Silver Wolf Build
Silver Wolf is a 5★ Quantum 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.
Silver Wolf is a one-of-a-kind Quantum debuffer who implants Quantum weakness and shreds DEF hard. Roll if you want an enabler for
Seele/
Acheron or lack a DEF-shredder; skip if you already own
Pela/
Jiaoqiu, since she has been partly power-crept.
Sub-stat priority: SPD > Effect Hit Rate > ATK% > CRIT DMG
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Deals Quantum DMG equal to 140% of Silver Wolf's ATK to one designated enemy.
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There is a 90% base chance to add 1 Weakness of an on-field character's Type to the target enemy. This also reduces the enemy's DMG RES to that Weakness Type by 20% for 2 turn(s). If the enemy already has that Type Weakness, the effect of DMG RES reduction to that Weakness Type will not be triggered. Each enemy can only have 1 Weakness implanted by Silver Wolf. When Silver Wolf implants another Weakness to the target, only the most recent implanted Weakness will be kept. In addition, there is a 100% base chance to further reduce the All-Type RES of the enemy by 11.3% for 2 turn(s). Deals Quantum DMG equal to 245% of Silver Wolf's ATK to this enemy.
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There's a 108% base chance to decrease the target enemy's DEF by 49.5% for 3 turn(s). And at the same time, deals Quantum DMG equal to 456% of Silver Wolf's ATK to the target enemy.
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Silver Wolf can create three types of Bugs: Reduce ATK by 12.5%, reduce DEF by 10%, and reduce SPD by 7.5%. Every time Silver Wolf attacks, she has a 78% base chance to implant a random Bug that lasts for 3 turn(s) in an enemy target.
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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Immediately attacks the enemy. After entering battle, deals Quantum DMG equal to 80% of Silver Wolf's ATK to all enemies, and ignores Weakness Types and reduces Toughness from all enemies. Enemies with their Weakness Broken in this way will trigger the Quantum Weakness Break effect.
The duration of "Bug" is extended by 1 turn(s). Every time an enemy is inflicted with Weakness Break, Silver Wolf has a 65% base chance of implanting a random "Bug" on that target.
The duration of the Weakness implanted by Silver Wolf's Skill increases by 1 turn(s).
If there are 3 or more debuff(s) affecting the enemy when the Skill is used, then the Skill decreases the enemy's All-Type RES by an additional 3%.
What is the best Light Cone for Silver Wolf?
The best Light Cone for Silver Wolf is Incessant Rain (top pick). See F2P options in the Light Cones section above.
Is Silver Wolf worth pulling?
Silver Wolf is a one-of-a-kind Quantum debuffer who implants Quantum weakness and shreds DEF hard. Roll if you want an enabler for Seele/Acheron or lack a DEF-shredder; skip if you already own Pela/Jiaoqiu, since she has been partly power-crept.
What is the best team for Silver Wolf?
Acheron team (SW piles on debuff stacks to fuel Acheron's Ult), Quantum Seele hypercarry (shred plus weakness implant), and a Dr. Ratio team since Ratio loves debuffed targets.
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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.






















