Seele
★★★★★

Seele Build

Seele is a 5★ Quantum character on the Path of The Hunt 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
Nakahara Mai Molly Zhang Tang Yajing Song Ha-rim (송하림)
Community usage · phase 4.4.2
Memory of Chaos2.9%
Pure Fiction1.3%
Apocalyptic Shadow0.1%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Seele — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Seele is the classic single-target assassin, terrifying at finishing enemies and snowballing extra turns. Great for players who love bursting priority targets and bosses; skip her if you mainly need wide AoE for Pure Fiction.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT DMG / CRIT Rate FeetATK% SphereQuantum DMG RopeATK%

Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 3.5/5
Pure Fiction 4/5
Apocalyptic Shadow 3/5
Quantum (Seele's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Seele is notably weaker in Apocalyptic Shadow (only 3/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Seele?

Seele is the classic single-target assassin, terrifying at finishing enemies and snowballing extra turns. Great for players who love bursting priority targets and bosses; skip her if you mainly need wide AoE for Pure Fiction.

Her kit's core is the Talent "Resurgence": every kill from her Basic ATK, Skill, or Ultimate puts her into the Amplification state and grants an immediate extra turn — at level 1 this adds 40% DMG, scaling to a flat 100% at max level (15), lasting 1 turn. Since the bonus turn itself doesn't retrigger Resurgence, chaining kills depends on having more low-HP enemies to finish, so Seele performs best alongside support that shreds HP/DEF or splits enemies into more killable pieces.

Skill "Sheathed Blade" deals 110% ATK at level 1 scaling to 275% ATK at level 15 Quantum DMG to one target, while also granting Seele a flat 25% SPD buff for 2 turns — her only self-contained speed source, independent of gear. Ultimate "Butterfly Flurry" enters Amplification and deals 255% scaling to 510% ATK single-target damage at max level — one of the highest energy-to-damage ratios among Quantum Hunt DPS as of patch 4.4.

Pros
  • Massive single-target burst that deletes priority targets
  • Bonus-turn-on-kill mechanic is very flexible
  • High base Speed makes stacking turns easy
  • Skill self-buffs SPD, no need for dedicated speed gear to keep tempo
  • Cheap to invest compared to other 5-star DPS — E0 is already complete
  • Only chases ATK/CRIT, a simple one-axis build with no stat tradeoffs
Cons
  • Weak at AoE, poor in Pure Fiction
  • Power-crept by newer Hunt DPS units
  • Skill-Point hungry, wants a SP-positive Harmony
  • Her power depends on there being low-HP targets left to chain kills on — not fully self-sufficient
  • No innate AoE beyond single-target Basic ATK/Skill
  • No self-sustain (shield/heal), needs the team to cover survivability

How to play

Standard loop: fire Skill (Sheathed Blade) whenever Skill Points allow, since it both deals damage and grants the SPD buff; save Ultimate for priority targets or the moment you need a guaranteed kill to keep the Resurgence chain going. Basic ATK (Thwack) is a last resort due to its low scaling (50% at level 1 rising to only 140% ATK at level 10) compared to Skill.

A typical sequence: open with Ultimate if CRIT is already high to instantly delete a low-HP target → enter Amplification and gain the bonus turn → spend that turn on Skill to finish a second weakened target if possible → keep chaining. Because the mechanic depends on "having something left to kill," a standard team always runs one support that strips enemy HP/DEF broadly (Silver Wolf implants weakness, Sparkle/Tingyun push turns) so Seele isn't stuck without a finishable target.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Seele

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

Best Relics

BodyCRIT DMG / CRIT Rate
FeetATK%
SphereQuantum DMG
RopeATK%

Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD

Stat targets

Targets: ~160 combat SPD, ~100% combat CRIT Rate (counting cone/eidolons), 1:2 CRIT ratio, ~3000+ ATK, and stack CRIT DMG as high as possible. EHR not needed.

