Aqua Current









  • ICE




  • Unlocked in EP10



Show/Hide Special Moves



 SP-combo4  Phase Trance: Keen  Combo Attack. Focuses the water particles in Aqua Current’s body and transforms her limbs into sharp blades with which she deals 3 swift slashes followed by a heavy full-body spinning attack.

  • GAUGE COST: 400
 SP-combo2 Hydro Eruption  Combo Attack. Summons several bulbs of water and detonates them in front of Aqua Current. Short range.

  • GAUGE COST: 250




Show/Hide Incarnate Skills



 I-combo2  Copy Bomb  Combo Attack. Charges in and deals 4 quick slashing attacks before making a dummy of Aqua Current. Within a few seconds upon completion of the skill, this dummy detonates in a vapor explosion.

  • COOLDOWN: 10
 I-lockon1  Hydro Restraint  Lock-on Attack. Inflicts damage with high pressure water send across the ground. Low chance Bind.

*Holding down the button lets you multi-lock targets. Release to fire arrows at all locked on targets in quick succession.

 I-projectile3  Maelstrom  Projectile Attack. Focuses water into a condensed long range spiral whirlpool.

  • COOLDOWN: 15




Show/Hide Healing & Buffs



 IceUP  Aqua Skin  Increases Self Ice Resistance.

  • Ice Resistance Increase:
    • Lv1 = 50%
    • Lv500 = 58%
    • Lv1000 = 67%
  • Duration:
    • Lv1 = 20 Seconds
    • Lv500 = 80 Seconds
    • Lv1000 = 60 Seconds
  • COOLDOWN: 180
 IceUPFireDOWN  Liquid Tusk  Increases Self Ice Based damage. Decreases Self Fire Resistance.

  • Ice Damage Increase:
    • Lv1 = 30%
    • Lv500 = 39%
    • Lv1000 = 48%
  • Fire Resistance Decrease: 100%
  • Duration:
    • Lv1 = 20 Seconds
    • Lv500 = 80 Seconds
    • Lv1000 = 60 Seconds
  • COOLDOWN: 180




Show/Hide Passive Skills



 Neo Acceleration  Allows the use of faster Accel Move & Super Jump techniques.
 Liquid Method  Aqua Current’s unique fighting style.
 Increase Ice Attack  Increases damage of Ice based attacks by 10%.
 Increase Ice Resistance  Reduces damage received from Ice based attacks by 20%.
 Stamina Saver  Reduces the cost of stamina based actions by 20%.
 Increase Status Ailment Recovery  Increases the rate of recovery from bad statuses by 20%.
Increase Physical Defense Decrease amount of damage received by physical attacks by 10%.
 Increase Special Gauge  Increases Max Special Gauge by 10%.
 Increase BP Drop  Increases the BP dropped by enemies by 10%.
 Cooldown Time Decrease  Decreases the cooldown time of Sword Skills & Special Moves by 10%.
 Increase Special Gauge Regeneration  Increases the rate of gaining Special Gauge by 10%.
 Increase HP  Increases Max HP by 10%.
 Switch Boost  Increases the power of Switch by 10%.
 Increase Ice Attack+  Increases damage of Ice based attacks by 20%.
 Increase Ice Resistance+  Reduces damage received from Ice based attacks by 36%.
 Skill Connect Boost  Increases power of Skill Connect by 10%.
 Cooldown Time Decrease+  Decreases the cooldown time of Sword Skills & Special Moves by 20%.
 Increase Special Gauge+  Increases Max Special Gauge by 30%.
 Increase Special Gauge Regeneration+  Increases the rate of gaining Special Gauge by 30%.
[Lv1000] Increase Physical Defense+  Decrease amount of damage received by physical attacks by 20%.
[Lv1050] Increase Down Resistance  Increases resistance to DOWN and Stagger status ailments.
[Lv1100] Increased Guard Efficiency  Reduces the amount of stamina used when guarding attacks.
[Lv1200] Increase Status Ailment Recovery+  Increases the rate of recovery from bad statuses by 40%.



This section is written as an more in-depth extension to the AW & SAO Character Overview post and is meant to be used hand in hand with the General Leveling Guide. The purpose of this How-To-Play is to offer players of all levels a skeleton plan which enables them to build their characters up to their full potential. With that being said, it is indeed recommended that you do follow the steps described here.

Accel World characters need a solid team (In particular, a competent Buffer) in order for them to truly shine. They serve as mainly Elemental Attackers and should only typically be used when the team already has all of the key characters that make up Buffer, Debuffer and Healer.

I am aware that AW characters are PvP oriented but I don’t really care about PvP so this How-To-Play is written with co-op play mind.

