Hysilens Build
Hysilens is a 5★ Physical character on the Path of Nihility in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Iwami Manaka | Rosie Day | Fumeng Ruowei | Oh Eun-soo (오은수) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Pull if you run (or want to build) a DoT team with Kafka and Black Swan — she raises the whole archetype's ceiling. If you don't play DoT, you can comfortably skip her.
30-second build
Sub-stat priority: Effect Hit Rate > SPD > ATK%
Eidolons
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Hysilens's Eidolon
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Hysilens's Eidolon
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Hysilens's Eidolon
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Hysilens's Eidolon
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Hysilens's Eidolon
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Hysilens's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Physical DMG equal to 140% of Hysilens's ATK to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Physical DMG equal to 50% of Hysilens's ATK to one designated enemy. |
| Lv.2 | Deals Physical DMG equal to 60% of Hysilens's ATK to one designated enemy. |
| Lv.3 | Deals Physical DMG equal to 70% of Hysilens's ATK to one designated enemy. |
| Lv.4 | Deals Physical DMG equal to 80% of Hysilens's ATK to one designated enemy. |
| Lv.5 | Deals Physical DMG equal to 90% of Hysilens's ATK to one designated enemy. |
| Lv.6 | Deals Physical DMG equal to 100% of Hysilens's ATK to one designated enemy. |
| Lv.7 | Deals Physical DMG equal to 110% of Hysilens's ATK to one designated enemy. |
| Lv.8 | Deals Physical DMG equal to 120% of Hysilens's ATK to one designated enemy. |
| Lv.9 | Deals Physical DMG equal to 130% of Hysilens's ATK to one designated enemy. |
| Lv.10 (max) | Deals Physical DMG equal to 140% of Hysilens's ATK to one designated enemy. |
▾
Has a 100% base chance to increase the DMG taken by all enemies by 25%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 175% of Hysilens's ATK to all enemies.
| Level | Effect |
|---|---|
| Lv.1 | Has a 100% base chance to increase the DMG taken by all enemies by 10%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 70% of Hysilens's ATK to all enemies. |
| Lv.2 | Has a 100% base chance to increase the DMG taken by all enemies by 11%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 77% of Hysilens's ATK to all enemies. |
| Lv.3 | Has a 100% base chance to increase the DMG taken by all enemies by 12%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 84% of Hysilens's ATK to all enemies. |
| Lv.4 | Has a 100% base chance to increase the DMG taken by all enemies by 13%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 91% of Hysilens's ATK to all enemies. |
| Lv.5 | Has a 100% base chance to increase the DMG taken by all enemies by 14%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 98% of Hysilens's ATK to all enemies. |
| Lv.6 | Has a 100% base chance to increase the DMG taken by all enemies by 15%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 105% of Hysilens's ATK to all enemies. |
| Lv.7 | Has a 100% base chance to increase the DMG taken by all enemies by 16%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 114% of Hysilens's ATK to all enemies. |
| Lv.8 | Has a 100% base chance to increase the DMG taken by all enemies by 18%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 123% of Hysilens's ATK to all enemies. |
| Lv.9 | Has a 100% base chance to increase the DMG taken by all enemies by 19%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 131% of Hysilens's ATK to all enemies. |
| Lv.10 | Has a 100% base chance to increase the DMG taken by all enemies by 20%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 140% of Hysilens's ATK to all enemies. |
| Lv.11 | Has a 100% base chance to increase the DMG taken by all enemies by 21%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 147% of Hysilens's ATK to all enemies. |
| Lv.12 | Has a 100% base chance to increase the DMG taken by all enemies by 22%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 154% of Hysilens's ATK to all enemies. |
| Lv.13 | Has a 100% base chance to increase the DMG taken by all enemies by 23%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 161% of Hysilens's ATK to all enemies. |
| Lv.14 | Has a 100% base chance to increase the DMG taken by all enemies by 24%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 168% of Hysilens's ATK to all enemies. |
| Lv.15 (max) | Has a 100% base chance to increase the DMG taken by all enemies by 25%, lasting for 3 turn(s). At the same time, deals Physical DMG equal to 175% of Hysilens's ATK to all enemies. |
▾
Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 30%, and deals Physical DMG equal to 240% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 100% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled.