Since all three of her core abilities scale on flat ATK% with no secondary scaling on SPD or Effect Hit Rate, pouring every resource into ATK%/CRIT is the strictly optimal build for Seele — unlike some DPS who must trade off Break Effect or EHR against raw damage, there's no such tradeoff here.

4

Teams

Best teammates to pair with

Best teams for Seele

Core: Seele + Sparkle (SP return + repeat Skill triggers) + Tingyun + Fu Xuan. Swap in Silver Wolf to implant Quantum weakness and shred DEF. Double-Harmony variant runs Robin + Sparkle + Huohuo sustain.

Sparkle pairs especially well because her Ultimate refunds the whole team's Skill Points — directly offsetting Seele's biggest resource weakness of needing to spam Skill every turn to keep her SPD buff and damage up.

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 complete and plays great. E1/E2 add solid power (E2 slows enemies), and E6 is the biggest jump. No need to invest deep unless you want to.

E1
Extirpating Slash★★★★★
When dealing DMG to an enemy whose HP percentage is 80% or lower, increases CRIT Rate by 15%.
A flat 15% CRIT Rate boost against most enemies (under 80% HP) is a huge damage power spike for Seele.
Seele's Eidolon×1 Seele's Eidolon
E2
Dancing Butterfly★★☆☆☆
The SPD Boost effect of Seele's Skill can stack up to 2 time(s).
Only lets the Skill's SPD boost stack up to 2 times, a modest speed utility rather than a damage increase.
Seele's Eidolon×1 Seele's Eidolon
E3
Dazzling Tumult★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up Skill and Talent (+2 each), a pure ability-level utility with no game-changing effect.
Seele's Eidolon×1 Seele's Eidolon
E4
Flitting Phantasm★★☆☆☆
Seele regenerates 15 Energy when she defeats an enemy.
Regenerates 15 Energy on enemy kill, a small utility that slightly speeds up her Ultimate uptime.
Seele's Eidolon×1 Seele's Eidolon
E5
Piercing Shards★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up Ultimate and Basic ATK, a pure ability-level utility without a real power boost.
Seele's Eidolon×1 Seele's Eidolon
E6
Shattering Shambles★★★☆☆
After attacking with Ultimate, Seele inflicts "Butterfly Flurry" on the attacked enemy target for 1 turn(s). Enemies in "Butterfly Flurry" will additionally take 1 instance of Quantum Additional DMG equal to 15% of Seele's Ultimate DMG every time they are attacked. If the target is defeated by the "Butterfly Flurry" state's Additional DMG triggered by other allies' attacks, Seele's Talent will not be triggered. When Seele is knocked down, the "Butterfly Flurry" inflicted on the enemies will be removed.
After using her Ultimate, inflicts an additional instance of Quantum DMG on the target, a moderate extra damage source.
Seele's Eidolon×1 Seele's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ Ultimate delivers Seele's single highest-multiplier hit (510% ATK), so it should be leveled to max as early as possible.
Talent ★★★★★ The Talent's Amplification state adds a 100% DMG buff that can chain repeatedly through kill-triggered resets, making it the core driver of her overall damage.
Skill ★★★☆☆ Skill hits fairly hard (275% ATK) and grants a SPD buff, but it isn't the main damage source, so it ranks below Ultimate and Talent.
Basic ATK ★★☆☆☆ Basic ATK has the lowest multiplier (140% ATK) and mainly serves as a fallback before her main combo triggers, so it's always last priority.
Trace priority: A4 > A6 > A2 Eidolon priority: E6 > E1 > E4 > E2 > E3 = E5

