Honkai: Star RailMarch 7th • EvernightBest build, teams and other guides

Character

Play Etheria: Restart on PC and mobile now!

Introduction

Best guide and build for March 7th • Evernight from HSR (Honkai: Star Rail). March 7th • Evernight is a 5 character from the Ice element who follows the Path of Remembrance.

In the secluded Memory Zone, candlelight casts echoes of the past, softly fading away in the mist. Evernight, child of Remembrance born from the shadow, Chrysos Heir who conceals the Coreflame of Time, you shall stir the tide of Oblivion, guarding the wish of the mirrored soul.

To learn more about March 7th • Evernight check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Video guide

March 7th • Evernight has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review update

Patch 3.6

Last major build/calcs update

Patch 3.6

Last profile update*

September 22nd, 2025

*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.

To learn more about March 7th • Evernight check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Lucky Draw Event!

Use the link below to check the Lucky Draw event and have a chance to win 1000 Stellar Jades!

Profile

Review

Build and teams

MoC/PF/AS Statistics

Calculations

Profile

Skills
Basic ATK

Time Thence Blurs

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Ice DMG equal to #1[i]% of Evernight's Max HP to one designated enemy.
Skill

Day Gently Slips

Summon

Lv. 1

Energy gain: 30

Break: -

Consumes 10% of Evernight's current HP to summon memosprite Evey and increases CRIT DMG of all ally memosprites by an amount equal to #1[i]% of Evernight's CRIT DMG for 2 turn(s). Duration decreases by 1 at the start of each of Evernight's turns. If Evey is already on the field, restores 50% of its Max HP. When used, gains 2 "Memoria." If in the "Darkest Riddle" state, gains 12 additional "Memoria."
Ultimate

Remembrance, Whirling, Like Rain

AoE | 240 energy cost

Lv. 1

Energy gain: 5

Break: 30

Summons memosprite Evey, then memosprite Evey deals Ice DMG equal to #1[i]% of Evey's Max HP to all enemies, and causes Evernight to enter the "Darkest Riddle" state. During this state, the DMG received by all enemies increases by #2[i]%, the DMG dealt by Evernight and memosprite Evey increases by #3[i]%, and both Evernight and memosprite Evey are immune to Crowd Control debuffs. Gains 2 "Darkest Riddle" Charge(s). Memosprite Evey consumes 1 Charge after using "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charges remain, exits the "Darkest Riddle" state.
Talent

With Me, This Night

Enhance

Lv. 1

Energy gain: 0

Break: -

When entering combat, summons memosprite Evey. Memosprite Evey has 160 SPD by default, and its Max HP is 50% of Evernight's Max HP. Each time Evernight or memosprite Evey loses HP, increases CRIT DMG for both this unit and memosprite Evey by #1[i]% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target per attack. When Evernight has 16 or more "Memoria," dispels and becomes immune to Crowd Control debuffs. If memosprite Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after memosprite Evey uses "Dream, Dissolving, as Dew."
Technique

Let it Rain Cold On Thee

Energy gain: 0

Break: -

After using Technique, at the start of the next battle, gains an effect identical to the Skill which increases all allies' memosprite CRIT DMG, and gains 1 point(s) of "Memoria."
Memesprite Skills
Memosprite Skill

Remembrance, Whirling, Like Rain

Single Target

Lv. 1

Energy gain: 20

Break: 10

This ability automatically selects a target, prioritizing the enemy target that Evernight last attacked. Deals Ice DMG equal to #1[i]% of Evey's Max HP to one enemy. For every 4 point(s) of "Memoria" Evernight currently has, further deals Ice DMG equal to #2[i]% of Evey's Max HP. After use, Evernight gains 1 point(s) of "Memoria."
Memosprite Skill

Dream, Dissolving, as Dew

AoE

Lv. 1

Energy gain: 10

Break: 30 + 20 adjacent

When Evernight's "Memoria" is greater than or equal to 16 points, and Evernight is not under a Crowd Control state, this ability can be used. For each point of "Memoria" currently in possession, deals Ice DMG equal to #1[i]% of Evey's Max HP to the primary target, and Ice DMG equal to #2[i]% of Evey's Max HP to other enemy targets. After use, consumes all "Memoria" and HP, and Evey disappears.
Memosprite Talent

