Ashveil
★★★★★

Ashveil Build

Ashveil is a 5★ Lightning 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: 25/03/2026 · v4.1· Updated: 03/07/2026
Updated for version 4.3 · 02/07/2026
Calculate pity to pull this character →
Community usage · phase 4.3.2
Memory of Chaos8.1%
Pure Fiction13.8%
Apocalyptic Shadow13.7%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Ashveil — just follow the numbers
30-second summary

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn.

1
30-second build
In a hurry? This box is all you need — details below
BodyCRIT Rate hoặc CRIT DMG (tuỳ dòng nào chưa đạt ~100% CRIT Rate) FeetATK% SphereLightning DMG% RopeATK%

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

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 4.5/5
Pure Fiction 3.5/5
Apocalyptic Shadow 4.5/5
Should you pull Ashveil?

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn.

He tags one enemy as 'Bait', and every time a teammate hits that Bait, Ashveil auto-counters. He's one of the best single-target damage machines in the game right now, functioning as a near-standalone hypercarry.

Pros
  • Extremely strong single-target damage, functions almost as a solo carry
  • His Skill's 40% DEF shred benefits the whole team, not just himself
  • Ultimate can chain multiple extra hits via Gluttony stacks for huge burst
  • Fully strong at E0, no eidolon investment required to perform well
Cons
  • Requires near-100% CRIT Rate to deal consistent damage, tricky for newer players to build
  • Weak in wide-target content like Pure Fiction since he's a single-target DPS
  • Needs good action-advance support (Sunday, Robin) to reach full potential
  • His signature light cone is a large power spike; without it his output drops noticeably
How to play

Open with Skill to mark the boss as Bait, which drops all enemies' DEF by 40% for as long as Bait exists.

Let your allies attack Bait freely - each hit consumes 1 of Ashveil's Charge points (max 3, refunding 8 Energy each time) to trigger a Follow-Up ATK, while stacking 'Gluttony'.

Once his Ultimate is ready, use it to re-mark Bait, fire an immediate Follow-Up, and if enough Gluttony is stacked, chain extra hits automatically - the more you've stacked, the bigger the Ultimate payoff, like a self-triggering combo chain.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyCRIT Rate hoặc CRIT DMG (tuỳ dòng nào chưa đạt ~100% CRIT Rate)
FeetATK%
SphereLightning DMG%
RopeATK%

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

Stat targets

Since each Follow-Up only lands one hit (no built-in multi-hit to smooth out variance), Ashveil needs CRIT Rate close to 100% in-combat before anything else, then CRIT DMG and ATK%. Don't overinvest in SPD beyond the minimum needed to stay responsive.

4
Teams
Best teammates to pair with
Best teams for Ashveil

His best team runs him as a standalone hypercarry alongside Sunday or Robin for action advance, CRIT, and FUA damage buffs, plus a sustain unit like Dan Heng Permansor Terrae.

If you own Feixiao, pairing them creates a devastating 'double FUA' team where each character's follow-ups trigger the other's.

A free-to-play team can lean on Mortenax Blade for DEF shred synergy alongside a reliable healer like Huohuo or 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 đã đủ mạnh để đánh mọi nội dung khó nhất hiện tại, E2 đáng nâng cấp nhất nếu muốn đẩy sát thương xa hơn, các eidolon còn lại chỉ là tiện ích thêm. — Fully functional at E0 (no eidolons unlocked) - no need to pull duplicates to make him work. If you have spare currency, E2 is the single most impactful eidolon for extra damage.

