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.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Hirakawa Daisuke | Roger Rose | Liu Shengbo | Jeong Jae-heon (정재헌) |
This character is currently below the community usage threshold (too few endgame users this phase) — stats will appear automatically once there is enough data.
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
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.
30-second build
Sub-stat priority: Effect Hit Rate > ATK% > SPD > Break Effect
Eidolons
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Sampo's Eidolon
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Sampo's Eidolon
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Sampo's Eidolon
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Sampo's Eidolon
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Sampo's Eidolon
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Sampo's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
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Deals Wind DMG equal to 140% of Sampo's ATK to one designated enemy.
| Level | Effect |
|---|---|
| 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. |
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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.
| Level | Effect |
|---|---|
| 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. |
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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).
| Level | Effect |
|---|---|
| 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). |
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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).
| Level | Effect |
|---|---|
| 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). |
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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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
Extends the duration of Wind Shear caused by Talent by 1 turn(s).
Using Ultimate additionally regenerates 10 Energy.
Enemies with Wind Shear effect deal 15% less DMG to Sampo.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Dazzling Blades | Basic ATK | 30 |
| Ricochet Love | Skill | 30 |
| Surprise Present | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Sampo 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 |
104/231 enemies in our bestiary are weak to Wind — Sampo's own element. View the Bestiary → · View Wind-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
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
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5★
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4★
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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.

