Solitude, Drifting, In Murk

Support

Lv. 1

Energy gain: 0

Break: -

Evey is immune to Crowd Control debuffs but has increased chance of being targeted. While Evernight is on the field, increases DMG dealt by Evernight and Evey by #1[i]%.
Memosprite Talent

Night, Trailing, In Step

Support

Energy gain: 0

Break: -

When summoned, this unit immediately takes action.
Memosprite Talent

You, Parting, Beyond Reach

Enhance

Energy gain: 0

Break: -

Upon disappearing, increases Evernight's SPD by 10%. If the disappearance is due to using "Dream, Dissolving, as Dew," for each point of "Memoria" used in this attack, additionally increases Evernight's SPD by 1%, counting up to 40 point(s) of "Memoria." The SPD Boost effect cannot stack, and is removed at the start of Evernight's next turn.
Major Traces
A2Major trace

Dark the Night, Still the Moon

Increases Evernight and the memosprite Evey's CRIT Rate by 35%. When using abilities, consumes 5% of this unit's current HP to increase both their CRIT DMG by 15% for 2 turn(s). After memosprite Evey uses "Dream, Dissolving, as Dew," recovers 1 Skill Point for allies.
A4Major trace

Rouse the Flame, Lull the Light

At the start of combat, Evernight regenerates 70 Energy and gains 1 "Memoria." When Evernight or an ally memosprite uses an ability, Evernight regenerates 5 Energy and gains 1 "Memoria."
A6Major trace

Kindle the Morn, Drop the Rain

When there are 1/2/3/4 or more Remembrance characters in the team, while Evernight's Skill persists, additionally increases all memosprites' CRIT DMG by 5%/15%/50%/65%.
Minor Traces (total)
CRIT Rate
CRIT Rate
+18.7%
CRIT DMG
CRIT DMG
+13.3%
HP
HP
+18%
Eidolons
E1

Sleep Tight, the Night Dreams Long

Eidolon 1

When Evernight is on the field and when there are 4 or more/3/2/1 enemy targets on the field, ally memosprites deal 120%/125%/130%/150% of their original DMG respectively.

E2

Listen Up, the Slumber Speaks Soft

Eidolon 2

Increases Evernight's and memosprite Evey's CRIT DMG by 40%. Each time Evernight gains "Memoria," increases the gained "Memoria" by 2 point(s). When using Ultimate, additionally gains 2 "Darkest Riddle" state Charge(s).

E3

Fear Not, the Nightmare Lies Past

Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. Memosprite Talent Lv. +1, up to a maximum of Lv. 10.

E4

Wake Up, the Tomorrow is Yours

Eidolon 4

While Evernight is on the field, ally memosprites' Weakness Break Efficiency increases by 25%, and memosprite Evey gains an additional 25% Weakness Break Efficiency.

E5

Let Go, the "Me" in Memories

Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. Memosprite Skill Lv. +1, up to a maximum of Lv. 10.

E6

Like This, Always

Eidolon 6

While Evernight is on the field, all allies' All-Type RES PEN increases by 20%. After memosprite Evey uses "Dream, Dissolving, as Dew," Evernight gains 30% of the consumed "Memoria" in this attack.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1323
ATK
ATK
543
DEF
DEF
582
Speed
Speed
99
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Ethereal Omen
    Ethereal Omen
    x 15
  • Echoing Wail
    Echoing Wail
    x 15
  • Sea Siren's Torn Fin
    Sea Siren's Torn Fin
    x 65
  • Eternal Lament
    Eternal Lament
    x 15
CV
ENG
Skyler Davenport
JPN
Yui Ogura (小倉唯)
CN
Nuò Yǎ (诺亚)
KR
Jung Hye-Won (정혜원)
Gallery

March 7th • Evernight images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • Phenomenal damage output in all content,

  • Huge HP and HP scaling,

  • Excellent damage buffs for herself and all ally memosprites,

  • Provides Vulnerability with her Ultimate,

  • Excellent as a main DPS or as a sub DPS for Remembrance teams,

  • Surprisingly SP positive,

  • Great performance floor,

  • Very impressive scalability,

  • Rewarding mastery curve,

  • Umbrella (massive aura gains).

