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.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Nakahara Mai | Molly Zhang | Tang Yajing | Song Ha-rim (송하림) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
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.
30-second build
Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD
Eidolons
×1
Seele's Eidolon
×1
Seele's Eidolon
×1
Seele's Eidolon
×1
Seele's Eidolon
×1
Seele's Eidolon
×1
Seele's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Quantum DMG equal to 140% of Seele's ATK to one designated enemy.
| Level | Effect |
|---|---|
| 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. |
▾
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.
| Level | Effect |
|---|---|
| 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. |
▾
Seele enters the Amplification state and deals Quantum DMG equal to 510% of her ATK to one designated enemy.
| Level | Effect |
|---|---|
| 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. |
▾
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."
| Level | Effect |
|---|---|
| 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." |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
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
When current HP percentage is 50% or lower, reduces the chance of being attacked by enemies.
While Seele is in the Amplification state, her Quantum RES PEN increases by 20%.
After using a Basic ATK, advances Seele's next action by 20%.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Thwack | Basic ATK | 30 |
| Sheathed Blade | Skill | 60 |
| Butterfly Flurry | Ultimate | 90 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Seele breaks 180 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill 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 →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
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
5★
5★
5★
5★
5★
5★
5★
5★
5★
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.
Damage Calculation (self-computed from the game's own data)
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 | 2.400 | 3.200 | 4.000 |
|---|---|---|---|---|
| Sheathed Blade | Non-crit | 6.600 | 8.800 | 11.000 |
| Crit | 16.500 | 22.000 | 27.500 | |
| Butterfly Flurry | Non-crit | 12.240 | 16.320 | 20.400 |
| Crit | 30.600 | 40.800 | 51.000 |
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.

























