Sampo
★★★★

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.

Released: 26/04/2023 · v1.0· Updated: 03/07/2026
Updated for version 4.3 · 02/07/2026
Calculate pity to pull this character →
Community usage · phase 4.3.2
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Sampo — just follow the numbers
30-second summary

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.

1
30-second build
In a hurry? This box is all you need — details below
BodyATK% (EHR% nếu chưa đủ mốc) FeetSPD SphereWind DMG RopeATK% (hoặc Energy Regeneration Rate)

Sub-stat priority: Effect Hit Rate (đến ~67%) > ATK% > SPD > Break Effect

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 2.5/5
Pure Fiction 1/5
Apocalyptic Shadow 1.5/5
Should you pull Sampo?

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.

Pros
  • Free 4-star, easy eidolons
  • Fast AoE Wind Shear stacking
  • Ult DEF-down buffs the whole team
Cons
  • Hard power-crept by Black Swan
  • Weak in Apocalyptic Shadow (DoT-unfriendly)
  • Needs solid ATK/EHR investment to shine
How to play

Open with his Ultimate for the team-wide DEF-down, then spam his Skill (a 5-hit AoE that stacks Wind Shear). Fire the Ult as soon as energy allows to keep the DEF shred rolling.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyATK% (EHR% nếu chưa đủ mốc)
FeetSPD
SphereWind DMG
RopeATK% (hoặc Energy Regeneration Rate)

Sub-stat priority: Effect Hit Rate (đến ~67%) > ATK% > SPD > Break Effect

Stat targets

SPD 134+ (Kafka sync) or 120+ minimum; ATK 2600+; Effect Hit Rate ~67% so the Ult debuff lands; no CRIT needed since he's pure DoT.

4
Teams
Best teammates to pair with
Best teams 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.

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/E2 tăng lực rõ; 4★ dễ farm nên E6 hoàn toàn khả thi) — E0 already performs well. As a 4-star his eidolons are cheap to farm — E1/E2 add noticeable damage, and going to E6 is very doable.

E1
Rising Love★★★☆☆
When using Skill, deals DMG for 1 extra time(s) to a random enemy.
Skill deals one extra hit to a random enemy, boosting DMG output without changing the kit's playstyle.
E2
Infectious Enthusiasm★★☆☆☆
Defeating an enemy afflicted with Wind Shear has a 100% base chance to inflict all enemies with 1 stack(s) of Wind Shear, equivalent to that of Skill.
Only triggers on killing a Wind Shear-afflicted enemy to spread a stack to all foes, making it fairly situational.
E3
Big Money!★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Simply levels up Skill and Basic ATK with no new effects, so the impact is minor.
E4
The Deeper the Love, the Stronger the Hate★★★☆☆
When Skill hits an enemy with 5 or more stack(s) of Wind Shear, the enemy immediately takes 8% of current Wind Shear DMG.
When Skill hits an enemy with 5+ Wind Shear stacks, it deals bonus instant DMG based on current DoT, adding meaningful burst damage.
E5
Huuuuge Money!★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Simply levels up Ultimate and Talent with no new effects, so the impact is minor.
E6
Increased Spending★★★★☆
Talent's Wind Shear DMG multiplier increases by 15%.
Directly increases the Talent's Wind Shear DoT multiplier by 15%, meaningfully boosting Sampo's core damage source.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Skill ★★★★★ Skill hits 5 times and is the main way to spread/apply Wind Shear across enemies, the backbone of Sampo's DoT playstyle.
Talent ★★★★★ Talent generates the ongoing Wind Shear DoT stacks, which is Sampo's core sustained damage source.
Ultimate ★★★★☆ Ultimate deals AoE damage and increases DoT taken by 35%, amplifying the Wind Shear damage already applied.
Basic ATK ★★☆☆☆ Basic ATK only hits a single target and doesn't interact with the Wind Shear mechanic, so it stays the lowest priority.
Trace priority: A2 > A6 > A4 Eidolon priority: E6 > E1 = E4 > E2 > E3 = E5
Skills
Dazzling Blades
Dazzling Blades
Basic ATK Single Target Lv.10

Deals Wind DMG equal to 140% of Sampo's ATK to one designated enemy.

Ricochet Love
Ricochet Love
Skill Bounce Lv.15

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.

Surprise Present
Surprise Present
Ultimate AoE Lv.15

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).

Windtorn Dagger
Windtorn Dagger
Talent Enhance Lv.15

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).

Attack
Attack

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

Shining Bright
Shining Bright
Technique Impair

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

Extends the duration of Wind Shear caused by Talent by 1 turn(s).

A4
Defensive Position

Using Ultimate additionally regenerates 10 Energy.

A6
Spice Up

Enemies with Wind Shear effect deal 15% less DMG to Sampo.

Trace Bonuses
Total stats gained from unlocking the full trace tree
+28%ATK
+18%Effect Hit Rate
+10%Effect RES
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
1,023
ATK
617
DEF
397
SPD
102
CRIT Rate
5%
CRIT DMG
50%
Ascension Materials
Total materials to max ascension — tap to see how to farm.
Material Planner →
8
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.

Matching Light Cones
Path of Nihility — 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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