Firefly
★★★★★

Firefly Build

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

Released: 19/06/2024 · v2.3· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Kusunoki Tomori (楠木ともり)
SAM: Kasama Jun
Analesa Fisher<br />SAM: Adin Rudd Song Yuanyuan (宋媛媛)
SAM: Gan Ziqi
Yu Hye-ji (유혜지)
SAM: Jang Seo-hwa (장서화)
Community usage · phase 4.4.2
Memory of Chaos37.6%
Pure Fiction19.9%
Apocalyptic Shadow35.5%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Firefly — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

1

30-second build

In a hurry? This box is all you need — details below
BodyATK% FeetSPD SphereATK% RopeBreak Effect

Sub-stat priority: Break Effect > SPD > ATK%

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 5/5
Pure Fiction 3.5/5
Apocalyptic Shadow 5/5
Fire (Firefly's element) is a listed Weakness in 3 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Firefly 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 Firefly?

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

Pros
  • Best-in-class single-target Break DPS
  • Self-heal and self-speed, very team-flexible
  • Dominant in Memory of Chaos and Apocalyptic Shadow
  • No CRIT needed, easy to gear
Cons
  • Heavily reliant on Harmony Trailblazer and Ruan Mei
  • Weaker in wide-spread Pure Fiction content
  • Needs high SPD/Break Effect breakpoints to shine
  • Falls off against non-Fire-weak enemies

How to play

Skill on turn one to build energy, then Ultimate into her Complete Combustion state the moment it's ready. Inside that state your SPD and Super Break spike, so spam the Enhanced Skill to break enemies and pile on damage.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Firefly

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? Indelible Promise (4★) is an easy-to-get pick that's still in Firefly's good-build group.

Best Relics

BodyATK%
FeetSPD
SphereATK%
RopeBreak Effect

Sub-stat priority: Break Effect > SPD > ATK%

Stat targets

Aim for 154 base SPD (~164 with Ruan Mei), around 360% Break Effect inside Combustion, and roughly 2400-2600 ATK for the conversion threshold. No CRIT or Fire DMG needed.

4

Teams

Best teammates to pair with

Best teams for Firefly

The core is Harmony Trailblazer plus Ruan Mei to fuel Super Break, with Lingsha healing and breaking. Swap Ruan Mei for Fugue for monster single-target breaks; Gallagher is the budget healer option.

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 fully complete and needs nothing. E1 is a massive jump (Super Break multiplier plus energy refund) and worth it if you love her; E2 is smooth but sees diminishing returns.

E1
In Reddened Chrysalis, I Once Rest★★★★☆
When using the Enhanced Skill, ignores 15% of the target's DEF. The Enhanced Skill does not consume Skill Points.
The Enhanced Skill ignores 15% DEF and costs no Skill Points, giving a solid damage and resource-efficiency boost.
Firefly's Eidolon×1 Firefly's Eidolon
E2
From Shattered Sky, I Free Fall★★★★★
While in Complete Combustion, using the Enhanced Basic ATK or the Enhanced Skill to defeat an enemy target or to Break their Weakness allows SAM to immediately gain 1 extra turn. This effect can trigger again after 1 turn(s).
Defeating or Weakness Breaking a target with the Enhanced Basic ATK/Skill during Complete Combustion grants an immediate extra turn, a huge boost to action economy and damage.
Firefly's Eidolon×1 Firefly's Eidolon
E3
Amidst Silenced Stars, I Deep Sleep★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Skill and Basic ATK levels, a minor stat boost with no gameplay-changing effect.
Firefly's Eidolon×1 Firefly's Eidolon
E4
Upon Lighted Fyrefly, I Soon Gaze★★☆☆☆
While in Complete Combustion, increases SAM's Effect RES by 50%.
Grants 50% Effect RES during Complete Combustion, useful only for resisting debuffs and not for damage output.
Firefly's Eidolon×1 Firefly's Eidolon
E5
From Undreamt Night, I Thence Shine★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Ultimate and Talent levels, a minor stat boost with no gameplay-changing effect.
Firefly's Eidolon×1 Firefly's Eidolon
E6
In Finalized Morrow, I Full Bloom★★★★★
While in Complete Combustion, increases SAM's Fire RES PEN by 20%. When using the Enhanced Basic ATK or Enhanced Skill, increases Weakness Break Efficiency by 50%.
Increases Fire RES PEN by 20% and Weakness Break Efficiency by 50% when using Enhanced attacks during Complete Combustion, substantially boosting overall damage.
Firefly's Eidolon×1 Firefly's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Skill ★★★★★ The Skill (and its Enhanced form in Complete Combustion) deals core damage and drives SAM's HP/Energy loop, making it a top leveling priority.
Basic ATK ★★★★★ The Enhanced Basic ATK (Fyrefly Type-IV) has the highest listed multiplier (280%) and is spammed throughout Complete Combustion, so it deserves equally top priority.
Talent ★★★☆☆ The Talent only reduces incoming DMG and boosts Effect RES for survivability, without adding to SAM's own damage output, so it sits at medium priority.
Ultimate ★★☆☆☆ The Ultimate merely opens Complete Combustion and grants stat buffs (SPD, Break Efficiency) without dealing direct damage itself, making it the least urgent to level.
Trace priority: A4 = A6 > A2 Eidolon priority: E6 > E2 > E1 > E4 > E3 = E5

