Ashveil
★★★★★

Ashveil Build

Ashveil is a 5★ Lightning character on the Path of The Hunt in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 25/03/2026 · v4.1· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Koyasu Takehito Blythe Melin Zhang Pei Kang Soo-jin (강수진)
Community usage · phase 4.4.2
Memory of Chaos13.5%
Pure Fiction13.7%
Apocalyptic Shadow10.7%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Ashveil — just follow the numbers

Active codes (10)

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STARRAILGIFT
4TKSX77Y58QK
30-second summary

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT Rate / CRIT DMG FeetATK% SphereLightning DMG% RopeATK%

Sub-stat priority: CRIT Rate > CRIT DMG > ATK% > SPD > Break Effect

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 4.5/5
Pure Fiction 3.5/5
Apocalyptic Shadow 4.5/5
Lightning (Ashveil's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Ashveil needs higher Eidolons to reach full potential — at E0 they're noticeably weaker than the fully-rated build.

Should you pull Ashveil?

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn.

He tags one enemy as 'Bait', and every time a teammate hits that Bait, Ashveil auto-counters. He's one of the best single-target damage machines in the game right now, functioning as a near-standalone hypercarry.

Pros
  • Extremely strong single-target damage, functions almost as a solo carry
  • His Skill's 50% DEF shred benefits the whole team, not just himself
  • Ultimate can chain multiple extra hits via Gluttony stacks for huge burst
  • Fully strong at E0, no eidolon investment required to perform well
Cons
  • Requires near-100% CRIT Rate to deal consistent damage, tricky for newer players to build
  • Weak in wide-target content like Pure Fiction since he's a single-target DPS
  • Needs good action-advance support (Sunday, Robin) to reach full potential
  • His signature light cone is a large power spike; without it his output drops noticeably

How to play

Open with Skill to mark the boss as Bait, which drops all enemies' DEF by 50% for as long as Bait exists.

Let your allies attack Bait freely - each hit consumes 1 of Ashveil's Charge points (max 3, refunding 8 Energy each time) to trigger a Follow-Up ATK, while stacking 'Gluttony'.

Once his Ultimate is ready, use it to re-mark Bait, fire an immediate Follow-Up, and if enough Gluttony is stacked, chain extra hits automatically - the more you've stacked, the bigger the Ultimate payoff, like a self-triggering combo chain.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Ashveil

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? Swordplay (4★) is an easy-to-get pick that's still in Ashveil's good-build group.

Best Relics

BodyCRIT Rate / CRIT DMG
FeetATK%
SphereLightning DMG%
RopeATK%

Sub-stat priority: CRIT Rate > CRIT DMG > ATK% > SPD > Break Effect

Stat targets

Since each Follow-Up only lands one hit (no built-in multi-hit to smooth out variance), Ashveil needs CRIT Rate close to 100% in-combat before anything else, then CRIT DMG and ATK%. Don't overinvest in SPD beyond the minimum needed to stay responsive.

4

Teams

Best teammates to pair with

Best teams for Ashveil

His best team runs him as a standalone hypercarry alongside Sunday or Robin for action advance, CRIT, and FUA damage buffs, plus a sustain unit like Dan Heng Permansor Terrae.

If you own Feixiao, pairing them creates a devastating 'double FUA' team where each character's follow-ups trigger the other's.

A free-to-play team can lean on Mortenax Blade for DEF shred synergy alongside a reliable healer like Huohuo or Natasha.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

Fully functional at E0 (no eidolons unlocked) - no need to pull duplicates to make him work. If you have spare currency, E2 is the single most impactful eidolon for extra damage.