| Level | Effect |
|---|---|
| Lv.1 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 15%, and deals Physical DMG equal to 120% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 32% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.2 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 16%, and deals Physical DMG equal to 128% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 37.3% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.3 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 17%, and deals Physical DMG equal to 136% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 42.6% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.4 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 18%, and deals Physical DMG equal to 144% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 47.8% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.5 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 19%, and deals Physical DMG equal to 152% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 53.1% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.6 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 20%, and deals Physical DMG equal to 160% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 58.4% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.7 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 21.3%, and deals Physical DMG equal to 170% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 63.2% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.8 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 22.5%, and deals Physical DMG equal to 180% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 68% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.9 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 23.8%, and deals Physical DMG equal to 190% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 74% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.10 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 25%, and deals Physical DMG equal to 200% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 80% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.11 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 26%, and deals Physical DMG equal to 208% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 84% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.12 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 27%, and deals Physical DMG equal to 216% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 88% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.13 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 28%, and deals Physical DMG equal to 224% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 92% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.14 | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 29%, and deals Physical DMG equal to 232% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 96% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
| Lv.15 (max) | Hysilens deploys a Zone that reduces enemy targets' ATK by 15% and DEF by 30%, and deals Physical DMG equal to 240% of Hysilens's ATK to all enemies. For every 1 instance of DoT taken by an enemy target within the Zone, Hysilens deals Physical DoT equal to 100% of her ATK to them. This damage triggers at the start of each turn or after one attack by an ally target, up to 8 time(s). And it cannot repeatedly trigger this effect. The Zone lasts for 3 turn(s) and this duration decreases by 1 at the start of this unit's every turn. When Hysilens gets knocked down, the Zone will also be dispelled. |
▾
When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 31.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 31.3% of Hysilens's ATK, lasting for 2 turn(s).
| Level | Effect |
|---|---|
| Lv.1 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 10% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 10% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.2 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 11.7% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 11.7% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.3 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 13.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 13.3% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.4 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 15% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 15% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.5 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 16.6% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 16.6% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.6 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 18.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 18.3% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.7 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 19.8% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 19.8% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.8 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 21.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 21.3% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.9 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 23.1% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 23.1% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.10 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 25% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 25% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.11 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 26.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 26.3% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.12 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 27.5% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 27.5% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.13 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 28.7% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 28.7% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.14 | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 30% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 30% of Hysilens's ATK, lasting for 2 turn(s). |
| Lv.15 (max) | When an ally target attacks, there is a 100% base chance for Hysilens to inflict the hit enemy target with one of the following states: Wind Shear, Bleed, Burn, or Shock. Priority is given to inflicting a different state. While in the Wind Shear/Burn/Shock state, at the start of each turn, the enemy target takes Wind/Fire/Lightning DoT equal to 31.3% of Hysilens's ATK for 2 turn(s). While in the Bleed state, at the start of each turn, the enemy target takes Physical DoT equal to 20% of their Max HP, up to 31.3% of Hysilens's ATK, lasting for 2 turn(s). |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
After using Technique, creates a Special Dimension that lasts for 20 seconds and automatically moves forward. Enemies within the Special Dimension enter the "Soulstruck" state. "Soulstruck" enemies will not attack ally targets and will follow the dimension while it persists. After entering combat with "Soulstruck" enemies, there is a 100% base chance to inflict each enemy target with 2 of the following states: Wind Shear/Bleed/Burn/Shock, all of which are equivalent to those provided by Hysilens's Talent effect. Only 1 Dimension Effect created by allies can exist at the same time.
Major Traces
At the start of combat, Hysilens deploys a Zone, equivalent to that provided by her Ultimate, lasting for 3 turn(s). Whenever Hysilens deploys a Zone, she recovers 1 Skill Point(s).
When Hysilens uses Ultimate, if the enemy target is currently afflicted with DoT(s), all DoTs currently applied on the target will immediately produce DMG equal to 150% of their original DMG.
For every 10% of Hysilens's Effect Hit Rate that exceeds 60%, increases her DMG dealt by 15%, up to a max increase of 90%.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Aeolian Mode: Echoes in Still Waters | Basic ATK | 30 |
| Overtone Hum: Chorus After Dark Tides | Skill | 30 |
| Maelstrom Rhapsody | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Hysilens breaks 120 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | 4 |
| Elite | 360 | 12 | 12 |
| Elite Boss | 540 | 18 | 18 |
| Boss | 540 | 18 | 18 |
122/231 enemies in our bestiary are weak to Physical — Hysilens's own element. View the Bestiary → · View Physical-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Hysilens FAQ
What is the best Light Cone for Hysilens?
The best Light Cone for Hysilens is Why Does the Ocean Sing (top pick). See F2P options in the Light Cones section above.
Is Hysilens worth pulling?
Pull if you run (or want to build) a DoT team with Kafka and Black Swan — she raises the whole archetype's ceiling. If you don't play DoT, you can comfortably skip her.
What is the best team for Hysilens?
The core Kafka + Black Swan + Huohuo comp applies and detonates DoT nonstop and dominates MoC and Pure Fiction. Kafka + Cipher + Hyacine is a fresh premium line; Serval + Asta + Gallagher is the budget/F2P option.
How much Energy does Hysilens's Ultimate cost?
Hysilens's Ultimate costs 110 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Hysilens need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
4★
4★
4★
4★
4★
4★
4★
4★
4★
3★
3★
3★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.

























