Yellow Radio









  • NONE




  • Clear endgame Side EP “Mystification/Emblem” #05. Purchase in BP Shop



Show/Hide Special Moves



 SP-power2 Deceit Firecracker  Power Attack. Chuckles. Then performs a backflip as a huge explosion happens in front of Yellow Radio. Inflicts Dizzy.

  • GAUGE COST: 250
 SP-AoE2 Silly Go Round  Area of Effect Attack. Summons an illusion of a Merry-Go-Round to do damage to an area around Yellow Radio. Inflicts Confusion.

  • GAUGE COST: 250
 SP-AoE4  Pleasant Crown Parade  Area of Effect Attack. Summons two shadow clones. Then proceeds to perform a jolly ol’ dance which damages a wide area.

  • GAUGE COST: 400




Show/Hide Incarnate Skills



 I-combo1  Childish Sophistry  Combo Attack. Performs 3 quick swings of the wand followed by a backstep.

 I-AoE3 Futile Fortune Wheel  Area of Effect Attack.  Summons a Wheel of Fortune and inflicts damage in an area around Yellow Radio along with a randomized Debuff.

  • COOLDOWN: 15




Show/Hide Healing & Buffs



 Mirror  Irrational Jealousy Become semi-invisible. Enemies can still see you, but aggro rate is decreased by 50%.

*Has no effect in online play.

  • Duration:
    • Lv1 = 30 Seconds
    • Lv500 = 60 Seconds
    • Lv1000 = 90 Seconds
  • COOLDOWN: 180 Seconds
 Hiding  Secret Program Become fully invisible. Unable to be seen on the mini-map or locked onto. Any action other than movement cancels the invisibility.

  • Duration:
    • Lv1 = 30 Seconds
    • Lv500 = 60 Seconds
    • Lv1000 = 90 Seconds
  • COOLDOWN: 180 Seconds




Show/Hide Passive Skills



 Neo Acceleration  Allows the use of faster Accel Move & Super Jump techniques.
 Crown Activity  Yellow Radio’s unique fighting style.
 Increase Status Ailment Recovery  Increases the rate of recovery from bad statuses by 20%.
 Stamina Saver  Reduces the cost of stamina based actions by 20%.
 Increase Critical Rate  Increases the probability of landing a critical strike by 20%.
 Increase Special Gauge  Increases Max Special Gauge by 10%.
 Increase Special Gauge Regeneration  Increases the rate of gaining Special Gauge by 10%.
 Increase Physical Defense  Decrease amount of damage received by physical attacks by 10%.
 Cooldown Time Decrease  Decreases the cooldown time of Sword Skills & Special Moves by 10%.
 Increase BP Drop  Increases the BP dropped by enemies by 10%.
 Increase Status Ailment Recovery+  Increases the rate of recovery from bad statuses by 40%.
 Increase HP  Increases Max HP by 10%.
 Increase Special Gauge+  Increases Max Special Gauge by 30%.
 Increase Special Gauge Regeneration+  Increases the rate of gaining Special Gauge by 30%.
 Switch Boost  Increases the power of Switch by 10%.
 Skill Connect Boost  Increases power of Skill Connect by 10%.
 Increase Attack  Increases physical damage dealt by weapons by 10%.
 Cooldown Time Decrease+  Decreases the cooldown time of Sword Skills & Special Moves by 20%.
 Increase Physical Defense+  Decrease amount of damage received by physical attacks by 20%.
 Switch Boost+  Increases the power of Switch by 20%.
[Lv1000] Skill Connect Boost+  Increases power of Skill Connect by 20%.
[Lv1050] Increase Rare Drop  Increases the rate of receiving a Rare Drop from an enemy (Most likely by 10%).
[Lv1100] Increase BP Drop+ Increases the BP dropped by enemies by 20%.
[Lv1200] Increase Yuld Drop Increases the Yuld dropped by enemies by 10%.



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-

Yellow Radio doesn’t have a Main Element. Therefore it makes sense to pick Elemental Equipment that is used the most or has the most boss weaknesses. In this sense Ice or Dark are your safest bet so selecting Ice/Dark Engraved Stones and Enhanced Armaments that Increase Ice/Dark Abilities would be applicable in most cases.

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 Yellow Radio-

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.

Yellow Radio has a 2-3 Split of Incarnate Skills to Special Moves with the favor being in the Special Moves. On top of this, his special moves also cost a considerable amount of Special Gauge meaning that he needs to spend a lot of time building up meter in order to be effective.

On paper, Yellow Radio looks like the “bag o’ tricks” type  character that you often see in fighting games. Spending a little more time with him will help you realize that he’s a lot more straightforward than he seems. The only thing tricky about him is doing Skill Connect Combos, but more on that later.

Yellow Radio’s skills types hover between close range quick attacks and AoE with status ailments. His grade 1 Incarnate Skill has quick cooldown and it ends with a backstep so it forms more or less the bread and butter of his neutral game. His AoE skills have rather long startup and duration so its recommended that you wait for an opening before you use those.

When you net a DOWN or you see a large opening in a boss, its time to go for a long Skill Connect Combo. In Yellow Radio’s case, you should make his AoE attacks the basis of the combo while you keep his Grade 1 Incarnate Skill & Grade 2 Special Move as quick escapes or enders for the combo. If you had to slide either of those in mid combo, Yellow Radio will move out of range and become unable to deal damage so be careful.

Yellow Radio’s Futile Fortune Wheel seems to have every status ailment in the game – including stat debuffs like defense down. But since majority of the bosses have crazy resistance to most status ailments, you seldom see the Futile Fortune Wheel actually land a status effect.

If you wish to increase the probability of landing status effects, try equipping Yellow Radio with the Glitch Ring (Status Ailment infliction chance +50%)

-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).

“Irrational Jealousy” can be only be used to control aggro offline. it has no use online so this skill isn’t really worth leveling in my opinion.

“Secret Program” Can be used to instantly become invisible. Use this when your HP is low and you need a breather to use a healing item. Just be careful that any action other than basic movement will cancel the invisibility.


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 Yellow Radio-

This character is surprisingly good. I really expected him to be that irritating AW character that i’ll never level but after messing around with him a little bit I could see that there was potential in him.

I just have a few problems with him. The first is that his square and triangle attacks are deceptively slow. So much so that its hard to block any incoming hit mid-combo. This problem is emphasized by his high need for meter building making him a little bit frustrating if you don’t know the duration of his attacks.

The other problem I have with him is that he doesn’t have any Sword Skills that feel like mid level attacks. He only has weak quick attacks and then lengthy AoE attacks.

This is only really a problem if you think like BK and consider the kinds of bad habits you could pick up by using a character with such a divide in skills.

All my knit-picking aside, I think Yellow Radio is pretty good.

The same can’t be said for his character design though (>.<)