-Equipment Selection-

Aqua Current’s Main Element is Ice so she is highly compatible with Ice Engraved Stones and Enhanced Armaments that Increase Ice Abilities.

But since a AW characters rely on Elemental Damage for their main damage output, they can benefit greatly from simply using the appropriate Elemental Engraved Stones & Elemental Equipment for each corresponding Boss Weakness. It may appear as a hassle to constantly change equipment for every Boss Weakness but the difference is effectively Double Damagesince elemental damage is multiplied by 2 if a boss is weak to that element (Also, if a boss resists an element, that specific Elemental Damage will be reduced by 90%).

For information on which each Bosses weaknesses and resistances, there are Weak/Resist spreadsheets on the Boss Guides page.

In the event that a boss is indeed Resistant to all elements, pick the Engraved Stone and the Elemental Equipment that the team will most likely end up using. Example: a Team with Strea, Seven & Kirito will result in a definite use of Enhance Earth since there is no other Elemental Enhance in the team makeup.

**For some tips on how to select the appropriate Accessories for your character, consult the Selecting Equipment guide.

-AW Combat Guide-

AW characters cannot fly. On top of this, using Special Moves consumes the Special Gauge which is only filled by landing Square & Triangle attacks. This makes AW Combat a lot more complicated as you constantly have to be attacking to build the Special Gauge meter while at the same time trying to control your altitude. But don’t worry, a little bit of practice and picking up some good habits will help you become effective at combat as well as gain enjoyment from using these characters.

Building Special Gauge Meter:

When a fight starts, you will typically always have 0 meter. It would be ideal if there was a nearby mob monster you could smack around for meter gain but if there isn’t do not rush straight to the boss. If you rush straight to the boss you could become out of range of the SAO characters buffs with increase your strength tremendously. Patiently wait for your SAO teammates to cast all of their buff skills and once they are finished, Accel Move in for combat.

Spend the first few moments of the Boss fight restricting yourself to Square and Triangle attacks in order to build a good amount of meter. You can use your Incarnate Skills to punctuate your normal attacks but the purpose here is meter building, not damage output.

Triangle attacks build the most meter but don’t use them if you have below 50% stamina. If you run out of stamina, you will simply fall straight to the ground since you will become unable to Jump, Dash, Super Jump & Accel Move which are important for maintaining altitude.

Once you have around 60%+ meter, you can start using Special Moves rather aggressively and do Skill Connect combos into Incarnate Skills. Just keep in mind that you will be restricted to building meter if you completely exhaust your meter gauge. Because of this, it is recommended that you can get into the good rhythm of using short Skill Connect combos into Incarnate Skills and then building meter while the Incarnate Skills are on cooldown.

The reason why is a good idea to never completely exhaust your meter gauge is for CHRISTMAS. “Christmas” is what I call it when a boss is either DOWNED or does an attack with long duration and is rendered completely helpless for around 30 seconds. This is the time when everyone drops what they are doing and focuses completely on damage output. A lot of AW characters wait for Christmas so they can activate their Mega Buffs and deal high damage. So if you don’t have any meter when it’s Christmas, you will miss out on your biggest chance to deal maximum damage.

Controlling Altitude:

Majority of the Bosses in this game do in fact fly. Therefore it is extremely important for characters who cannot fly to know who to maintain a stable altitude where they feel comfortable and are in full control of the situation.

Your 4 main tools for controlling altitude are Square Attacks, Jumps, Super Jumps and Accel Moves.

Since all of the tools used for Vertical Movement consume a considerable amount of Stamina, there are times when you will just have to float in a safe place and use Square Attacks in order to maintain altitude while regenerating Stamina. Square Attacks don’t use any Stamina. So if you ever run out of Stamina, use Square attacks so that you don’t fall all the way to the ground.

For advanced players, would be ideal if you could land these Square Attacks on a Boss since you could build meter at the same time. If you spot an incoming attack you can simply Jump Cancel the Square Attack into a a quick Guard. If your timing is perfect, you can Instant Block the attack and go right back into Square Attacks without losing any altitude.

Jumps can be used to maintain altitude but be careful. If you use many jumps in quick succession you will rapidly drain your Stamina Gauge and fall right to the ground in failure. For this reason, you should train yourself to use basic jumps simply for maintaining your level of altitude as opposed to long distance upward movement.

Super Jumps and Accel Moves are the tools used to cover large amounts of distance. Quite often when you use one of these techniques, you can move a lot more than intended to and be caught off guard that you are now more displaced than you expected to be. This is especially the case with the Super Jump.