E1
Beware: Venture Not at Full Moon★★★★★
While Ashveil is on the field, increases DMG taken by all enemies by 24%. When an enemy target's current HP percentage is 50% or lower, the DMG they take increases to 36%.
Grants all allies 24% (up to 36% below 50% HP) increased DMG dealt to enemies while Ashveil is on field, a team-wide vulnerability buff that is a major power spike.
Ashveil's Eidolon×1 Ashveil's Eidolon
E2
Knock: Where Snickers Echo★★★☆☆
The max stack limit of "Gluttony" increases to 18. After each time Ashveil launches the enhanced Talent's Follow-Up ATK, refunds 35% of the removed "Gluttony" stacks.
Raises the max "Gluttony" stack to 18 and refunds 35% of consumed stacks after the enhanced Talent Follow-Up ATK, a moderate scaling/sustain improvement for the Gluttony mechanic.
Ashveil's Eidolon×1 Ashveil's Eidolon
E3
Hush: Unsaid Between Friends★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Purely raises Ultimate Lv. +2 and Basic ATK Lv. +1, a basic numerical upgrade with no major power spike.
Ashveil's Eidolon×1 Ashveil's Eidolon
E4
Heed: Swallow Truth Whole★★★★☆
When Ashveil uses Ultimate, increases ATK by 40% for 3 turn(s).
Using Ultimate grants a 40% ATK increase for 3 turns, providing a sizable self-buff damage window for Ashveil.
Ashveil's Eidolon×1 Ashveil's Eidolon
E5
Caution: Sleuth Turns Slayer★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Purely raises Skill Lv. +2 and Talent Lv. +2, a basic numerical upgrade with no major power spike.
Ashveil's Eidolon×1 Ashveil's Eidolon
E6
Finale: And Then There Were None★★★★★
When the "Bait" exists on the field, reduces all enemies' All-Type RES by 20%. For every 1 stack of "Gluttony" Ashveil has gained, the DMG dealt increases by 4%. This effect can stack up to 30 time(s).
While the "Bait" exists, reduces all enemies' All-Type RES by 20%, and each stack of "Gluttony" gained increases DMG dealt by 4% (up to 30 stacks), a massive damage and RES-shred power spike.
Ashveil's Eidolon×1 Ashveil's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ Ultimate hits for 500% ATK and immediately triggers an extra enhanced Talent Follow-Up ATK, directly delivering a huge chunk of burst damage.
Talent ★★★★★ Talent generates a repeatable 250% ATK Follow-Up ATK whenever allies hit the "Bait," making it the character's main recurring damage engine.
Skill ★★★☆☆ Skill deals decent damage (250%/125% ATK) and applies a 50% DEF reduction on all enemies while the Bait exists, supporting both personal and team damage.
Basic ATK ★☆☆☆☆ Basic ATK only deals 140% ATK and plays no role in the core Bait/Follow-Up mechanic, so it remains the lowest leveling priority as usual.
Trace priority: A4 > A6 > A2 Eidolon priority: E6 > E1 > E4 > E2 > E3 = E5

Skills

Talons: Inculcate Decorum
Basic ATK Single Target Lv.10 +20 30

Deals Lightning DMG equal to 140% of Ashveil's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Lightning DMG equal to 50% of Ashveil's ATK to one designated enemy.
Lv.2 Deals Lightning DMG equal to 60% of Ashveil's ATK to one designated enemy.
Lv.3 Deals Lightning DMG equal to 70% of Ashveil's ATK to one designated enemy.
Lv.4 Deals Lightning DMG equal to 80% of Ashveil's ATK to one designated enemy.
Lv.5 Deals Lightning DMG equal to 90% of Ashveil's ATK to one designated enemy.
Lv.6 Deals Lightning DMG equal to 100% of Ashveil's ATK to one designated enemy.
Lv.7 Deals Lightning DMG equal to 110% of Ashveil's ATK to one designated enemy.
Lv.8 Deals Lightning DMG equal to 120% of Ashveil's ATK to one designated enemy.
Lv.9 Deals Lightning DMG equal to 130% of Ashveil's ATK to one designated enemy.
Lv.10 (max) Deals Lightning DMG equal to 140% of Ashveil's ATK to one designated enemy.
Flog: Smite Evil
Skill Single Target Lv.15 +30 60

Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 250% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 125% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 50%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.

LevelEffect
Lv.1 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 100% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 50% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 20%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.2 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 110% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 55% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 22%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.3 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 120% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 60% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 24%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.4 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 130% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 65% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 26%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.5 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 140% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 70% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 28%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.6 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 150% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 75% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 30%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.7 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 163% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 81% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 33%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.8 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 175% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 88% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 35%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.9 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 188% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 94% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 38%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.10 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 200% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 100% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 40%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.11 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 210% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 105% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 42%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.12 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 220% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 110% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 44%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.13 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 230% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 115% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 46%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.14 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 240% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 120% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 48%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Lv.15 (max) Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 250% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 125% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 50%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Banquet: Insatiable Appetite
Ultimate Single Target Lv.15 +5 90 150

Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 500% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 250% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.

