HP), then immediately adds 1 stack of [True Red]. [Mercy] lasts for 2 turns. True Red: Removes [True Red] from targets with 3 stacks of [True Red] and grants them 1 stack of [Mercy], then deals true damage equal to 20% of their Max HP (cannot exceed 25% of Alone's Max HP, with Alone gaining 10% Life Steal from this damage, and excess healing converted into Shield worth up to 20% of HP). Once triggered, slashes units with less than 10% HP. Also has a 50% chance to purify Alone once and immediately gains a Shield equal to 20% of Max HP.