Sampo
★★★★

Sampo Build

Sampo is a 4★ Wind 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.

Released: 26/04/2023 · v1.0· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Hirakawa Daisuke Roger Rose Liu Shengbo Jeong Jae-heon (정재헌)
Community usage · phase 4.4.2

This character is currently below the community usage threshold (too few endgame users this phase) — stats will appear automatically once there is enough data.

Building Sampo — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Sampo is a free Wind Nihility DoT sub-DPS — a great budget enabler for new players building a DoT team. If you already own Black Swan, you can safely skip him.

1

30-second build

In a hurry? This box is all you need — details below
BodyATK% FeetSPD SphereWind DMG RopeATK%

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

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 2.5/5
Pure Fiction 1/5
Apocalyptic Shadow 1.5/5
Wind (Sampo's element) is not a listed Weakness in this season's Anomaly Arbitration phases.
See this season's Anomaly Arbitration →
Note for beginners

Sampo is notably weaker in Pure Fiction (only 1/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Sampo?

Sampo is a free Wind Nihility DoT sub-DPS — a great budget enabler for new players building a DoT team. If you already own Black Swan, you can safely skip him.

Pros
  • Free 4-star, easy eidolons
  • Fast AoE Wind Shear stacking
  • Ult DEF-down buffs the whole team
Cons
  • Hard power-crept by Black Swan
  • Weak in Apocalyptic Shadow (DoT-unfriendly)
  • Needs solid ATK/EHR investment to shine

How to play

Open with his Ultimate for the team-wide DEF-down, then spam his Skill (a 5-hit AoE that stacks Wind Shear). Fire the Ult as soon as energy allows to keep the DEF shred rolling.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Sampo

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? Good Night and Sleep Well (4★) is an easy-to-get pick that's still in Sampo's good-build group.

Best Relics

BodyATK%
FeetSPD
SphereWind DMG
RopeATK%

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

Stat targets

SPD 134+ (Kafka sync) or 120+ minimum; ATK 2600+; Effect Hit Rate ~67% so the Ult debuff lands; no CRIT needed since he's pure DoT.

4

Teams

Best teammates to pair with

Best teams for Sampo

Best: Kafka + Black Swan + Sampo + Huohuo (chained DoT detonation + healing). Mid: Kafka + Sampo + Pela (DEF shred) + Gallagher. Full

F2P: Sampo + Guinaifen + Asta + Natasha.

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

5

Eidolons

How far to invest, which milestones matter

E0 already performs well. As a 4-star his eidolons are cheap to farm — E1/E2 add noticeable damage, and going to E6 is very doable.

E1
Rising Love★★★☆☆
When using Skill, deals DMG for 1 extra time(s) to a random enemy.
Skill deals one extra hit to a random enemy, boosting DMG output without changing the kit's playstyle.
Sampo's Eidolon×1 Sampo's Eidolon
E2
Infectious Enthusiasm★★☆☆☆
Defeating an enemy afflicted with Wind Shear has a 100% base chance to inflict all enemies with 1 stack(s) of Wind Shear, equivalent to that of Skill.
Only triggers on killing a Wind Shear-afflicted enemy to spread a stack to all foes, making it fairly situational.
Sampo's Eidolon×1 Sampo's Eidolon
E3
Big Money!★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Simply levels up Skill and Basic ATK with no new effects, so the impact is minor.
Sampo's Eidolon×1 Sampo's Eidolon
E4
The Deeper the Love, the Stronger the Hate★★★☆☆
When Skill hits an enemy with 5 or more stack(s) of Wind Shear, the enemy immediately takes 8% of current Wind Shear DMG.
When Skill hits an enemy with 5+ Wind Shear stacks, it deals bonus instant DMG based on current DoT, adding meaningful burst damage.
Sampo's Eidolon×1 Sampo's Eidolon
E5
Huuuuge Money!★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Simply levels up Ultimate and Talent with no new effects, so the impact is minor.
Sampo's Eidolon×1 Sampo's Eidolon
E6
Increased Spending★★★★☆
Talent's Wind Shear DMG multiplier increases by 15%.
Directly increases the Talent's Wind Shear DoT multiplier by 15%, meaningfully boosting Sampo's core damage source.
Sampo's Eidolon×1 Sampo's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Skill ★★★★★ Skill hits 5 times and is the main way to spread/apply Wind Shear across enemies, the backbone of Sampo's DoT playstyle.
Talent ★★★★★ Talent generates the ongoing Wind Shear DoT stacks, which is Sampo's core sustained damage source.
Ultimate ★★★★☆ Ultimate deals AoE damage and increases DoT taken by 35%, amplifying the Wind Shear damage already applied.
Basic ATK ★★☆☆☆ Basic ATK only hits a single target and doesn't interact with the Wind Shear mechanic, so it stays the lowest priority.
Trace priority: A2 > A6 > A4 Eidolon priority: E6 > E1 = E4 > E2 > E3 = E5

