Evernight
★★★★★

Evernight Build

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

Released: 25/09/2025 · v3.6· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Ogura Yui Skyler Davenport Nuoya Jung Hye-won (정혜원)
Community usage · phase 4.4.2
Memory of Chaos56.5%
Pure Fiction44.8%
Apocalyptic Shadow42.4%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Evernight — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

If you own Castorice, Evernight is close to a must-pull — she's the single best Remembrance support for memosprite teams. Skip her if you don't run Remembrance/Castorice comps.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT DMG FeetHP% SphereIce DMG RopeHP%

Sub-stat priority: CRIT Rate > CRIT DMG > HP% > SPD

2

Verdict & playstyle

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

Evernight has no clear weak point based on current data, but needs the right build (see the Build section below) to reach full potential.

Should you pull Evernight?

If you own Castorice, Evernight is close to a must-pull — she's the single best Remembrance support for memosprite teams. Skip her if you don't run Remembrance/Castorice comps.

Pros
  • Best Remembrance support for Castorice
  • Huge CRIT DMG buff to every memosprite
  • Self-amps damage via Darkest Riddle
  • HP-scaling makes her easy to build tanky
Cons
  • Needs a Remembrance/memosprite shell to shine
  • Wants HP and CRIT together, so relic farming is rough
  • Low value without Castorice

How to play

Each turn: cast Skill to buff all ally memosprites' CRIT DMG (costs 10% current HP), keep Evey summoned, and fire Ultimate to enter Darkest Riddle (enemies take +30% DMG, Evernight/Evey +60% DMG). Basic ATK to recover HP and build resource when needed.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Evernight

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? The Flower Remembers (4★) is an easy-to-get pick that's still in Evernight's good-build group.

Best Relics

BodyCRIT DMG
FeetHP%
SphereIce DMG
RopeHP%

Sub-stat priority: CRIT Rate > CRIT DMG > HP% > SPD

Stat targets

Aim for ~6000-7000+ total HP, ~65% CRIT Rate before buffs, then stack CRIT DMG. Base SPD is fine since the memosprite Talent grants SPD; run an Energy Regen rope if you lack her signature cone.

4

Teams

Best teammates to pair with

Best teams for Evernight

The Castorice + Hyacine sustain core (feeds HP-drain) is the strongest shell. The other comps add Tribbie and Remembrance Trailblazer to amplify memosprites. Evernight is always the CRIT DMG glue.

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

E0 is plenty and already strong. E1/E2 are big upgrades — many guides rank E2 above her signature cone thanks to extra Memoria generation and Darkest Riddle uptime.

E1
Sleep Tight, the Night Dreams Long★★★★★
When Evernight is on the field, if there are (≥4)/3/2/1 enemy targets on the field, ally memosprites deal DMG equal to 120%/125%/130%/150% of their original DMG respectively.
Boosts ally memosprites' DMG by up to 150% against a single enemy, a massive damage multiplier that shines in common single-target boss fights.
Evernight's Eidolon×1 Evernight's Eidolon
E2
Listen Up, the Slumber Speaks Soft★★★★☆
Increases Evernight's and the memosprite Evey's CRIT DMG by 40%. Each time Evernight gains "Memoria," increases the amount of "Memoria" gain by 2 point(s). When using Ultimate, additionally gains 2 Charge for "Darkest Riddle."
Grants +40% CRIT DMG to Evernight and Evey while boosting Memoria gain and Ultimate Charge, meaningfully raising damage output and buff uptime.
Evernight's Eidolon×1 Evernight's Eidolon
E3
Fear Not, the Nightmare Lies Past★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. Memosprite Talent Lv. +1, up to a maximum of Lv. 10.
Only levels up Skill, Basic ATK, and Memosprite Talent, a passive numeric upgrade with little transformative impact.
Evernight's Eidolon×1 Evernight's Eidolon
E4
Wake Up, the Tomorrow is Yours★★☆☆☆
While Evernight is on the field, ally memosprites' Weakness Break Efficiency increases by 25%, and the memosprite Evey's Weakness Break Efficiency additionally increases by 25%.
Increases ally memosprites' Weakness Break Efficiency, situationally useful but not central to a main DPS's damage output.
Evernight's Eidolon×1 Evernight's Eidolon
E5
Let Go, the "Me" in Memories★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. Memosprite Skill Lv. +1, up to a maximum of Lv. 10.
Only levels up Ultimate, Talent, and Memosprite Skill, a passive numeric upgrade that doesn't change gameplay.
Evernight's Eidolon×1 Evernight's Eidolon
E6
Like This, Always★★★★★
While Evernight is on the field, all ally targets' All-Type RES PEN increases by 20%. After the memosprite Evey uses "Dream, Dissolving, as Dew," Evernight gains 30% of the amount of "Memoria" consumed in this attack.
Grants the whole team +20% All-Type RES PEN while Evernight is on field, an extremely powerful team-wide damage buff, plus extra Memoria recovery.
Evernight's Eidolon×1 Evernight's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ The Ultimate is Evernight's core damage burst, summoning Evey to deal AoE Ice DMG equal to 250% of Evey's Max HP and opening a state that boosts both units' DMG by 75%, so it should be leveled first.
Talent ★★★★★ The Talent summons Evey at combat start and repeatedly boosts CRIT DMG on HP loss while generating 'Memoria', the core resource fueling Evey's damage, so it deserves priority equal to the Ultimate.
Skill ★★★★☆ The Skill summons or heals Evey and increases CRIT DMG for all ally memosprites based on Evernight's own CRIT DMG, directly supporting Evey's damage output, so it still needs a fairly high level though below Ultimate/Talent.
Basic ATK ★☆☆☆☆ The Basic ATK only deals single-target DMG equal to 70% of Evernight's Max HP and is not the main damage source (most damage comes from Evey), so it remains the lowest leveling priority.
Trace priority: A2 > A4 > A6 Eidolon priority: E1 > E2 > E6 > E4 > E5 = E3

