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Runes are powerful enhancements only available in Abyss Endless and Abyss Versus modes, with three different tiers being able to be purchased; Tier 1 Runes cost 150, Tier 2 Runes cost 300, and Tier 3 Runes cost 500. In general, Tier 3 Runes will provide more benefit than Tier 1 and Tier 2 Runes, but take up more space in your Abyss loadout.

When in Abyss Endless or Abyss Versus modes, each character can have a maximum of 9 slots available for purchased Runes; Tier 1 Runes take up one slot, Tier 2 Runes take up two slots, and Tier 3 Runes take up 3 slots.

Forsburn[]

Tier 1[]

A: Air dodging creates a smoke cloud.

  • The smoke cloud is created at the start of the airdodge.
  • Wavedashing out of jumpsquat will still trigger this rune.

B: Smoke is not cleared when gaining a full charge.

C: USPECIAL has reduced startup and landing lag.

D: Smoke is immune to projectiles.

E: Initial dash is faster and longer.

F: FSPECIAL has no cooldown time.

Tier 2[]

G: Become fully charged after consuming a single cloud.

H: Clones explode shortly after being hit.

  • Deals 10%

I: While in smoke, Forsburn is invisible and does double damage.

J: USPECIAL doesn't go into special fall.

  • This only affects the first two Up Specials before touching the ground again.
  • If you combine this with teleporting into smoke, Forsburn can Up Special 5 times.

K: Clone always acts like it's fully charged.

Tier 3[]

L: FSPECIAL creates 2 clones at once.

  • The second clone is created in the position between Forsburn and the first clone, and always faces the same direction as the first clone.
  • Both clones explode at the same time when Down Special is used.

M: When in smoke, take reduced knockback.

N: NSPECIAL is always the powered up version.

  • Using Neutral Special with 3 smoke charges will still use up the smoke charges.

O: Combust is now a projectile.

  • Powered up Down Special now shoots out a projectile that moves forward in a straight line and explodes on contact.
  • The projectile has 2 hits that each deal 8% for a total of 16%.

  

Zetterburn[]

Tier 1[]

A: Burn effect lasts longer.

  • The burn now deals up to 10% over time instead of 5%.

B: Fireballs travel twice as fast.

C: FSTRONG travels farther.

D: Ground speed is faster.

E: DSPECIAL has a faster boost.

F: USPECIAL has reduced startup.

Tier 2[]

G: Flame pools explode when stepped on.

  • Each individual flame deals 6% and burns the opponent.

H: FSPECIAL has no time limit between fireballs.

I: FAIR and UAIR have increased knockback on burning opponents.

  • This also causes the moves to remove the burn effect, just like Zetterburn's Strong Attacks.

J: USPECIAL goes farther and can be angled while moving.

K: Fireballs are bigger, slower, and stronger.

  • Damage increased from 2% to 10%.

Tier 3[]

L: DSPECIAL causes meteors to fall from the sky upon landing.

  • Down Special now summons 3 meteors when it is used on the ground or when it lands on the ground.
  • The meteors deal 8% each and leave fire patches.
  • If Zetterburn is parried, the meteors will still spawn (although they won't be able to hit the invincible opponent).
  • If Zetterburn uses the move right on the ledge, it is possible to slide off the ledge before the meteors are spawned.

M: Fireballs stun opponents.

N: USPECIAL and DSPECIAL are armored while traveling.

O: NSPECIAL charges much faster and is more powerful.

  • Fully charged Neutral Special deals 13% instead of 10%. The uncharged version still only deals 2%.

  

Maypul[]

Tier 1[]

A: UAIR causes a strong vertical boost.

B: NSPECIAL throws three seeds.

C: Plants automatically fire seeds upwards.

D: Both forms of USPECIAL have increased speed.

E: Strong attacks have reduced startup.

F: FSPECIAL and DSPECIAL have faster startup and travel speed.

Tier 2[]

G: USPECIAL hits opponents after tethering to them.

  • The tether version of Up Special now hits the opponent for 2% after tethering.
  • Grounded opponents are hit upwards while aerial opponents are hit downwards.

H: FSPECIAL, DSPECIAL can be jump cancelled on hit and restore double jump.

I: Wrap duration is doubled.

J: USPECIAL tethers to plants if no opponents are marked.

K: Take less knockback from marked opponents.

Tier 3[]

L: More than one plant can be placed on the stage.