LevelEffect
Lv.1 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 200% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 100% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.2 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 220% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 110% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.3 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 240% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 120% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.4 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 260% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 130% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.5 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 280% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 140% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.6 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 300% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 150% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.7 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 325% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 163% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.8 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 350% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 175% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.9 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 375% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 188% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.10 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 400% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 200% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.11 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 420% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 210% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.12 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 440% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 220% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.13 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 460% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 230% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.14 Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 480% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 240% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Lv.15 (max) Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 500% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 250% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Rancor: Enmity Reprisal
Talent Single Target Lv.15 +5 15

Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 250% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.

LevelEffect
Lv.1 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 100% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.2 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 110% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.3 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 120% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.4 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 130% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.5 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 140% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.6 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 150% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.7 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 163% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.8 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 175% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.9 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 188% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.10 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 200% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.11 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 210% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.12 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 220% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.13 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 230% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.14 Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 240% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Lv.15 (max) Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 250% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
Devour: O Loathsome Hand
Technique Impair

After using Technique, inflicts Daze on enemies within a set area for 10 second(s). Dazed enemies will not actively attack ally targets. When entering combat via actively attacking a Dazed enemy, deals Lightning DMG to all enemies equal to 100% of Ashveil's ATK, and grants Ashveil 1 Charge.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Damnation Trail

When Ashveil uses Skill/Ultimate, gains 1/2 stacks of "Gluttony." During Ashveil's Follow-Up ATK, for every 1 enemy(ies) that suffer a killing blow, Ashveil gains 1 stack(s) of "Gluttony."

A4
Phantom Limb

DMG dealt by Ashveil's Follow-Up ATK increases by 80%. And for every 1 stack(s) of "Gluttony" in possession, DMG dealt by Follow-Up ATK additionally increases by 10%.

A6
First Fang

While Ashveil is on the field, CRIT DMG dealt by ally targets increases by 40%, and CRIT DMG dealt by ally target's Follow-Up ATK additionally increases by 80%.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+37.3%CRIT DMG
+14.4%Lightning DMG Boost
+10%ATK

Weakness Break

How much Toughness each of Ashveil's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Talons: Inculcate DecorumBasic ATK30
Flog: Smite EvilSkill60
Banquet: Insatiable AppetiteUltimate90
Rancor: Enmity ReprisalTalent15

One full combo (Basic ATK + Skill + Ultimate) from Ashveil breaks 180 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 2
Elite 360 12 6
Elite Boss 540 18 9
Boss 540 18 9

142/231 enemies in our bestiary are weak to Lightning — Ashveil's own element. View the Bestiary → · View Lightning-weak enemies →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
854
#87 of 90
ATK
776
#2 of 90
DEF
388
#79 of 90
SPD
106
#21 of 90
CRIT Rate
5%
CRIT DMG
50%

Ascension Materials

Total materials to max ascension — tap to see how to farm.
Material Planner →
8

Ashveil FAQ

What is the best Light Cone for Ashveil?

The best Light Cone for Ashveil is The Finale of a Lie (top pick). See F2P options in the Light Cones section above.

Is Ashveil worth pulling?

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn. He tags one enemy as 'Bait', and every time a teammate hits that Bait, Ashveil auto-counters. He's one of the best single-target damage machines in the game right now, functioning as a near-standalone hypercarry.

What is the best team for Ashveil?

His best team runs him as a standalone hypercarry alongside Sunday or Robin for action advance, CRIT, and FUA damage buffs, plus a sustain unit like Dan Heng Permansor Terrae. If you own Feixiao, pairing them creates a devastating 'double FUA' team where each character's follow-ups trigger the other's. A free-to-play team can lean on Mortenax Blade for DEF shred synergy alongside a reliable healer like Huohuo or Natasha.

How much Energy does Ashveil's Ultimate cost?

Ashveil's Ultimate costs 150 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Ashveil need to reach max Ascension?

See the full Ascension Materials list above, pulled directly from the latest game data.

Matching Light Cones

Path of The Hunt — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.

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