Skills

Thwack
Basic ATK Single Target Lv.10 +20 30

Deals Quantum DMG equal to 140% of Seele's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Quantum DMG equal to 50% of Seele's ATK to one designated enemy.
Lv.2 Deals Quantum DMG equal to 60% of Seele's ATK to one designated enemy.
Lv.3 Deals Quantum DMG equal to 70% of Seele's ATK to one designated enemy.
Lv.4 Deals Quantum DMG equal to 80% of Seele's ATK to one designated enemy.
Lv.5 Deals Quantum DMG equal to 90% of Seele's ATK to one designated enemy.
Lv.6 Deals Quantum DMG equal to 100% of Seele's ATK to one designated enemy.
Lv.7 Deals Quantum DMG equal to 110% of Seele's ATK to one designated enemy.
Lv.8 Deals Quantum DMG equal to 120% of Seele's ATK to one designated enemy.
Lv.9 Deals Quantum DMG equal to 130% of Seele's ATK to one designated enemy.
Lv.10 (max) Deals Quantum DMG equal to 140% of Seele's ATK to one designated enemy.
Sheathed Blade
Skill Single Target Lv.15 +30 60

Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 275% of Seele's ATK to one designated enemy.

LevelEffect
Lv.1 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 110% of Seele's ATK to one designated enemy.
Lv.2 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 121% of Seele's ATK to one designated enemy.
Lv.3 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 132% of Seele's ATK to one designated enemy.
Lv.4 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 143% of Seele's ATK to one designated enemy.
Lv.5 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 154% of Seele's ATK to one designated enemy.
Lv.6 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 165% of Seele's ATK to one designated enemy.
Lv.7 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 179% of Seele's ATK to one designated enemy.
Lv.8 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 193% of Seele's ATK to one designated enemy.
Lv.9 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 206% of Seele's ATK to one designated enemy.
Lv.10 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 220% of Seele's ATK to one designated enemy.
Lv.11 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 231% of Seele's ATK to one designated enemy.
Lv.12 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 242% of Seele's ATK to one designated enemy.
Lv.13 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 253% of Seele's ATK to one designated enemy.
Lv.14 Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 264% of Seele's ATK to one designated enemy.
Lv.15 (max) Increases Seele's SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 275% of Seele's ATK to one designated enemy.
Butterfly Flurry
Ultimate Single Target Lv.15 +5 90 120

Seele enters the Amplification state and deals Quantum DMG equal to 510% of her ATK to one designated enemy.

LevelEffect
Lv.1 Seele enters the Amplification state and deals Quantum DMG equal to 255% of her ATK to one designated enemy.
Lv.2 Seele enters the Amplification state and deals Quantum DMG equal to 272% of her ATK to one designated enemy.
Lv.3 Seele enters the Amplification state and deals Quantum DMG equal to 289% of her ATK to one designated enemy.
Lv.4 Seele enters the Amplification state and deals Quantum DMG equal to 306% of her ATK to one designated enemy.
Lv.5 Seele enters the Amplification state and deals Quantum DMG equal to 323% of her ATK to one designated enemy.
Lv.6 Seele enters the Amplification state and deals Quantum DMG equal to 340% of her ATK to one designated enemy.
Lv.7 Seele enters the Amplification state and deals Quantum DMG equal to 361% of her ATK to one designated enemy.
Lv.8 Seele enters the Amplification state and deals Quantum DMG equal to 383% of her ATK to one designated enemy.
Lv.9 Seele enters the Amplification state and deals Quantum DMG equal to 404% of her ATK to one designated enemy.
Lv.10 Seele enters the Amplification state and deals Quantum DMG equal to 425% of her ATK to one designated enemy.
Lv.11 Seele enters the Amplification state and deals Quantum DMG equal to 442% of her ATK to one designated enemy.
Lv.12 Seele enters the Amplification state and deals Quantum DMG equal to 459% of her ATK to one designated enemy.
Lv.13 Seele enters the Amplification state and deals Quantum DMG equal to 476% of her ATK to one designated enemy.
Lv.14 Seele enters the Amplification state and deals Quantum DMG equal to 493% of her ATK to one designated enemy.
Lv.15 (max) Seele enters the Amplification state and deals Quantum DMG equal to 510% of her ATK to one designated enemy.
Resurgence
Talent Enhance Lv.15

Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 100% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."