  • Up to 5 plants can be active at once. Placing another plant will destroy the oldest one.

M: NSPECIAL hits opponents toward you.

N: Plants wrap opponents on contact.

O: Watcher's Mark can stack up to three times.

  

Kragg[]

Tier 1[]

A: FSTRONG boosts Kragg forward.

B: Aerials have increased knockback.

C: FSPECIAL has reduced startup.

D: While using FSPECIAL, take no damage or knockback.

E: DSPECIAL has increased knockback.

F: Throwing rocks gives Kragg a speed boost.

  • Throwing the rock upwards or downwards gives Kragg an upwards boost.
  • Throwing the rock to the side or doing a neutral throw will boost Kragg forwards.

Tier 2[]

G: Rocks take more damage to destroy.

  • Rocks are destroyed after taking 15% damage.

H: FSPECIAL has faster movement.

I: DSPECIAL creates more spikes.

  • Down Special now creates 5 spikes instead of 3 spikes. The 2 extra spikes are the same size as the third spike.

J: Pulling a rock explodes your old rock.

  • Rocks that explode shoot rock shards upwards.
  • If rune L is also being used, Kragg can spawn up to 5 rocks and then the oldest rock will explode whenever a new one is spawned.

K: USPECIAL has reduced startup and recovery.

Tier 3[]

L: More than one rock can be in play at once.

  • Up to 5 rocks can be spawned. After there are 5 rocks, a new rock cannot be spawned unless rune J is also being used.

M: All DSPECIAL spikes appear at once.

N: Strong attacks have super armor.

O: USPECIAL can be used 3 times before touching the ground.

  

Wrastor[]

Tier 1[]

A: Air movement is faster.

B: FSPECIAL has more knockback.

  • The tornado created by Forward Special now has knockback instead of only causing opponents to flinch. The knockback scales strong enough to KO most characters around 200% from center stage.

C: Aerials are faster.

  • All of Wrastor's aerials have greatly reduced startup and recovery.

D: DSPECIAL has reduced startup.

E: Slipstream gives a greater speed boost.

  • Does not stack with rune A.

F: NSPECIAL has a longer duration.

Tier 2[]

G: DSPECIAL is stronger and goes through opponents.

  • Damage increased from 10% to 12%.
  • Aerial Down Special now spikes opponents.

H: Slipstream moves towards Wrastor.

  • All Slipstreams constantly move up and down slowly to match Wrastor's position.

I: Strong attacks have reduced landing lag.

J: USPECIAL's sweetspot can be held, increasing launch distance.

  • Up Special can now be charged up to increase how high it goes.
  • If an opponent is hit while Up Special is being held, Wrastor will stop charging and immediately use the move.
  • If Wrastor hits an opponent while grounded, Wrastor will fly upwards as high as the move would go fully charged. This does not happen for the aerial version.
  • Using this move on a platform causes Wrastor to drop through the platform.

K: Shortly after FSPECIAL hits, the enemy will explode.

  • Three seconds after being hit, opponents will take 4% and will be launched upwards.
  • This hit can be parried, but it will not put Wrastor in parry stun.
  • If rune L is also being used, hitting the opponent with another Forward Special will reset the timer before the hit.

Tier 3[]

L: More than one air current can be in play at once.

  • Up to 3 slipstreams can exist at once. Using Forward Special again will destroy the oldest one.

M: In air currents, take decreased knockback.

N: NSPECIAL summons a tornado above Wrastor.

  • The tornado extends upwards infinitely and deals 8% when an opponent comes into contact with it.
  • Wrastor's normal tornado hitbox hits opponents first.
  • The tornado's duration will not change even if Neutral Special is held.

O: Gain four additional jumps.

  

Absa[]

Tier 1[]

A: DTILT stuns opponents.

B: DSPECIAL has decreased charge time.

C: FSPECIAL is faster.

D: USPECIAL travels faster and farther.

E: Gain an additional double jump.

F: Sweetspotting clouds doesn't destroy them.

Tier 2[]

G: Uncharged NSPECIAL teleports you to your cloud.

H: USPECIAL doesn't lead into special fall.

I: Charged DSPECIAL isn't removed when hit.

J: Clouds spike opponents when placed or popped.

K: Clouds automatically pop on contact with an enemy.

Tier 3[]

L: More than one cloud can be in play at once.

