SylphBuild and Guide

Character
Introduction

Sylph is a SR character from the
Odd
Odd element who is part of the Astral Union faction. The character is also known by the Glimmer title.

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

Stats (Lvl 50)

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.

HP
HP

16822

11658 + 5164

DEF
DEF

891

674 + 217

ATK
ATK

1297

975 + 322

SPD
SPD

136

124 + 12

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

0%

0% + 0%

Effect RES
Effect RES

32%

0% + 32%

Skills
Skill 1

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.

Skill 2

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).

Skill 3

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%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Healing Done +10%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect RES +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T1

Generic PVE

T0.5

Aurora

T1

DokiDoki

T3

Terrormaton

T1

Nether Quarry

T2

PVP

Review

Sylph is an Odd Affinity Sustain who excels at Healing, Purifying, and boosting the Defenses of your team.

Skill 1

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.

Skill 2

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.

Skill 3

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.

PVE

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.

PVP

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.

Conclusion

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.

Pros & Cons
Pros

  • Excellent Purification abilities.

  • Very high Healing output with tanky teammates.

  • Spammable DEF+.

  • Cheap to build compared to her performance.

Cons

  • Provides no Immunity.

  • Offers no offensive utility for non DEF scalers.

  • Healing is underwhelming for squishy allies.

Build

Early Game Builds

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:

Best Builds (Generic)

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 for 2 turns 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 u need a burst s3 heal early and later on

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Cure
    >
    Matrix
    Swiftrush
    >
    Matrix
    Bulwark
    >
  • 6 set:
    Matrix
    Evolguard
    >
    Matrix
    Colossguard
    >

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 350% 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.

It can help with keeping your team alive in case you build her with a lot Def%

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
    Matrix
    Unbreakable
    >
  • 6 set:
    Matrix
    Colossguard
    >
    Matrix
    Etherplague
    >

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).

Helps her to cycle her skills faster

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Cure
    >
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Colossguard
    >
    Matrix
    Etherplague
    >

4

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 for 2 turns 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:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Cure
    >
    Matrix
    Swiftrush
    >
    Matrix
    Bulwark
    >
  • 6 set:
    Matrix
    Evolguard
    >
    Matrix
    Colossguard
    >

5

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 350% 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:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
    Matrix
    Unbreakable
    >
  • 6 set:
    Matrix
    Colossguard
    >
    Matrix
    Etherplague
    >

6

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:

  • 12 set:
    Matrix
    Swiftrush
    >
    Matrix
    Bloodbath
    >
    Matrix
    Timeweave
    >
  • 8 set:
    Matrix
    Cure
    >
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Evolguard
    >
    Matrix
    Etherplague
    >
Best Builds (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 matchups not involving CC

Best Module Sets:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
  • 6 set:
    Matrix
    Evolguard
    >

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 triple cleanse and up to 75% Effect RES for 2 turns 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:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Bramble
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Swiftsmite
    >

3

Whenever this unit resists any Debuff effect, gain 25% Turn Meter, can only trigger 1 time(s) per turn. Can also trigger when the Animus is unable to act.

A shell designed for high Effect RES Animuses, that grants 20% extra Turn Meter whenever a debuff is resisted, up to once per turn. Sees play mostly in PVP with Support/Sustains Animuses who like to cycle their turns and don't need any Stats to perform their main role.

Best shell if you run a higher res Sylph. Gives you turn push to cut and cleanse a unit and mess with their gameplan.

Best Module Sets:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Swiftsmite
    >
    Matrix
    Evolguard
    >

4

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:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
  • 6 set:
    Matrix
    Evolguard
    >

5

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 triple cleanse and up to 75% Effect RES for 2 turns 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:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Bramble
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Swiftsmite
    >

6

Whenever this unit resists any Debuff effect, gain 25% Turn Meter, can only trigger 1 time(s) per turn. Can also trigger when the Animus is unable to act.

A shell designed for high Effect RES Animuses, that grants 20% extra Turn Meter whenever a debuff is resisted, up to once per turn. Sees play mostly in PVP with Support/Sustains Animuses who like to cycle their turns and don't need any Stats to perform their main role.

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:

  • 12 set:
    Matrix
    Bloodbath
    >
  • 8 set:
    Matrix
    Strive
    >
    Matrix
    Swiftrush
    >
  • 6 set:
    Matrix
    Swiftsmite
    >
    Matrix
    Evolguard
    >
Best Stats
Generic Stats:
Main Stat 1
HP% > DEF% >
Main Stat 2
HP% > DEF% >
Main Stat 3
HP% > DEF% >
Substats:

Speed > HP% > DEF% >

Best Shell Passives
Generic Shell Passives:
Slot 1
HP%=DEF%
Slot 2
SPD = Healing%
Slot 3
Synergy > Damage Reduction
  • Slot 1: Choose one of HP or DEF that suits the style of play and build you're aiming for.
  • Slot 2: SPD is generally best but Healing% can also be a valid and sometimes even more powerful choice, especially in fights where raw healing has high value like Aurora.
  • Slot 3: Synergy is best as it amplifies damage dealt by allies. As an alternative all three Damage Taken related passive can work on Lingluo.
PVP Shell Passives:
Slot 1
HP%>DEF%
Slot 2
SPD
Slot 3
Insight>=Dauntlless
Skill Priority
Skill Priority (PVE)
S3 > S1 > S2
Skill Priority (PVP)
S3 > S1 > S2

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Sylph present within in all content available in the game.

Team 22

Aurora Inferno #14

Content: Aurora || Team type: Generic || Time: 0-1m

Comments

Sylph can be replaced by any powerful AoE Sustain, like Chiaki.