Skills

Order: Flare Propulsion
Basic ATK Single Target Lv.10 +20 30

Deals Fire DMG equal to 140% of SAM's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Fire DMG equal to 50% of SAM's ATK to one designated enemy.
Lv.2 Deals Fire DMG equal to 60% of SAM's ATK to one designated enemy.
Lv.3 Deals Fire DMG equal to 70% of SAM's ATK to one designated enemy.
Lv.4 Deals Fire DMG equal to 80% of SAM's ATK to one designated enemy.
Lv.5 Deals Fire DMG equal to 90% of SAM's ATK to one designated enemy.
Lv.6 Deals Fire DMG equal to 100% of SAM's ATK to one designated enemy.
Lv.7 Deals Fire DMG equal to 110% of SAM's ATK to one designated enemy.
Lv.8 Deals Fire DMG equal to 120% of SAM's ATK to one designated enemy.
Lv.9 Deals Fire DMG equal to 130% of SAM's ATK to one designated enemy.
Lv.10 (max) Deals Fire DMG equal to 140% of SAM's ATK to one designated enemy.
Order: Aerial Bombardment
Skill Single Target Lv.15 60

Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 65% of this unit's Max Energy. Deals Fire DMG equal to 250% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.

LevelEffect
Lv.1 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 50% of this unit's Max Energy. Deals Fire DMG equal to 100% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.2 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 51% of this unit's Max Energy. Deals Fire DMG equal to 110% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.3 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 52% of this unit's Max Energy. Deals Fire DMG equal to 120% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.4 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 53% of this unit's Max Energy. Deals Fire DMG equal to 130% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.5 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 54% of this unit's Max Energy. Deals Fire DMG equal to 140% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.6 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 55% of this unit's Max Energy. Deals Fire DMG equal to 150% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.7 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 56% of this unit's Max Energy. Deals Fire DMG equal to 163% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.8 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 57% of this unit's Max Energy. Deals Fire DMG equal to 175% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.9 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 59% of this unit's Max Energy. Deals Fire DMG equal to 188% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.10 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 60% of this unit's Max Energy. Deals Fire DMG equal to 200% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.11 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 61% of this unit's Max Energy. Deals Fire DMG equal to 210% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.12 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 62% of this unit's Max Energy. Deals Fire DMG equal to 220% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.13 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 63% of this unit's Max Energy. Deals Fire DMG equal to 230% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.14 Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 64% of this unit's Max Energy. Deals Fire DMG equal to 240% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Lv.15 (max) Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 65% of this unit's Max Energy. Deals Fire DMG equal to 250% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.
Fyrefly Type-IV: Complete Combustion
Ultimate Enhance Lv.15 +5 240

Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 75, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 25%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.

LevelEffect
Lv.1 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 30, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 10%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.2 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 33, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 11%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.3 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 36, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 12%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.4 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 39, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 13%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.5 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 42, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 14%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.6 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 45, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 15%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.7 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 49, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 16.3%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.8 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 53, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 17.5%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.9 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 56, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 18.8%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.10 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 60, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 20%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.11 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 63, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 21%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.12 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 66, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 22%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.13 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 69, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 23%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.14 Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 72, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 24%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Lv.15 (max) Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 75, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 25%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.
Chrysalid Pyronexus
Talent Defense Lv.15

The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 50%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 40%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.