M: Strong aerials have a larger hitbox.

N: Charged NSPECIAL bolt lasts longer.

O: DSPECIAL traps opponents for the final hit.

  

Etalus[]

Tier 1[]

A: DASH ATTACK has a faster boost.

B: USPECIAL has faster startup, charge, and actionability.

C: Ice tiles last longer before disappearing.

D: DSPECIAL has super armor.

E: USPECIAL hits opponents while launching.

  • Up Special now deals 8% and weak knockback during the launch.

F: USPECIAL launches into max height regardless of charge.

Tier 2[]

G: FSPECIAL creates more icicles.

  • 5 icicles are created instead of 3.

H: While armored, movement is faster.

I: DSPECIAL hits all grounded opponents.

  • All opponents standing on any surface take 8% when Etalus lands on the ground during Down Special.
  • This attack can be parried, and it will put Etalus in parry stun.

J: DASH ATTACK creates ice on the ground.

K: UAIR freezes opponents when they hit the ground.

  • This is only in effect while the opponent is still in hitstun from the attack.

Tier 3[]

L: Strong attacks don't remove armor.

M: Armored strong attack shards have increased knockback.

N: Take half damage when armored.

O: NSPECIAL startup decreased.

  

Orcane[]

Tier 1[]

A: Bubble attacks cause more hits.

B: USPECIAL has reduced startup and recovery.

C: NSPECIAL has a shorter time limit between shots.

D: Air dodge has greater distance.

E: FSPECIAL has reduced startup.

F: FSPECIAL can be angled up or down.

Tier 2[]

G: DAIR spews bubbles downward.

H: FAIR has super armor.

I: DASH ATTACK and NAIR can be held.

  • Holding Dash Attack causes Orcane to continue rolling forward. Opponents can be hit multiple times.
  • Holding Neutral Aerial causes Orcane to bounce whenever touching the ground. Opponents can be hit multiple times.

J: Bubbles pull toward Orcane.

K: Charge NSPECIAL to increase its distance.

Tier 3[]

L: More than one puddle can be placed on the stage.

  • Up to 5 puddles can be placed. After that, the oldest puddle will be destroyed.
  • Down Special explodes the oldest puddle.

M: Bubble attacks also release large explosive bubbles.

  • Large bubbles deal 6% and stun the opponents longer.

N: Puddles are not consumed by attacks used on them.

  • Powered up Strong Attacks and Forward Special no longer destroy the puddle.

O: When on a puddle, strong attacks have more range.


Ori and Sein[]

Tier 1[]

A: Gain an additional double jump.

B: Sein can join your Strong Attacks while you're charging them.

C: DAIR startup decreased.

D: Heavier weight and higher gravity in hitstun.

E: DSPECIAL launches Ori even when it misses.

F: Sein can hit enemies while charging NSPECIAL.

  • Sein gains a hitbox that repeatedly deals 4% per hit

Tier 2[]

G: DAIR creates a shockwave upon landing.

  • The shockwave is a multi-hit crystal wave that deals 4% per hit
  • The shockwave travels to both edges of the platform or stage Ori lands on.

H: Landing 3 Spirit Flame hits in a row or a Charged Flame stuns enemies.

I: FSPECIAL now throws a Spirit Star that can be angled up or down.

  • Spirit Star is a multi-hit projectile that deals 10% and has fixed knockback.

J: FSPECIAL throws 3 projectiles.

  • This rune can be combined with rune I to throw 3 Spirit Stars.

K: DSPECIAL has super armor.

Tier 3[]

L: DSPECIAL has much faster startup and can launch opponents instantly.

M: All aerials now use Spirit Edge and Spirit Smash for greater range and power.

  • Forward Air, Back Air, Up Air, and Down Air all have sweet spots at their tip.
  • Neutral Air deals 7%, Forward Air's sweet spots deal 8% each, Up Air's sweet spot deals 10%, Back Air's sweet spot deals 12%, Back Air's sour spot deals 8%, and Down Air's sweet spot deals 12%.

N: NSPECIAL hits nearby enemies with Flash. Charge NSPECIAL to unleash Blaze.

  • Flash creates a field around Ori that deals 3% 6 times, even if Ori's in hitstun.
  • Blaze creates a large explosion around Ori that deals 10% and launches away from Ori, similar to Zetterburn's Neutral special.

O: Taunt to place a checkpoint once per stock.