LevelEffect
Lv.1 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 40% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.2 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 44% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.3 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 48% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.4 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 52% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.5 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 56% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.6 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 60% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.7 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 65% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.8 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 70% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.9 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 75% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.10 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 80% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.11 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 84% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.12 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 88% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.13 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 92% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.14 Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 96% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Lv.15 (max) Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele's attacks by 100% for 1 turn(s). Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Attack
30

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

Phantom Illusion
Technique Enhance

After using her Technique, Seele gains Stealth for 20 second(s). While Stealth is active, Seele cannot be detected by enemies. And when entering battle by attacking enemies, Seele will immediately enter the Amplification state.

Major Traces

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

When current HP percentage is 50% or lower, reduces the chance of being attacked by enemies.

A4
Lacerate

While Seele is in the Amplification state, her Quantum RES PEN increases by 20%.

A6
Rippling Waves

After using a Basic ATK, advances Seele's next action by 20%.

Weakness Break

How much Toughness each of Seele's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
ThwackBasic ATK30
Sheathed BladeSkill60
Butterfly FlurryUltimate90
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Seele breaks 180 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 2
Elite 360 12 6
Elite Boss 540 18 9
Boss 540 18 9

112/231 enemies in our bestiary are weak to Quantum — Seele's own element. View the Bestiary → · View Quantum-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
931
#76 of 90
ATK
640
#30 of 90
DEF
364
#82 of 90
SPD
115
#1 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Seele FAQ

What is the best Light Cone for Seele?

The best Light Cone for Seele is In the Night (top pick). See F2P options in the Light Cones section above.

Is Seele worth pulling?

Seele is the classic single-target assassin, terrifying at finishing enemies and snowballing extra turns. Great for players who love bursting priority targets and bosses; skip her if you mainly need wide AoE for Pure Fiction. Her kit's core is the Talent "Resurgence": every kill from her Basic ATK, Skill, or Ultimate puts her into the Amplification state and grants an immediate extra turn — at level 1 this adds 40% DMG, scaling to a flat 100% at max level (15), lasting 1 turn. Since the bonus turn itself doesn't retrigger Resurgence, chaining kills depends on having more low-HP enemies to finish, so Seele performs best alongside support that shreds HP/DEF or splits enemies into more killable pieces. Skill "Sheathed Blade" deals 110% ATK at level 1 scaling to 275% ATK at level 15 Quantum DMG to one target, while also granting Seele a flat 25% SPD buff for 2 turns — her only self-contained speed source, independent of gear. Ultimate "Butterfly Flurry" enters Amplification and deals 255% scaling to 510% ATK single-target damage at max level — one of the highest energy-to-damage ratios among Quantum Hunt DPS as of patch 4.4.

What is the best team for Seele?

Core: Seele + Sparkle (SP return + repeat Skill triggers) + Tingyun + Fu Xuan. Swap in Silver Wolf to implant Quantum weakness and shred DEF. Double-Harmony variant runs Robin + Sparkle + Huohuo sustain. Sparkle pairs especially well because her Ultimate refunds the whole team's Skill Points — directly offsetting Seele's biggest resource weakness of needing to spam Skill every turn to keep her SPD buff and damage up.

How much Energy does Seele's Ultimate cost?

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

What materials does Seele need to reach max Ascension?

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

Matching Light Cones

Path of The Hunt — 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.
D

Damage Calculation (self-computed from the game's own data)

Worked EXAMPLES to show the formula — not required stat targets

Formula: Damage = skill's DMG% (at max level) × ATK × (1 + CRIT DMG if it crits). The "crit" column assumes CRIT DMG = 150% (a common mid-investment benchmark, NOT a fixed number — your actual CRIT DMG can be much higher or lower).

Skill Stat 2.4003.2004.000
Sheathed Blade Non-crit 6.6008.80011.000
Crit 16.50022.00027.500
Butterfly Flurry Non-crit 12.24016.32020.400
Crit 30.60040.80051.000

Assumptions (read before using these numbers): ignores enemy RES/DEF (treated as 0%), ignores any other ally buffs/debuffs — this is the PURE skill damage, not full real-combat damage. The 3 stat tiers are illustrative only, not a build recommendation.

Related Characters

New to the mechanics? Read more

Up next for you…
Tap the wrong field…