Cons

  • Poor F2P Light Cone options,

  • Can be challenging to play to her fullest,

  • Buffs are almost exclusively for memosprites,

  • Fails a selfie (massive aura loss).

Review (By Sushou)
[Overview]

Evernight is an exceptional Remembrance DPS character, scaling her damage off of HP. She follows a similar playstyle to Castorice, summoning a memosprite to have it nuke the field and make a dramatic exit. Evernight has a plethora of team buffs and self buffs for memosprite-based damage dealers, making her a fantastic DPS to use in a dual DPS setup with existing and future Remembrance characters, and an extraordinarily competitive solo DPS to boot, all while being SP positive. The price for this power is that Evernight is highly challenging to play compared to existing characters.

[Intro]

The edgier March 7th, Evernight, has at last graced us with her presence, hopefully to answer a few lingering questions we have. If I had a nickel for every time a Remembrance DPS sent their memosprite to gloriously explode, I'd have two nickels, which isn't a lot, but it's weird that it's happened twice.

Evernight is designed in a similar vein to Anaxa; meant to supplement an existing DPS character while still being viable on their own two feet. Evernight's 'intended' partner (at least right now) is Castorice, and she makes that team incredibly powerful, not that it needed the help. The question then is 'Does Evernight follow in Anaxa's footsteps fully?', and the answer to that is a bit complicated, but essentially 'Yes'. I'll get to it later.

Evernight is so damn strong, but she is really quite challenging to play to her fullest. You really need to know what she's about so that you can adjust and adapt as combat goes on; Evernight's performance floor is already very high so you don't need to worry about her losing a lot of strength if you mess up, but her performance ceiling is... honestly rather frightening.

[Abilities]

This is going to be a long section. As is often the case with Remembrance characters, their memosprite abilities also require mention, but unlike other Remembrance characters, Evernight's got so many Proper Terms™ that it makes it hard to follow along. I'll do my best to break things down into a logical format.

Evernight's memosprite is called Evey. Evey is forever immune to Crowd Control and has an increased chance of being targeted by enemies. Evey has 160 SPD by default, and its Max HP is equal to 50% of Evernight's Max HP. While Evernight is on the field, the DMG dealt by both Evernight and Evey is increased by 50%.

Evernight has a stacking mechanic called Memoria, which gets used to empower Evernight's attacks. This comes up pretty much everywhere, so it's worth a mention all on its own. Important to note that Evey does NOT need to be summoned in order for Evernight to be able to gain Memoria (this has potential ramifications for optimisation).

For her Talent, Evernight automatically summons Evey upon entering combat. Every time that Evernight or Evey lose HP, they both gain 60% increased CRIT DMG for 2 turns. The HP loss will also grant 2 Memoria. These effects can only trigger once per target per attack. When Evernight gets to at least 16 stacks of Memoria, she will immediately dispel all Crowd Control effects, and then becomes immune to further Crowd Control. At the same time, Evey will immediately take action.

Ordinarily, Evey will act automatically on its turn, shooting a water jet dealing 50% of Evey's Max HP to the last enemy Evernight damaged. This is increased by 10% of Evey's Max HP for every 4 Memoria. After this attack, Evernight gets 1 Memoria. However, when at least 16 Memoria has been gained, Evey's attack will be empowered, becoming Dream, Dissolving, as Dew. We're gonna call this Explosion from now on, because it's shorter and more accurate to the damage it can deal.

This explosive attack hits all enemies on the field, but selects a primary target that takes extra damage. For every point of Memoria, this attack will deal 12% Evey Max HP to the primary target, and 6% Evey Max HP to the remaining enemies. This attack deals a staggering 30 Toughness to its main target, and 20 Toughness to the rest. This attack will consume all stacks of Memoria, and all of Evey's HP, and Evey will then disappear.