  • When Ori dies, they will respawn at the checkpoint and be healed for 50%.


Clairen[]

Tier 1[]

A: Plasma field is twice as large.

  • DSPECIAL creates a field twice as large when Clairen counters.

B: Aerials have less startup and landing lag.

C: The final hit of DSPECIAL stuns opponents.

D: DSPECIAL can be used while a plasma field is active.

E: DSPECIAL launches Ori even when it misses.

F: Air movement is faster.

  • Clairen's air speed is greatly increased.

Tier 2[]

G: NSPECIAL can throw upward or downward.

  • Up or down can be inputted after Clairen's grab to perform either a up or down throw respectively that deals 11%.

H: USPECIAL part 1 doesn't go into special fall. Part 2 is stronger.

  • Part 1 doesn't leave Clairen helpless.
  • Part 2 has more knockback.

I: Take less knockback in the plasma field.

J: Plasma field slowly moves toward you.

K: FSPECIAL is chargeable and can hit enemies while traveling.

  • Holding Special makes the move go farther.
  • Forward Special creates a hitbox from the sweet spot to Clairen that deals 9%.

Tier 3[]

L: Strong attacks fire plasma projectiles.

  • All projectiles are tippers and cause stun.
  • Forward Strong creates a tall plasma wave that deals 8%.
  • Down Strong flings two plasma spheres that deal 8% each in slow arcs.
  • Up Strong shoots a narrow plasma bolt upward that reaches the top blast zone dealing 11%.

M: DSPECIAL is a chargeable attack, creating a plasma field at full charge.

  • When not fully charged, DSPECIAL creates a small, quick shockwave around Clairen that deals 6%
  • Clairen has no hurtbox during the mini shockwave.
  • Clairen's hurtbox repeatedly turns on and off while charging Down Special.
  • Clairen can create a plasma field while one is active without rune D.

N: FSPECIAL is faster and doesn't go into special fall.

  • Forward Special has less start and end lag and doesn't leave Clairen helpless.
  • The sweet spot deals less damage at 9%.
  • If you hold forward, Clairen will retain her forward momentum from Forward Special.
  • if you hold backwards, Clairen will halt her forward momentum from Forward Special.

O: Stun duration doubled.

  • Clairen's tippers stun for twice as long.


Sylvanos[]

Tier 1[]

A: BAIR startup decreased.

B: USPECIAL's burrow wraps opponents.

C: Flowers can take up to 10 damage before being destroyed.

D: USTRONG startup decreased.

E: DSPECIAL has more vertical range.

F: FSPECIAL is faster and always behaves as if it's on grass.

  • Forward Special travels sideways even in the air.

Tier 2[]

G: Grass grows instantly and regrows faster after DSPECIAL.

H: FTILT creates a wave of wooden spikes.

  • Three wooden spikes of increasing size are created in front of Sylvanos similarly to Kragg's Down Special.
  • The spikes deal 2%, 4%, and 10% from smallest to largest.

I: Grass lasts longer once you leave the ground and is not removed by flowers.

J: BAIR launches all 3 angles at once (only pins in the held direction).

K: DSPECIAL can be charged for more knockback.

Tier 3[]

L: Seeds plant minions that behave like Lily.

  • Sylvanos can only spawn one at a time.
  • Minions deal 8% and wrap opponents on contact.
  • When combined with rune M, 3 minions can be placed at once.

M: More than three flowers can be active at once.

  • Sylvanos can place up to ten flowers.

N: DSPECIAL explodes flowers.

  • Flowers explode in a small radius dealing 15%.

O: Deal more Knockback when near a flower.

  • Each flower creates a red zone that glows and increases Sylvanos's knockback when inside it.


Elliana[]

Tier 1[]

A: DSPECIAL shoots the mine forward.

B: NSPECIAL and FSPEICAL cannot be destroyed.

C: FSPECIAL charge time is shortened.

D: USPECIAL explodes faster and knocks opponents away from the explosion.

E: DSPECIAL activation time and cooldown removed.

F: Specials build up less heat.

Tier 2[]

G: Mines explode for longer.

  • Mines deal 20%.

H: FSPECIAL turn speed drastically increased.

I: Hovering enabled during recovery of aerial attacks (builds less heat).

  • Elliana can do aerials while hovering.

J: Press special again to launch NSPECIAL early.

K: Steam cloud knockback increased.