Skills

Time Thence Blurs
Basic ATK Single Target Lv.10 +20 30

Deals Ice DMG equal to 70% of Evernight's Max HP to one designated enemy.

LevelEffect
Lv.1 Deals Ice DMG equal to 25% of Evernight's Max HP to one designated enemy.
Lv.2 Deals Ice DMG equal to 30% of Evernight's Max HP to one designated enemy.
Lv.3 Deals Ice DMG equal to 35% of Evernight's Max HP to one designated enemy.
Lv.4 Deals Ice DMG equal to 40% of Evernight's Max HP to one designated enemy.
Lv.5 Deals Ice DMG equal to 45% of Evernight's Max HP to one designated enemy.
Lv.6 Deals Ice DMG equal to 50% of Evernight's Max HP to one designated enemy.
Lv.7 Deals Ice DMG equal to 55% of Evernight's Max HP to one designated enemy.
Lv.8 Deals Ice DMG equal to 60% of Evernight's Max HP to one designated enemy.
Lv.9 Deals Ice DMG equal to 65% of Evernight's Max HP to one designated enemy.
Lv.10 (max) Deals Ice DMG equal to 70% of Evernight's Max HP to one designated enemy.
Day Gently Slips
Skill Summon Lv.15 +30

Consumes 10% of Evernight's current HP to summon memosprite Evey and increases CRIT DMG of all ally memosprites by an amount equal to 30% of Evernight's CRIT DMG for 2 turn(s). This duration decreases by 1 at the start of Evernight's every turn. If Evey is already on the field, restores its HP by 50% of its Max HP. When using this, gains 2 point(s) of "Memoria." If in the "Darkest Riddle" state, gains 12 additional point(s) of "Memoria."

LevelEffect
Lv.1 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.2 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.3 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.4 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.5 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.6 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.7 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.8 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.9 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.10 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.11 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.12 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.13 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.14 Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
Lv.15 (max) Consumes this unit's HP to summon memosprite Evey and increase CRIT DMG for all ally memosprites. If Evey is already on the field, restores its HP. When using this, gains 2 "Memoria." If in the "Darkest Riddle" state, additionally gains 12 "Memoria."
O Wakeful World, Goodnight
Ultimate AoE Lv.15 +5 90 240

Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 250% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 38% increased DMG while both Evernight and Evey deal 75% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.

LevelEffect
Lv.1 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 100% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 15% increased DMG while both Evernight and Evey deal 30% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.2 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 110% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 17% increased DMG while both Evernight and Evey deal 33% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.3 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 120% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 18% increased DMG while both Evernight and Evey deal 36% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.4 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 130% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 20% increased DMG while both Evernight and Evey deal 39% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.5 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 140% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 21% increased DMG while both Evernight and Evey deal 42% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.6 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 150% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 23% increased DMG while both Evernight and Evey deal 45% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.7 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 163% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 24% increased DMG while both Evernight and Evey deal 49% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.8 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 175% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 26% increased DMG while both Evernight and Evey deal 53% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.9 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 188% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 28% increased DMG while both Evernight and Evey deal 56% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.10 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 200% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 30% increased DMG while both Evernight and Evey deal 60% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.11 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 210% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 32% increased DMG while both Evernight and Evey deal 63% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.12 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 220% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 33% increased DMG while both Evernight and Evey deal 66% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.13 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 230% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 35% increased DMG while both Evernight and Evey deal 69% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.14 Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 240% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 36% increased DMG while both Evernight and Evey deal 72% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
Lv.15 (max) Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 250% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 38% increased DMG while both Evernight and Evey deal 75% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
With Me, This Night
Talent Enhance Lv.15

When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 75% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."