LevelEffect
Lv.1 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 20%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 10%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.2 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 22%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 12%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.3 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 24%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 14%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.4 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 26%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 16%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.5 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 28%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 18%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.6 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 30%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 20%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.7 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 33%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 23%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.8 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 35%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 25%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.9 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 38%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 28%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.10 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 40%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 30%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.11 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 42%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 32%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.12 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 44%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 34%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.13 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 46%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 36%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.14 The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 48%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 38%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Lv.15 (max) The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 50%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 40%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Attack
30

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

Δ Order: Meteoric Incineration
Technique 60

Leaps into the air and moves about freely for 5 seconds, which can be ended early by launching a plunging attack. When the duration ends, plunges and immediately attacks all enemies within a set area. At the start of each wave, applies a Fire Weakness to all enemies, lasting for 2 turn(s). Then, deals Fire DMG equal to 200% of SAM's ATK to all enemies.

Fyrefly Type-IV: Pyrogenic Decimation
Basic ATK Single Target Lv.10 45

Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 280% of SAM's ATK to one designated enemy.

LevelEffect
Lv.1 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 100% of SAM's ATK to one designated enemy.
Lv.2 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 120% of SAM's ATK to one designated enemy.
Lv.3 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 140% of SAM's ATK to one designated enemy.
Lv.4 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 160% of SAM's ATK to one designated enemy.
Lv.5 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 180% of SAM's ATK to one designated enemy.
Lv.6 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 200% of SAM's ATK to one designated enemy.
Lv.7 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 220% of SAM's ATK to one designated enemy.
Lv.8 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 240% of SAM's ATK to one designated enemy.
Lv.9 Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 260% of SAM's ATK to one designated enemy.
Lv.10 (max) Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 280% of SAM's ATK to one designated enemy.
Fyrefly Type-IV: Deathstar Overload
Skill Blast Lv.15 90

Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 250%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 125%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.

LevelEffect
Lv.1 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 100%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 50%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.2 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 110%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 55%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.3 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 120%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 60%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.4 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 130%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 65%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.5 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 140%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 70%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.6 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 150%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 75%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.7 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 162.5%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 81.3%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.8 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 175%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 87.5%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.9 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 187.5%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 93.8%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.10 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 200%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 100%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.11 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 210%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 105%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.12 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 220%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 110%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.13 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 230%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 115%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.14 Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 240%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 120%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.
Lv.15 (max) Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 250%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 125%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Module α: Antilag Outburst

During the Complete Combustion, attacking enemies that have no Fire Weakness can also reduce their Toughness, with the effect being equivalent to 55% of the original Toughness Reduction from abilities.

A4
Module β: Autoreactive Armor

When SAM is in Complete Combustion with a Break Effect that is equal to or greater than 200%/360%, attacking a Weakness-Broken enemy target will convert the Toughness Reduction of this attack into 1 instance of 35%/50% Super Break DMG.

A6
Module γ: Core Overload

For every 10 point(s) of SAM's ATK that exceeds 1800, increases this unit's Break Effect by 0.8%.

Weakness Break

How much Toughness each of Firefly's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Order: Flare PropulsionBasic ATK30
Order: Aerial BombardmentSkill60
AttackOverworld Attack30
Δ Order: Meteoric IncinerationTechnique60
Fyrefly Type-IV: Pyrogenic DecimationBasic ATK45
Fyrefly Type-IV: Deathstar OverloadSkill90

One full combo (Basic ATK + Skill + Ultimate) from Firefly breaks 225 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 2 1
Elite 360 5 3
Elite Boss 540 8 4
Boss 540 8 4

131/231 enemies in our bestiary are weak to Fire — Firefly's own element. View the Bestiary → · View Fire-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
815
#89 of 90
ATK
524
#75 of 90
DEF
776
#1 of 90
SPD
104
#28 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Firefly FAQ

What is the best Light Cone for Firefly?

The best Light Cone for Firefly is Whereabouts Should Dreams Rest (top pick). See F2P options in the Light Cones section above.

Is Firefly worth pulling?

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

What is the best team for Firefly?

The core is Harmony Trailblazer plus Ruan Mei to fuel Super Break, with Lingsha healing and breaking. Swap Ruan Mei for Fugue for monster single-target breaks; Gallagher is the budget healer option.

How much Energy does Firefly's Ultimate cost?

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

What materials does Firefly need to reach max Ascension?

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

Matching Light Cones

Path of Destruction — 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

New to the mechanics? Read more

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