E1
Beware: Venture Not at Full Moon★★★★★
While Ashveil is on the field, increases DMG taken by all enemies by 24%. When an enemy target's current HP percentage is 50% or lower, the DMG they take increases to 36%.
Grants all allies 24% (up to 36% below 50% HP) increased DMG dealt to enemies while Ashveil is on field, a team-wide vulnerability buff that is a major power spike.
E2
Knock: Where Snickers Echo★★★☆☆
The max stack limit of "Gluttony" increases to 18. After each time Ashveil launches the enhanced Talent's Follow-Up ATK, refunds 35% of the removed "Gluttony" stacks.
Raises the max "Gluttony" stack to 18 and refunds 35% of consumed stacks after the enhanced Talent Follow-Up ATK, a moderate scaling/sustain improvement for the Gluttony mechanic.
E3
Hush: Unsaid Between Friends★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Purely raises Ultimate Lv. +2 and Basic ATK Lv. +1, a basic numerical upgrade with no major power spike.
E4
Heed: Swallow Truth Whole★★★★☆
When Ashveil uses Ultimate, increases ATK by 40% for 3 turn(s).
Using Ultimate grants a 40% ATK increase for 3 turns, providing a sizable self-buff damage window for Ashveil.
E5
Caution: Sleuth Turns Slayer★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Purely raises Skill Lv. +2 and Talent Lv. +2, a basic numerical upgrade with no major power spike.
E6
Finale: And Then There Were None★★★★★
When the "Bait" exists on the field, reduces all enemies' All-Type RES by 20%. For every 1 stack of "Gluttony" Ashveil has gained, the DMG dealt increases by 4%. This effect can stack up to 30 time(s).
While the "Bait" exists, reduces all enemies' All-Type RES by 20%, and each stack of "Gluttony" gained increases DMG dealt by 4% (up to 30 stacks), a massive damage and RES-shred power spike.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Ultimate ★★★★★ Ultimate hits for 500% ATK and immediately triggers an extra enhanced Talent Follow-Up ATK, directly delivering a huge chunk of burst damage.
Talent ★★★★★ Talent generates a repeatable 250% ATK Follow-Up ATK whenever allies hit the "Bait," making it the character's main recurring damage engine.
Skill ★★★☆☆ Skill deals decent damage (250%/125% ATK) and applies a 50% DEF reduction on all enemies while the Bait exists, supporting both personal and team damage.
Basic ATK ★☆☆☆☆ Basic ATK only deals 140% ATK and plays no role in the core Bait/Follow-Up mechanic, so it remains the lowest leveling priority as usual.
Trace priority: A4 > A6 > A2 Eidolon priority: E6 > E1 > E4 > E2 > E3 = E5
Skills
Talons: Inculcate Decorum
Talons: Inculcate Decorum
Basic ATK Single Target Lv.10

Deals Lightning DMG equal to 140% of Ashveil's ATK to one designated enemy.

Flog: Smite Evil
Flog: Smite Evil
Skill Single Target Lv.15

Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 250% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 125% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 50%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.

Banquet: Insatiable Appetite
Banquet: Insatiable Appetite
Ultimate Single Target Lv.15

Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 500% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 250% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.

Rancor: Enmity Reprisal
Rancor: Enmity Reprisal
Talent Single Target Lv.15

Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 250% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.

Devour: O Loathsome Hand
Devour: O Loathsome Hand
Technique Impair

After using Technique, inflicts Daze on enemies within a set area for 10 second(s). Dazed enemies will not actively attack ally targets. When entering combat via actively attacking a Dazed enemy, deals Lightning DMG to all enemies equal to 100% of Ashveil's ATK, and grants Ashveil 1 Charge.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Damnation Trail

When Ashveil uses Skill/Ultimate, gains 1/2 stacks of "Gluttony." During Ashveil's Follow-Up ATK, for every 1 enemy(ies) that suffer a killing blow, Ashveil gains 1 stack(s) of "Gluttony."

A4
Phantom Limb

DMG dealt by Ashveil's Follow-Up ATK increases by 80%. And for every 1 stack(s) of "Gluttony" in possession, DMG dealt by Follow-Up ATK additionally increases by 10%.

A6
First Fang

While Ashveil is on the field, CRIT DMG dealt by ally targets increases by 40%, and CRIT DMG dealt by ally target's Follow-Up ATK additionally increases by 80%.

Trace Bonuses
Total stats gained from unlocking the full trace tree
+37.3%CRIT DMG
+14.4%Lightning DMG Boost
+10%ATK
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
854
ATK
776
DEF
388
SPD
106
CRIT Rate
5%
CRIT DMG
50%
Ascension Materials
Total materials to max ascension — tap to see how to farm.
Material Planner →
8
Ashveil FAQ
What is the best Light Cone for Ashveil?

The best Light Cone for Ashveil is The Finale of a Lie (top pick). See F2P options in the Light Cones section above.

Is Ashveil worth pulling?

Ashveil is a Lightning Hunt DPS built entirely around Follow-Up Attacks (FUA) - automatic counter-hits that trigger whenever an ally damages his marked target, without costing that ally a turn. He tags one enemy as 'Bait', and every time a teammate hits that Bait, Ashveil auto-counters. He's one of the best single-target damage machines in the game right now, functioning as a near-standalone hypercarry.

What is the best team for Ashveil?

His best team runs him as a standalone hypercarry alongside Sunday or Robin for action advance, CRIT, and FUA damage buffs, plus a sustain unit like Dan Heng Permansor Terrae. If you own Feixiao, pairing them creates a devastating 'double FUA' team where each character's follow-ups trigger the other's. A free-to-play team can lean on Mortenax Blade for DEF shred synergy alongside a reliable healer like Huohuo or Natasha.

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.
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