Skills

Dazzling Blades
Basic ATK Single Target Lv.10 +20 30

Deals Wind DMG equal to 140% of Sampo's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Wind DMG equal to 50% of Sampo's ATK to one designated enemy.
Lv.2 Deals Wind DMG equal to 60% of Sampo's ATK to one designated enemy.
Lv.3 Deals Wind DMG equal to 70% of Sampo's ATK to one designated enemy.
Lv.4 Deals Wind DMG equal to 80% of Sampo's ATK to one designated enemy.
Lv.5 Deals Wind DMG equal to 90% of Sampo's ATK to one designated enemy.
Lv.6 Deals Wind DMG equal to 100% of Sampo's ATK to one designated enemy.
Lv.7 Deals Wind DMG equal to 110% of Sampo's ATK to one designated enemy.
Lv.8 Deals Wind DMG equal to 120% of Sampo's ATK to one designated enemy.
Lv.9 Deals Wind DMG equal to 130% of Sampo's ATK to one designated enemy.
Lv.10 (max) Deals Wind DMG equal to 140% of Sampo's ATK to one designated enemy.
Ricochet Love
Skill Bounce Lv.15 +6 30

Deals Wind DMG equal to 70% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 70% of Sampo's ATK to a random enemy.

LevelEffect
Lv.1 Deals Wind DMG equal to 28% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 28% of Sampo's ATK to a random enemy.
Lv.2 Deals Wind DMG equal to 31% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 31% of Sampo's ATK to a random enemy.
Lv.3 Deals Wind DMG equal to 34% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 34% of Sampo's ATK to a random enemy.
Lv.4 Deals Wind DMG equal to 36% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 36% of Sampo's ATK to a random enemy.
Lv.5 Deals Wind DMG equal to 39% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 39% of Sampo's ATK to a random enemy.
Lv.6 Deals Wind DMG equal to 42% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 42% of Sampo's ATK to a random enemy.
Lv.7 Deals Wind DMG equal to 46% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 46% of Sampo's ATK to a random enemy.
Lv.8 Deals Wind DMG equal to 49% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 49% of Sampo's ATK to a random enemy.
Lv.9 Deals Wind DMG equal to 53% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 53% of Sampo's ATK to a random enemy.
Lv.10 Deals Wind DMG equal to 56% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 56% of Sampo's ATK to a random enemy.
Lv.11 Deals Wind DMG equal to 59% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 59% of Sampo's ATK to a random enemy.
Lv.12 Deals Wind DMG equal to 62% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 62% of Sampo's ATK to a random enemy.
Lv.13 Deals Wind DMG equal to 64% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 64% of Sampo's ATK to a random enemy.
Lv.14 Deals Wind DMG equal to 67% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 67% of Sampo's ATK to a random enemy.
Lv.15 (max) Deals Wind DMG equal to 70% of Sampo's ATK to one designated enemy, and further deals DMG for 4 extra time(s), with each time dealing Wind DMG equal to 70% of Sampo's ATK to a random enemy.
Surprise Present
Ultimate AoE Lv.15 +5 60 120

Deals Wind DMG equal to 192% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 35% for 2 turn(s).

