Firefly
★★★★★

Firefly Build

Firefly is a 5★ Fire character on the Path of Destruction in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 19/06/2024 · v2.3· 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 Chaos30.6%
Pure Fiction30.1%
Apocalyptic Shadow35.9%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Firefly — just follow the numbers
30-second summary

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

1
30-second build
In a hurry? This box is all you need — details below
BodyATK% FeetSPD SphereATK% RopeBreak Effect

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

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

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

Pros
  • Best-in-class single-target Break DPS
  • Self-heal and self-speed, very team-flexible
  • Dominant in Memory of Chaos and Apocalyptic Shadow
  • No CRIT needed, easy to gear
Cons
  • Heavily reliant on Harmony Trailblazer and Ruan Mei
  • Weaker in wide-spread Pure Fiction content
  • Needs high SPD/Break Effect breakpoints to shine
  • Falls off against non-Fire-weak enemies
How to play

Skill on turn one to build energy, then Ultimate into her Complete Combustion state the moment it's ready. Inside that state your SPD and Super Break spike, so spam the Enhanced Skill to break enemies and pile on damage.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyATK%
FeetSPD
SphereATK%
RopeBreak Effect

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

Stat targets

Aim for 154 base SPD (~164 with Ruan Mei), around 360% Break Effect inside Combustion, and roughly 2400-2600 ATK for the conversion threshold. No CRIT or Fire DMG needed.

4
Teams
Best teammates to pair with
Best teams for Firefly

The core is Harmony Trailblazer plus Ruan Mei to fuel Super Break, with Lingsha healing and breaking. Swap Ruan Mei for Fugue for monster single-target breaks; Gallagher is the budget healer option.

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 (E1 là bước nhảy rất lớn, E2 tùy độ mê) — E0 is fully complete and needs nothing. E1 is a massive jump (Super Break multiplier plus energy refund) and worth it if you love her; E2 is smooth but sees diminishing returns.

E1
In Reddened Chrysalis, I Once Rest★★★★☆
When using the Enhanced Skill, ignores 15% of the target's DEF. The Enhanced Skill does not consume Skill Points.
The Enhanced Skill ignores 15% DEF and costs no Skill Points, giving a solid damage and resource-efficiency boost.
E2
From Shattered Sky, I Free Fall★★★★★
While in Complete Combustion, using the Enhanced Basic ATK or the Enhanced Skill to defeat an enemy target or to Break their Weakness allows SAM to immediately gain 1 extra turn. This effect can trigger again after 1 turn(s).
Defeating or Weakness Breaking a target with the Enhanced Basic ATK/Skill during Complete Combustion grants an immediate extra turn, a huge boost to action economy and damage.
E3
Amidst Silenced Stars, I Deep Sleep★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Skill and Basic ATK levels, a minor stat boost with no gameplay-changing effect.
E4
Upon Lighted Fyrefly, I Soon Gaze★★☆☆☆
While in Complete Combustion, increases SAM's Effect RES by 50%.
Grants 50% Effect RES during Complete Combustion, useful only for resisting debuffs and not for damage output.
E5
From Undreamt Night, I Thence Shine★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Ultimate and Talent levels, a minor stat boost with no gameplay-changing effect.
E6
In Finalized Morrow, I Full Bloom★★★★★
While in Complete Combustion, increases SAM's Fire RES PEN by 20%. When using the Enhanced Basic ATK or Enhanced Skill, increases Weakness Break Efficiency by 50%.
Increases Fire RES PEN by 20% and Weakness Break Efficiency by 50% when using Enhanced attacks during Complete Combustion, substantially boosting overall damage.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Skill ★★★★★ The Skill (and its Enhanced form in Complete Combustion) deals core damage and drives SAM's HP/Energy loop, making it a top leveling priority.
Basic ATK ★★★★★ The Enhanced Basic ATK (Fyrefly Type-IV) has the highest listed multiplier (280%) and is spammed throughout Complete Combustion, so it deserves equally top priority.
Talent ★★★☆☆ The Talent only reduces incoming DMG and boosts Effect RES for survivability, without adding to SAM's own damage output, so it sits at medium priority.
Ultimate ★★☆☆☆ The Ultimate merely opens Complete Combustion and grants stat buffs (SPD, Break Efficiency) without dealing direct damage itself, making it the least urgent to level.
Trace priority: A4 = A6 > A2 Eidolon priority: E6 > E2 > E1 > E4 > E3 = E5
Skills
Order: Flare Propulsion
Order: Flare Propulsion
Basic ATK Single Target Lv.10

Deals Fire DMG equal to 140% of SAM's ATK to one designated enemy.

