What Astral Blossom Is
The panels print Astral Blossom; players search Astra Yao. The Update 3 log is the only published surface that puts Astra Yao inside Trials, so the name is the part this page carries over from it, and the log's own room numbers do not match the Classes card below.
What the kit does is easier to pin down than its name. Both of its buffs are written for all units rather than for the holder, and the HUD prints a tag-team line worth +5% damage in runs while she is paired. That is the shape of a second-slot unit: you cast from her, then swap out. She is not a main: the creator who reviewed her rates attack and cast time, not damage, as the reason she cannot stand in for one.
One thing this page will not claim is that she is banner-free. Neither recording read here shows her in a summon, and one shot of the summon lobby does display her model beside Flame Director and Shadow Monarch with the spin buttons below, without explaining it. Read your own Arsenal before you decide a banner can or cannot pay out.
How to Get It: Floor 75, Co-op Only
The unlock is a floor target, not a drop rate, and the card is explicit about the party shape:
- Open Create Lobby and pick Trials. The screen subtitle reads
Floor rewards, the season leaderboard and the units you can earn. - Press the Classes button at the top right. The four unit cards sit under it.
- Find Astral Blossom and read the line under the name:
Clear Floor 75+ co-op only. Read it on your own screen, because the same card has been read as 3+ players in one earlier recording. - Turn Matchmaking on, or bring a friend. Solo is excluded by the card itself, so a solo climb cannot earn this one.
- Clear a floor numbered 75 or higher. The recording that collected her cleared Floor 149, so the target is a floor, not exactly the seventy-fifth.
- Take the slot. A NEW UNIT window opens at the end of the run with Astral Blossom, LYTH, and a row of slots plus
Keep in Storage. The warning under the slots says a unit already in that slot is replaced and loses its trait, so free the slot before you start the climb.
| Card field | Recording reading |
|---|---|
| Name | Astral Blossom, with LYTH printed under it |
| Rarity | Lyth, on the card and again in the New Unit window |
| Target | Clear Floor 75+ co-op only |
| Lobby row | Friends Only and Matchmaking toggles, Max Players 01, Start and Leave buttons |
The one thing worth noticing in that table is Max Players 01: the lobby in the recording was set to a single player while the card asked for co-op, so the party size you need is a separate setting rather than something the target guarantees.
The Awakening Bill: 20 / 20 / 12 / 10, 1M Coins, 10K Gems
There is no craft step, so unlike the Update 4 forged units the whole material cost of Astral Blossom is its awakening. Two recordings show the same Evolution screen, a Requirements counter of 6/6, and these six rows:
| Requirement | Amount | Read on |
|---|---|---|
| Fine Cloth | 20 | Evolution panel, first icon row |
| Mana Feather | 20 | Evolution panel, first icon row |
| Soul Fragment | 12 | Evolution panel, first icon row |
| Magic Pendant | 10 | Evolution panel, first icon row |
| Coins | 1,000,000 | Evolution panel, priced at 1M |
| Gems | 10,000 | Evolution panel, priced at 10K |
The panel states the payoff in one line under the rows: Unlock ultimate skill. That matters for this kit more than for a damage weapon, because the ultimate is where Cheer moves from the third skill's value to its higher one. Awakening is not a cosmetic finish here; it is the second half of the buff.
The same six numbers were already published on the Evolution and awakening guide from creator summaries. These frames are the first reading of them on the panel itself, which is why this page repeats them rather than sending you elsewhere for the count.
What the Two Buffs Actually Do
The buff list on the left of the HUD names each effect, gives its value and counts it down. Three readings from the same recording are enough to sort them out:
| Effect | Printed on the HUD | When it appears |
|---|---|---|
| Astra's Aura | +50% damage, +25% speed, all units | After the aura skill, with its own countdown |
| Astra's Cheer | +20% damage, all units | From the third skill, on a separate timer from Aura |
| Astra's Cheer, ultimate | +30% damage, all units | Keeps the name and raises the value once the ultimate is unlocked |
Two rules decide how you use them. The same buff refreshes rather than stacking: casting the aura twice does not turn 50% into 100%, it restarts the timer. Aura and Cheer are different buffs, so they do run together, and that combination is the point of the kit. One creator puts the pair at roughly 80% extra damage during the overlap, which matches the printed 50 plus 30 once the ultimate is in play.
Durations are the part this page does not print. The HUD counts down from single digits in every frame read here, and the creator's spoken 8-second figure for the aura is his own claim rather than a reading, so watch your own timer instead of planning around a number.
How to Play Her: Cast, Swap, Burst
The rotation is short and the order is what makes it work:
- Put her in the second slot. She is the unit you switch to, not the one you fight in.
- Prepare your main before you swap. Have its damage skills off cooldown first, so the buff window is not spent waiting on them.
- Cast from her and check the left-hand list. Both Astra's Aura and Astra's Cheer should appear, each with its own countdown.
- Swap to the main and spend the window. The buffs are written for all units, so the holder does not need to stay on the field.
- Come back for the next cast before the timers run out. One creator reports that her second skill fully refreshes the aura's countdown, which is his observation rather than a panel line.
What she will not do is fight. The same creator rates her attack and cast time as the reason she cannot stand in for a damage unit, and his build advice follows from it: cooldown reduction first, attack speed second, on both the trait roll and the accessory slots, so the buffs come back sooner. Treat that as one player's build rather than a ranking; the kit's own numbers are what the buff list above prints.
The Title the Kit Unlocks
Her card on the Titles panel is named Astral Blossom and asks for Clear 10 runs on Hard or higher as Astral Blossom without dying. The recording that read it had finished the ten, and the card's four bonus icons printed +12%, +20%, +8% and +5%.
Whether that title is worth the detour is your call, but the condition shapes how you practise. Ten no-death runs at Hard or above is a different job from clearing Floor 75 once in co-op, and it is the reason to learn the swap on easier modes before you chase the count. The rest of the title table, including the older no-death conditions, is on the titles page.
What Is Still Unconfirmed
Four points stay open, and each is written so you can settle it on your own screen rather than take a number from here.
- Whether the award is guaranteed on the first qualifying clear or rolled. The recording that collected her cleared Floor 149 and received her at the end of that run, and the other creator describes the work as reaching the floor rather than rerunning it. Neither says what happens when the window does not appear.
- How many players co-op means. The card as read here says co-op only, while an earlier reading of the same panel written up on this site says 3+ players, and a third-party page simply says co-op. Bring a party and read the card before the climb.
- Buff durations. The HUD counts down but the base windows were not printed anywhere read for this page, and the spoken 8-second aura figure has no panel line behind it.
- Whether two Astral Blossoms in one party stack. Both effects are written for all units, which implies teammates receive them, but no recording read here puts two of her in the same run, so the overlap between two players' auras is untested.
What to Do First
The order below follows cost, cheapest first, so nothing expensive starts before the free checks are done.
- Read your own Classes card. Open Create Lobby, press Trials, then Classes, and confirm the floor and the party line before you commit an evening to the climb.
- Find the party first. The card excludes solo, so organise the co-op run before you plan the floor target.
- Free a unit slot. The New Unit window replaces whatever sits in the slot you pick, trait included.
- Play her before you awaken her. The six-row bill is the expensive half, and the buff list is free to test in any mode once you own her.
- Decide on the title last. Ten no-death Hard runs as Astral Blossom is a separate project from the unlock, and it is easier once the swap is muscle memory.