LevelEffect
Lv.1 Deals Wind DMG equal to 96% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 20% for 2 turn(s).
Lv.2 Deals Wind DMG equal to 102% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 21% for 2 turn(s).
Lv.3 Deals Wind DMG equal to 109% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 22% for 2 turn(s).
Lv.4 Deals Wind DMG equal to 115% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 23% for 2 turn(s).
Lv.5 Deals Wind DMG equal to 122% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 24% for 2 turn(s).
Lv.6 Deals Wind DMG equal to 128% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 25% for 2 turn(s).
Lv.7 Deals Wind DMG equal to 136% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 26% for 2 turn(s).
Lv.8 Deals Wind DMG equal to 144% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 28% for 2 turn(s).
Lv.9 Deals Wind DMG equal to 152% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 29% for 2 turn(s).
Lv.10 Deals Wind DMG equal to 160% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 30% for 2 turn(s).
Lv.11 Deals Wind DMG equal to 166% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 31% for 2 turn(s).
Lv.12 Deals Wind DMG equal to 173% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 32% for 2 turn(s).
Lv.13 Deals Wind DMG equal to 179% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 33% for 2 turn(s).
Lv.14 Deals Wind DMG equal to 186% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 34% for 2 turn(s).
Lv.15 (max) Deals Wind DMG equal to 192% of Sampo's ATK to all enemies, with a 100% base chance to increase the targets' DoT taken by 35% for 2 turn(s).
Windtorn Dagger
Talent Enhance Lv.15

Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 65% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).

LevelEffect
Lv.1 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 20% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.2 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 22% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.3 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 24% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.4 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 26% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.5 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 28% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.6 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 31% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.7 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 35% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.8 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 40% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.9 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 46% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.10 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 52% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.11 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 55% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.12 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 57% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.13 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 60% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.14 Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 62% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Lv.15 (max) Sampo's attacks have a 65% base chance to inflict Wind Shear for 3 turn(s). Enemies inflicted with Wind Shear will take Wind DoT equal to 65% of Sampo's ATK at the beginning of each turn. Wind Shear can stack up to 5 time(s).
Attack
30

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

Shining Bright
Technique Impair

After Sampo uses his Technique, enemies in a set area are afflicted with Blind for 10 second(s). Blinded enemies cannot detect ally targets. When initiating combat against a Blinded enemy, there is a 100% fixed chance to delay all enemies' action by 25%.

Major Traces

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

Extends the duration of Wind Shear caused by Talent by 1 turn(s).

A4
Defensive Position

Using Ultimate additionally regenerates 10 Energy.

A6
Spice Up

Enemies with Wind Shear effect deal 15% less DMG to Sampo.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+28%ATK
+18%Effect Hit Rate
+10%Effect RES

Weakness Break

How much Toughness each of Sampo's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Dazzling BladesBasic ATK30
Ricochet LoveSkill30
Surprise PresentUltimate60
AttackOverworld Attack30

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

Hits needed to break an enemy

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

104/231 enemies in our bestiary are weak to Wind — Sampo's own element. View the Bestiary → · View Wind-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
1,023
#71 of 90
ATK
617
#41 of 90
DEF
397
#74 of 90
SPD
102
#38 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Sampo FAQ

What is the best Light Cone for Sampo?

The best Light Cone for Sampo is Eyes of the Prey (top pick). See F2P options in the Light Cones section above.

Is Sampo worth pulling?

Sampo is a free Wind Nihility DoT sub-DPS — a great budget enabler for new players building a DoT team. If you already own Black Swan, you can safely skip him.

What is the best team for Sampo?

Best: Kafka + Black Swan + Sampo + Huohuo (chained DoT detonation + healing). Mid: Kafka + Sampo + Pela (DEF shred) + Gallagher. Full F2P: Sampo + Guinaifen + Asta + Natasha.

How much Energy does Sampo's Ultimate cost?

Sampo's Ultimate costs 120 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Sampo need to reach max Ascension?

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

Matching Light Cones

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

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

Why the Light Cone and Relic picks make sense

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

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

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

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

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

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

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

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

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

How to think about SPD breakpoints

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

Where to dig deeper

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

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

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