Tier 3[]

L: NSPECIAL fires 5 fists.

M: Lose heat faster. Strong attacks are always overheated.

N: More than one mine can be active at once.

  • Five mines can be placed at a time.

O: Take less knockback and hit opponents after using up special.

  • Elliana gets a weak hitbox around herself that deals 8% and weak knockback.

Ranno[]

Tier 1[]

A: Poison Darts move faster.

B: Retain horizontal speed when jumping.

  • Ranno will not slow down in the air if he jumps.

C: Move around while spinning during USPECIAL.

D: FSPECIAL start up reduced.

E: USPECIAL goes farther and is stronger.

F: FSTRONG shoots a projectile.

  • Forward Strong fires a projectile that does 4% and goes farther the longer it's charged.

Tier 2[]

G: FSPECIAL has longer range.

H: Strong attacks are stronger against poisoned opponents.

  • Strong attacks deal more knockback against poisoned opponents.

I: Enemies are trapped in bubbles longer.

J: Take less knockback for each stack of poison your opponent has.

K: Poison darts spike opponents.

Tier 3[]

L: More than one bubble can be in play at once.

  • Ranno can make 5 bubbles with Down Special at a time.

M: Avoid fighting to make your next attack KO.

  • Not hitting anyone or being hit for 10 seconds causes ranno to glow.
  • Hitting someone while glowing will instakill them.
  • Ranno loses the glow if he is hit, dies, or gets an instakill.

N: Bubbles explode when popping. Strength depends on the damage done to the bubble.

  • Bubbles will create a hitbox when popped who's damage and kb scale with the amount of damage done to the bubble.

O: Hitting a bubble causes it to burst into smaller bubbles.

  • Smaller bubbles hit multiple times and deal 2% each it.


Shovel Knight[]

Tier 1[]

A: JAB sends out a Drop Spark.

  • Weak projectile that does 4%, low knock back, and travels across the ground.

B: NSPECIAL becomes Ichor of Fortune: permanently attract gems.

  • This effect doesn't wear off between stocks and lasts the entire game.

C: Diagonal Drop: DAIR quickly dives downward and forward.

D: Trench Blade: DTILT creates a treasure rock.

E: Rising Dagger: UAIR rises instantly and is stronger.

F: Dash Boots: Faster run speed

Tier 2[]

G: Glide Cloud: Aerial DSPECIAL leaves a cloud platform.

  • Only one can be placed at a time.
  • If Shovel Knight also has rune I, rune G will do nothing.

H: Dust Knuckles is replaced with Burrow Bomber, a leaping attack.

  • Forward Tilt and Forward Air become a leaping attack that does 10%.
  • Forward Tilt will leap in place if Shovel Knight is close enough to the edge of the stage or a platform.

I: DSPECIAL replaced with Bait Bomb, a travelling explosive.

  • Bait Bomb is a fish that moves along the ground and jumps of edges and platforms that deals 14%.
  • If Bait Bomb jumps off stage, it will summon a Golden Fish.

J: UTILT throws and Chaos Orb that stuns opponents.

K: Ghost Glove, War Horn, and Mobile Gear are stronger.

Tier 3[]

L: Collect gems to temporarily raise your knockback (max of 2x knockback).

  • The multiplier does not decrease or reset when you lose a stock.

M: Tap USPECIAL to release a Throwing Anchor.

  • Hold Up Special to recover normally.

N: FSPECIAL is always Infinidagger.

  • Forward Special can still be charged, but it will be Infinidagger regardless.

O: Ornate Plate has the effects of both other armor sets.

Trivia[]

  • Prior to Definitive Edition, none of the DLC characters had runes.
  • Definitive Edition changed many of the runes of characters that already had runes in the initial release.
  • By entering the Konami Code, you can temporarily unlock every rune and all eight rune slots for every character. The cheat wears off when you exit to the main menu. Ending the code with B instead will allow you to equip every rune at the the same time.
  • If a Ranno, equipped with the M Rune, goes into the playtest menu and hits another character while glowing, the sprite of the character who was hit will become darker, similarly to how a character's sprite becomes darker when in parrystun. This can also cause the frame rate to drop.
    • Additionally, the bubbles that appear when this is done in a match still appear, but their color is darkened similarly to the character who was hit.
    • This is likely because there is normally no way for a character to be killed while in the playtest menu, but the Ranno has the ability to instakill.
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