To learn more about Sylph check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Sylph check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
16822
11658 + 5164
891
674 + 217
1297
975 + 322
136
124 + 12
10%
10% + 0%
150%
150% + 0%
0%
0% + 0%
32%
0% + 32%
Sylph skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Firefly Gleam
Cooldown: -
Tags: Single DMG, Single Heal
Even the faintest light defies the night. Sylph deals 240% damage to a single enemy, then heals the ally with the lowest HP percentage. The heal amount is 20% of the target's max HP. If the target's current HP percentage is below 70%, additionally applies [DEF+ ] to them for 2 turns.
Passive: Sylph's overheal on the target will be converted into a [Shield] at a ratio of 50%, lasting 2 turns.
Level 2: Increases damage multiplier to 240%.
Level 3: Increases healing effect to 20% of the target's max HP.
Level 4: Increases target HP threshold to 70%.
Level 5: Increases [DEF+] duration to 2 turns.
[DEF+]: Increases DEF by 60%.
[Shield]: Absorbs an equal amount of damage.
Firefly Ward
Cooldown: 3
Tags: Single Heal, Purify
A firefly's whisper of light can cradle the world. Sylph Purifies all Debuffs from a target ally, then heals the target for 50% of their max HP.
Level 2: Increases healing effect to 45%.
Level 3: The purifying effect can now dispel all debuffs.
Level 4: Increases healing effect to 50%.
Level 5: Reduces Skill CD by 1 turn(s).
Luminescent
Cooldown: 4
Tags: AoE Heal, Purify, DEF+
Unyielding fireflies shimmer—defiant and luminous. Sylph deals 2 hits of 150% damage to all enemies. Each attack Purifies 1 Debuff(s) from all allies, then heals all allies for 30% of their max HP and applies [DEF+ ] for 2 turns.
Level 2: Increases healing effect to 27% of the target's max HP.
Level 3: Increases the chance to Purify Debuffs to 100%.
Level 4: Increases healing effect to 30% of the target's max HP.
Level 5: Reduces Skill CD by 1 turn(s).
[DEF+]: Increases DEF by 60%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Healing Done +10%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Sylph is an Odd Affinity Sustain who excels at Healing, Purifying, and boosting the Defenses of your team.
Sylph’s S1 is a pretty good basic skill, split into an active and a passive effect. Sylph attacks a single enemy, then heals the ally with the lowest HP% for up to 20% of the ally’s max HP. If said ally was below 70% HP when receiving the heal, a [DEF+] effect is also applied to them for up to 2 turns.
The passive component converts half of her overhealing on the ally into a Shield that lasts for 2 turns. This works for all of her abilities.
The maximum Healing output of this skill is reached as early as level 3, which is a great stopping point if you don’t rely on the [DEF+]. Otherwise, it is recommended to quickly bring the skill up to level 5.
S2 is another single-target heal, this time Purifying all Debuffs on the ally once leveled up before healing them for 50% of their max HP. While the full Purification effect is extremely strong, the healing output depends on the max HP of the ally targeted and not Sylph, which may result in fairly low Healing output depending on the teammates you bring her with.
Purification and Healing output are maxed out by lvl4, however, the CD reduction is also very appealing to keep the most important teammates in top shape, so we recommend leveling the skill to 5, or 3 at the very least.
S3 is an AoE attack, hitting the enemy team twice. Each of those hits Purifies 1 Debuff from your allies, then a teamwide Heal and [DEF+] for 2 turns are applied to your whole team. Once again, the Heal depends on each ally’s max HP, restoring up to 30% of their max Health, which unfortunately can be underwhelming in certain scenarios.
Level 3 is the minimum recommended to guarantee the removal of the Debuffs, and level 5 is advised for any fight that lasts more than a couple of turns.
In PVE, Sylph positions herself as a Purification specialist, more so than a pure Healer, as playing tanky teams is pretty rare in the first place. She also lacks any kind of offensive buffing and cannot offer any [Immunity]. Her direct competition would be Lingluo, a free SSR Animus that outclasses her in the Healing department while periodically providing [Immunity]. Due to the previous reasons, it's hard to see her find a place in farming setups, as so many affordable options are already widely available.
In PVP, Sylph is a highly situational pick. Designed to partner up with bulky allies, Sylph can easily keep your team Debuff-free while also boosting their survivability with the [DEF+], which may also serve as a proper damage buff when paired with DEF scalers, who are extremely relevant here, unlike in PVE. In such teams, her Healing output is also very satisfying.
This simple yet efficient kit gives her enough appeal to be an option worth having in your toolbox, especially considering how cheap her skills are to level thanks to her SR status.
All in all, Sylph represents yet another interesting option for PVP enjoyers, with a kit built around solving problems for you rather than creating them for your enemy.
This very specialized kit, however, is also her downfall in PVE, being easily replaced by other free or cheap options that shine in their ease of use and wide range of applications.
Excellent Purification abilities.
Very high Healing output with tanky teammates.
Spammable DEF+.
Cheap to build compared to her performance.
Provides no Immunity.
Offers no offensive utility for non DEF scalers.
Healing is underwhelming for squishy allies.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
Before the owner takes action, empowers the owner Animus to increase their healing by 35% for 2 turn(s). If the healed target's HP Percentage is below 75%, additionally applies a 1-turn [Heal Over Time] to them.
An alternative healing choice to Fortissimo that grants a 35% healing output boost buff and causes their healing abilities to apply a 1-turn heal over time on allies healed below 75%. The heal over time heals for 15% of the target's max HP. Offers more active bonuses than Fortissimo.
Strongest option in case you need a burst S3 heal early.
Best Module Sets:
2
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells. In PvP modes, the applied shield amount equals 300% of self DEF to the host Animus and ally with the lowest HP percentage.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
Can help with keeping your team alive, but you need to also focus on building DEF% on her if you want to use Artisan.
Best Module Sets:
3
For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.
Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).
Another option if you need the faster cycling granted by the Shell.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.
Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).
Best option for most matchup not involving a lot CC.
Best Module Sets:
2
Before the owner takes action, if the owner has any debuffs, dispels 3 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
Good option for CC-focused matchups. Lets her self cleanse, and then cleanse another unit or use her S3 for team healing
Best Module Sets:
3
Whenever this unit resists any Debuff effect, gain 20% Turn Meter, can only trigger 1 time(s) per turn. Can also trigger when the Animus is unable to act.
On turn start, if debuffed cleanses up to two of them and gains 25% EFF RES, allowing the wearer to shrug of crowd controls or debuffs. A strong anti-CC tool while also granting access to all the best defensive and SPD matrix sets.
Best shell if you run a higher Effect RES Sylph. Gives you turn push to cut and cleanse a unit and mess with their gameplan.
Best Module Sets:
SPD > HP% = DEF% > Effect RES%
Sylph has two main stats and one conditional stats to pay attention to across gear for PVE:
Sylph is a little easier to build due to her being an SR. Her recommended skill order is S3, S2, S1. If you need more speed you can level S3, S1, S2 instead.
Sylph synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Sylph present within in all content available in the game.
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