The characters of Rivals of the Aether always have something to do with the nature, as seen from the logo of the game. The main themes being the natures of fire, water, grass and rock. The characters of special attacks that fit the nature theme, for example, you will see that Zettaburn’s special moves, have all something about fire, be it a projectile or not. Note, the characters on this page are non-dlc characters only.
Zettaburn is considered high in the tier list. With his average speed and high damage combos, he is a very versatile character with good coverage. His combo gain at close range is one of the best, and with the ability to shoot projectiles, in where the projectile can prove to be a very good edge guarding option. With his fire ability, he can get quick KOs, of where F-smash move with fire on opponent can sometimes kill at mid percent’s when used correctly. His main flaw is his recovery options, much like the recovery for fox and falco in ssb4, in where the recovery is very predicable and easy to edge guard. Overall, he is a very good character, and is very easy to pick up for beginners.
Orcane is a fast character capable of doing long combo chains, including the use of puddles, the bubbles to reset the opponent’s combos, orcane has a lot of tolls to fight down the opponent. His speed on the ground is considered fast, making combos and chase downs easy for orcane, however its air speed is considered slow. Its down tilt is one of the best combo starters, and has amazing reach, making combo chains even longer. However, this character has no projectile attacks, so there’s practically no way of fighting long. Also, if all his puddles are used up, he has no recovery options, meaning it could be dangerous to get bodied off stage. Overall, ocane excels on the ground, with great combo game, however his ariels are slow and has limited recovery options.
Wrastor is like the opposite of Orcane in terms of speed, high speed in the air and slow on the ground. He also can use a triple jump, where he can use this for easier recovery and very good ariel combos. The ability to do strong attacks in the air makes his strong attacks more viable than any other characters. His KO options are very viable, with almost all attacks being able to KO, he can combo into the KO attacks, making KO reasonable easy. A weakness though is that he is very light, meaning he can get KO’ed easily and at mid percent’s. Also, his lag in strong attacks can turn the combo towards you, instead of you combo-ing another person. Overall, Wrastor is strong in the air with some laggy moves, and slower in the ground.
Kragg is a very heavy character, though it makes him slow, it also makes him super hard to kill. The ability to create rocks makes his combos last longer, and has a longer range, this also makes his edge guarding excellent. His side special gives him super army, so this means all attacks do no knockback during the super armor time. His recovery is good as well, his up special creates both a protection against the blast zone to survive longer. His normal attacks do more damage than usual, meaning KO is also faster then most characters. Overall, Kragg is a heavy character that’s slow, but deals a lot of damage and has good edge-guarding option with his rocks.
Forsburn, a character with average speed of all aspects. He has great combo tools for both air and ground. This type of character is more of a bait and catch character. Where the player will use Forsburn to punish the opponent for any mistake they make, and usually a big punish. This character has no projectiles, meaning long distance is not viable, unless you do side special into bomb. His other negative is that his recovery can easily be parried, meaning punish against this characters recovery will be harsh. Overall, this character is a very punish based character, with good combo game, the only real flaw is his easily punished recovery.
Maypul is a very fast character, with long lasting combos and great chase downs with his mark ability, which makes him to create a tether line that teleports him to the opponent. He can also sprout a plant that punishes the opponent if they go close to it, meaning it can break combos or essentially be a combo starter. However, like all fast characters, she is also very light, meaning she gets ko very early on. Also she has horrible recovery, where the only good recovery move depends if you have marked the opponent with the mark already. Overall, she is a fast and has great combo game and punish game. However she gets ko’ed very early on and has horrible recovery.
A decently speed character, Absa movements are decent, with her second jump being extra floaty than others. If compare to characters in ssb4, she will be Pikachu and Mewtwo combined, with good recovery from the super double jump and the up special quick attack like Pikachu’s up special. Her ko options include up air sweet spot, back air sweet spot, and many more, her KO moves are mostly most of her attacks. The ability to explode clouds means she can set up where the clouds are as edge-guarding options. Overall, Absa is a good character in most if not all aspects, but the reason she is so good is because she is also hard to master. Only advanced players should use her.
Etalus is the slowest character in the game it is also the most tankiest and does the most damage per hit. The ability to create and slide on ice for extra speed, almost making it broken. To make him even stronger against attacks, he can create Armor, which makes all attacks towards him have less knockback. Since he is heavy, he is also very hard to KO, meaning fights for you can go longer, but since he is a high damage dealer, it can kill you very quickly, even in a single punish combo. Like Absa, Etalus should be only used for advanced players, his big body allows him to be combo’ed easy, however when used correctly it can give the opponent a lot of pressure, and finish games off quickly.