Order: Aerial Bombardment
Order: Aerial Bombardment
Skill Single Target Lv.15

Consumes HP equal to 40% of this unit's Max HP and regenerates a fixed amount of Energy equal to 65% of this unit's Max Energy. Deals Fire DMG equal to 250% of SAM's ATK to one designated enemy. If the current HP is not sufficient, reduces SAM's HP to 1 when using this Skill. Advances this unit's next Action by 25%.

Fyrefly Type-IV: Complete Combustion
Fyrefly Type-IV: Complete Combustion
Ultimate Enhance Lv.15

Enters the Complete Combustion state, advances this unit's Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 75, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit's Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 25%, lasting until this current attack ends. A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer's turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70. SAM cannot use Ultimate while in Complete Combustion.

Chrysalid Pyronexus
Chrysalid Pyronexus
Talent Defense Lv.15

The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 50%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 40%. If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.

Attack
Attack

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

Δ Order: Meteoric Incineration
Δ Order: Meteoric Incineration
Technique

Leaps into the air and moves about freely for 5 seconds, which can be ended early by launching a plunging attack. When the duration ends, plunges and immediately attacks all enemies within a set area. At the start of each wave, applies a Fire Weakness to all enemies, lasting for 2 turn(s). Then, deals Fire DMG equal to 200% of SAM's ATK to all enemies.

Fyrefly Type-IV: Pyrogenic Decimation
Fyrefly Type-IV: Pyrogenic Decimation
Basic ATK Single Target Lv.10

Restores HP by an amount equal to 20% of this unit's Max HP. Deals Fire DMG equal to 280% of SAM's ATK to one designated enemy.

Fyrefly Type-IV: Deathstar Overload
Fyrefly Type-IV: Deathstar Overload
Skill Blast Lv.15

Restores HP by an amount equal to 25% of this unit's Max HP. Applies Fire Weakness to one designated enemy, lasting for 2 turn(s). Deals Fire DMG equal to (0.2 × Break Effect + 250%) of SAM's ATK to this target. At the same time, deals Fire DMG equal to (0.1 × Break Effect + 125%) of SAM's ATK to adjacent targets. The Break Effect taken into the calculation is capped at 360%.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Module α: Antilag Outburst

During the Complete Combustion, attacking enemies that have no Fire Weakness can also reduce their Toughness, with the effect being equivalent to 55% of the original Toughness Reduction from abilities.

A4
Module β: Autoreactive Armor

When SAM is in Complete Combustion with a Break Effect that is equal to or greater than 200%/360%, attacking a Weakness-Broken enemy target will convert the Toughness Reduction of this attack into 1 instance of 35%/50% Super Break DMG.

A6
Module γ: Core Overload

For every 10 point(s) of SAM's ATK that exceeds 1800, increases this unit's Break Effect by 0.8%.

Trace Bonuses
Total stats gained from unlocking the full trace tree
+74.6%Break Effect
+36%Effect RES
+10SPD
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
815
ATK
524
DEF
776
SPD
104
CRIT Rate
5%
CRIT DMG
50%
8
Firefly FAQ
What is the best Light Cone for Firefly?

The best Light Cone for Firefly is Whereabouts Should Dreams Rest (top pick). See F2P options in the Light Cones section above.

Is Firefly worth pulling?

Roll her if you want a self-sustaining, self-buffing Break DPS that shreds single targets and elite bosses. Skip if you already own a strong Break carry or you mainly grind Pure Fiction.

What is the best team for Firefly?

The core is Harmony Trailblazer plus Ruan Mei to fuel Super Break, with Lingsha healing and breaking. Swap Ruan Mei for Fugue for monster single-target breaks; Gallagher is the budget healer option.

Matching Light Cones
Path of Destruction — 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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