LevelEffect
Lv.1 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 30% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.2 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 33% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.3 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 36% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.4 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 39% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.5 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 42% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.6 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 45% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.7 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 49% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.8 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 53% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.9 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 56% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.10 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 60% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.11 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 63% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.12 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 66% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.13 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 69% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.14 When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 72% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Lv.15 (max) When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 75% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Let it Rain Cold On Thee
Technique Support

After using Technique, at the start of the next battle, obtains the same effect as the one from Skill that increases CRIT DMG for all ally memosprites, and gains 1 "Memoria."

Remembrance, Whirling, Like Rain
Memosprite Skill Single Target Lv.10

This ability automatically selects a target, prioritizing the enemy target that Evernight last attacked. Deals Ice DMG equal to 70% of Evey's Max HP to one enemy. For every 4 point(s) of "Memoria" Evernight currently has, additionally deals Ice DMG equal to 14% of Evey's Max HP. Gains 1 point(s) of "Memoria" after use.

Solitude, Drifting, In Murk
Memosprite Talent Support Lv.10

Evey is immune to Crowd Control debuffs and has an increased chance of getting attacked. While Evey is on the field, Evernight and Evey deal 70% increased DMG.

Night, Trailing, In Step
Memosprite Talent Enhance Lv.10

When summoned, this unit immediately takes action.

You, Parting, Beyond Reach
Memosprite Talent Enhance Lv.10

Upon disappearing, increases Evernight's SPD by 10%. If the disappearance is due to using "Dream, Dissolving, as Dew," then, for every 1 "Memoria" point consumed by the attack, additionally increases Evernight's SPD by 1%. Up to 40 "Memoria" points can be taken into account for this. The SPD Boost effect cannot stack and is removed at the start of Evernight's next turn.

Dream, Dissolving, as Dew
Memosprite Skill AoE Lv.10

This ability is used when Evernight's "Memoria" is greater than or equal to 16 and she is not affected by Crowd Control. For every 1 "Memoria" point currently held, deals Ice DMG equal to 16.8% of Evey's Max HP to the primary target, and Ice DMG equal to 8.4% of Evey's Max HP to the other enemy targets. After use, consumes all "Memoria" and HP, and makes Evey disappear.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Dark the Night, Still the Moon

Increases Evernight's and the memosprite Evey's CRIT Rate by 35%. When using an ability, consumes 5% of this unit's current HP to increase CRIT DMG for both of them by 15%, lasting for 2 turn(s). After Evey uses "Dream, Dissolving, as Dew," recovers 1 Skill Point for allies.

A4
Rouse the Flame, Lull the Light

When combat starts, Evernight regenerates 70 Energy and gains 1 "Memoria." When Evernight or an ally memosprite uses an ability, Evernight regenerates 5 Energy and gains 1 "Memoria."

A6
Kindle the Morn, Drop the Rain

When there are 1/2/3/≥4 Remembrance characters in the team, increases CRIT DMG for all ally memosprites by 5%/15%/50%/65% respectively while Evernight's Skill lasts.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+18.7%CRIT Rate
+18%HP
+13.3%CRIT DMG

Weakness Break

How much Toughness each of Evernight's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Time Thence BlursBasic ATK30
O Wakeful World, GoodnightUltimate90
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Evernight breaks 120 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 this move deals no Toughness reduction
Elite 360 12 this move deals no Toughness reduction
Elite Boss 540 18 this move deals no Toughness reduction
Boss 540 18 this move deals no Toughness reduction

119/231 enemies in our bestiary are weak to Ice — Evernight's own element. View the Bestiary → · View Ice-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
1,319
#18 of 90
ATK
543
#69 of 90
DEF
582
#17 of 90
SPD
99
#63 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Evernight FAQ

What is the best Light Cone for Evernight?

The best Light Cone for Evernight is To Evernight's Stars (top pick). See F2P options in the Light Cones section above.

Is Evernight worth pulling?

If you own Castorice, Evernight is close to a must-pull — she's the single best Remembrance support for memosprite teams. Skip her if you don't run Remembrance/Castorice comps.

What is the best team for Evernight?

The Castorice + Hyacine sustain core (feeds HP-drain) is the strongest shell. The other comps add Tribbie and Remembrance Trailblazer to amplify memosprites. Evernight is always the CRIT DMG glue.

How much Energy does Evernight's Ultimate cost?

Evernight's Ultimate costs 240 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Evernight need to reach max Ascension?

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

Matching Light Cones

Path of Remembrance — 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.

Related Characters

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