When you are in a boss fight and you have fallen considerably far underneath a boss, use the Accel Move in order to get back onto the Boss’ same Altitude level. Note that this will only work if you can still lock on to the boss. Do not use the Super Jump if you can still lock on to the boss unless you are prepared to elevate much higher than the boss. If you cannot lock on to the boss it means that you are really far below a boss and a Super Jump will be needed to put you into lock-on range.

But be careful since using an Accel Move from underneath a Boss puts you directly in front of the boss and you will be vulnerable its attacks.

-Video of Offensive Skills & Sample Play-
-Using Aqua Curent-

Accel World characters are built for combat. They do not have many buff skills so they do not have to worry about constantly casting buffs the way SAO characters do. Because of this, they have a lot of freedom in their playstyle and benefit a lot from being played aggressively. But keep in mind that there is a huge difference between playing Aggressively and playing Recklessly. AW characters don’t have free access to Healing Skills so you have to play with caution.

Aqua Current has a 3-2 split of Special Moves to Incarnate Skills with the majority of her moves being Incarnate Skills. On top of this, her more useful moves are Incanate moves meaning that she does not need to spend that much time building up the Special Move Gauge.

Aqua Current has a somewhat focused moveset. She has a single multi-hit projectile with almost all of her other moves being close range attacks with middle to high DOWN potential. Outside of this she does have a combo attack that is solid at dealing damage. The result is a character that excells at DOWNing enemies with a hint of long range and power attacks.

To be effective with Aqua Current you need to know which of her moves have strong DOWN potential and use them accordingly. Her Hydro Restraint has the highest DOWN potential of them all with Copy Bomb and Hydro Eruption having low DOWN potential. A sensible way to use these moves is to use them without Skill Connect until you net a DOWN. When you do, it’s time to move in for some Damage.

Aqua Current’s damage output is slightly above average at best. Most of her damage comes from her Phase Trance: Keen special move. But since this move has a high cost, it actually might be favorable to save all of your special gauge for a DOWN and then pour it into this skill for damage output.

Also, when doing Skill Connects, omit Copy Bomb or use it as a quick escape/ender. Copy Bomb displaces Aqua Current quite far away from the target and the only thing she would be able to combo into is her projectile attack Maelstrom.

-Using Buff Skills-

Accel World character buffs typically provide a larger increase than SAO buffs but have a considerably shorter duration. Since Buffs can be overwritten in this game I would like to emphasize that AW chara buffs do in fact overwrite SAO Buffs, but once the AW buff duration is over, they revert back to the SAO buffs. However, This doesn’t hold true when an AW buff changes the kind of element used when it comes to Element Enhance buffs (Same Element overwrites are still good though).

“Liquid Tusk” yields the largest Ice damage increase in the game. This buff should only be used when the boss is weak to Ice and when you are equipped with Ice Engraved Stones and Wind enhancing equipment.

“Aqua Skin” reduces damage from Ice Based attacks. This buff should be used when fighting against bosses that use Ice as their one of their primary means of attack.


AW characters have no access to Healing Magic. Therefore, Healing Items become their main source of HP Recovery outside of relying on Healer teammates. Since they have few skills and end up having lots of free space in their Pallet, you can equip tons of Healing Items directly to their Pallet for quick healing access.

Since using a Healing Item leaves you vulnerable to attacks, its good form to first super jump as high as you can and then use an item while falling to the ground.

When you take damage with AW characters, don’t be a hero. Pop a quick HP Regen item and then continue fighting cautiously. If you have taken considerable damage, fall back to safety and use an Ancient Fruit (Full Recovery item) or a Pure Healing Crystal (Party HP 50% Recovery item).

It would be the best thing for you, as an AW character, if you had a healer who would care about you and heal you constantly. But don’t be a burden to the team. Understand that you don’t have free access to healing and don’t fight recklessly.

 -BK’s Opinion on Aqua Current-

Hmmm. Man. Ice is the best element in the game. It wouldn’t have hurt to make Karen-san just a little bit stronger, would it? (T-T)

In any case, there are very few characters who can DOWN monsters the way Karen-san can (Mace, Spear Black Lotus, Black Vise Lime Bell are in the same bracket). If you use this character correctly, you could turn DOWNing into a legit character role.

It doesn’t sound like much on paper, but DOWNing is an unbelievably important part of the team’s damage output. It basically gives everyone a free chance to put up as much damage as they can before the monster wakes up. If you played LS a lot you’ll know what I mean.

But seriously though. What are with those aluring Twin Tails? I’m seriously struggling to name anyone else with such power Twin Tails (X_X).

Now. take those Twin Tails and have them voiced by Kana Ueda ending every sentence in “nano”

Aqua Current gives me………………………….. wet dreams.