Nightguard Aleksu guide: skills, build and team roles
Overview
Nightguard Aleksu is an Epic Fire Ranged Attacker from the Nocturna Faction in Invokers: Titan Legacy. He prepares a target with DEF Down, ATK Down and Heal Reduction, extends those debuffs, and then cashes them in with an Ultimate that hits harder against debuffed enemies. He's a damage dealer who also helps your team, so he's a good pick when you need DEF Down or healing control but don't want to give up a damage dealer.
Fully Awakened and before Gear, he has 1,114 ATK, 678 DEF and 5,787 HP, with 10% Crit Rate and 60% Crit DMG. His ATK and HP are both about average for a Ranged Attacker, so he needs protection to survive long enough to set up and cast his Ultimate. Being ranged doesn't keep him safe from every area attack or enemy dive.
His regular debuff Skills hit one target, so a team that places debuffs on a whole group makes his Ultimate much more consistent against waves.
Skills To Prioritize
Scour Healing starts at 50% Heal Reduction and reaches 100% at Level 6. At that point it completely suppresses the healing it affects instead of just trimming it. Level 10 extends the duration to 15 seconds, and Max Level lowers the cooldown to 20 seconds. It still needs Accuracy to land, and it doesn't block revival.
Vigilant Eye attacks twice, placing DEF Down on the first hit and ATK Down on the second. Level 6 reaches 30% DEF Down. ATK Down is 20% from Level 1 and reaches 25% at Level 8, and at Level 10 both debuffs last 18 seconds. Max Level raises ATK Down to 30% and lowers the cooldown to 22 seconds. An 18-second debuff on a 22-second cooldown won't stay up all the time, especially if he's interrupted or the debuffs are resisted.
Extend Sentence lengthens a random debuff on its target. At Level 10 it adds 1.5 seconds to one effect, and at Max Level it keeps that length but affects up to two random debuffs. It's worth more when the target already carries debuffs worth extending, but because the pick is random, you can't count on a particular short debuff getting the extra time.
Make Peace attacks an area three times and has two damage bonuses. At Level 10 it deals 75% extra damage against a target with debuffs, or 150% instead when that target has at least three. The larger bonus replaces the smaller one, so they don't add together. Level 9 is the key breakpoint, because it lowers the larger bonus's threshold from four debuffs to three.
Aleksu's own Heal Reduction, DEF Down and ATK Down put three debuffs on one enemy, but that doesn't prepare every target of the area Ultimate. Make sure the debuffs actually land before you count on the 150% bonus. Max Level keeps the 150% bonus and the three-debuff threshold, improves the attack itself and lowers the cost to 1,000 Mana. That's still an expensive cast, so getting him to it alive matters more than one more ATK roll.
If you want Aleksu to shut down healing, upgrade Scour Healing first, as Level 6 is where Heal Reduction reaches 100%. If you want him to be your damage dealer, prioritize Make Peace, as Level 9 makes its 150% bonus easier to reach. If you want him to set up damage for the whole team, consider Vigilant Eye first, as it reaches 30% DEF Down at Level 6 and lasts 18 seconds at Level 10.
Build And Team Support
Invest in Accuracy first, on his Chestplate and Flask, so Scour Healing, Vigilant Eye and Extend Sentence land, then stack it as far as the build allows. After that, aim for 75-80% Crit Rate, then as much Crit DMG as the build allows, with ATK to boost all of his hits. Mana Gen on his Talisman helps him reach the Ultimate sooner, and with a cost of 1,000 Mana at Max Level it's worth it, especially for Arena. He'll also need enough HP to stay alive through the setup.
Accuracy Relics (+50 Accuracy with three pieces) help his debuffs land. For more damage, Predator Relics give +10% ATK with three pieces and +40% Crit DMG with five. Mana Relics (+30 Mana Gen with three pieces) get him to the Ultimate sooner, and Health Relics (+15% HP with three pieces) help him stay on his feet.
Aleksu doesn't place hard Control Debuffs, cleanse or protect himself, so bring a Tank or healer to give him the time he needs. Allies who place debuffs on a whole group make his Ultimate hit its 150% bonus more often.
Arena, Bosses And Spires
In Arena, Aleksu fits a team that sets up debuffs before its main damage. Heal Reduction can help finish a protected enemy, and ATK Down can cut the retaliation from ATK-based attackers. Another Invoker has to give him the time he needs, and a team built entirely around slow setup may lose before the bigger Ultimate bonus ever matters.
Ulgorim is a clear use for Scour Healing, since healing can stall your progress. Galvos is a reason to bring multiple debuffs, though ATK Down won't weaken attacks that scale from something other than ATK. Sakiel won't punish Aleksu with Burn or Bleed, because his kit places neither, but another ally still has to deal with Sakiel's buffs.
Against Sorgott, DEF Down and damage help, but your team still has to deal with removable debuffs, Sorgott's buffs and staying alive. Against Koltmos, Make Peace's three-hit area burst helps, but Aleksu needs his Mana and debuffs ready before you cast it.
Against Omnissi, he's a damage pick, not a counter to her mechanics. Aleksu does not place Move SPD Down for Wind Omnissi or Combo SPD Down for Dark Omnissi, so bring teammates who cover what he can't.
In the Fire Spire, the three-hit area Ultimate is great against debuffed groups, and DEF Down helps your team focus targets between casts. He's worth developing when your roster needs damage and these debuffs together. If waves die before his expensive Ultimate or your team is struggling because it lacks healing, a different investment may fix the problem more directly.
Awaken
Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Aleksu's potential.
Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.
Review the Awakening guide for more detail.

















