When Evey disappears from the field, Evernight's SPD increases by 10%. If the disappearance was due to Evey Exploding, for each point of Memoria used in this attack, Evernight's SPD is additionally increased by 1%, counting up to 40 points of Memoria, for a total potential boost of 50%. This SPD boost cannot stack, and is removed at the start of Evernight's next turn.

Evernight's Skill will consume 10% of her current HP to summon Evey to the field. At the same time, she will increase the CRIT DMG of all ally memosprites by an amount equal to 24% of Evernight's CRIT DMG for 2 turns. This ticks down at the start of Evernight's turns. If Evey is already summoned, it restores 50% Max HP to it. Using her Skill will also grant 2 stacks of Memoria. This Skill does not consume SP.

Evernight's Ultimate costs a rather large 240 Energy. Using it will summon Evey if it's not present, and then deal Ice DMG equal to 200% of Evey's Max HP to all enemies on the field. This will also put Evernight into the Darkest Riddle state.

During Darkest Riddle, all enemies are afflicted with a 30% Vulnerability, the DMG dealt by Evernight and Evey is increased by 60%, and both Evernight and Evey become immune to Crowd Control effects. Using the Ultimate grants 2 charges of Darkest Riddle, with 1 charge being consumed when Evey uses its Explosion. When there are no charges left at the start of Evernight's turn, she will exit the Darkest Riddle state. Most importantly, during Darkest Riddle, the Skill will restore an additional 12 Memoria, for a total of 14 per Skill use. This is how you turbo-charge your Memoria gain, and what leads to highly impressive damage.

This is mostly it, and it's a lot, I know, but hopefully it makes some amount of sense.

Evernight stacks up Memoria to empower Evey once at least 16 stacks are reached. Evey uses its empowered Explosion to deal heavy damage to all enemies and disappears from the field. Evernight's Ultimate lets her deal vastly increased damage and lets her stack a huge amount of Memoria easily, leading to even stronger Explosions from Evey. Use the massive SPD boost from Evey's explosive departure to start the cycle anew.

The amount of damage that starts coming out from Evey is honestly staggering, and quite consistently accessed too. Memoria can be stacked through a huge number of ways, including just taking damage or consuming HP, so it goes up pretty quickly.

Memoria itself doesn't appear to have a cap (or at least not one's that is reachable), and can get to some hilarious values. Seeing these red jellyfish accost the battlefield and violently detonate for damage in the millions is as amusing as it is jaw-dropping. The numbers in the kit by themselves don't seem like much, but I assure you, the base kit descriptions do a poor job of selling just how powerful this synergistic kit is.

[Bonus Traces]

These add to Evernight's already quite impressive kit, making her even more self-synergistic and less reliant on outside influences to achieve her gameplan.

Her A2 will increase Evernight's and Evey's CRIT Rate by 35%, permanently. When using abilities, consumes 5% of the respective unit's current HP to increase both units' CRIT DMG by 15% for 2 turns. When Evey uses its Memoria-empowered Explosion, 1 Skill Point will be recovered for allies.

This is incredible. This creates even more opportunities to generate Memoria for Evernight, since every single ability that either she or Evey uses will grant an extra 2 Memoria from the HP drain from her Talent. The extra 35% CRIT Rate makes it even easier to focus on CRIT DMG and HP stacking, and can much more easily guarantee a 100% CRIT Rate in combat. The cherry on top is that now when Evey violently departs the field, this absurdly powerful attack now also restores a Skill Point, meaning that Evernight is achieving this damage while being completely SP positive, a first of its kind.

Evernight's A4 addresses the extremely high Energy cost of her Ultimate. At the start of combat, Evernight regenerates 70 Energy and gains 1 Memoria. When Evernight, or any ally memosprite uses an ability, Evernight regenerates 5 Energy and gains 1 Memoria.

Aside from the stellar kickstart to fights, this also helps to provide a steady influx of Energy from just doing what you'd already be doing. Evernight herself provides enough benefits for more consistent Ultimates, so that's already very strong, but pairing her with fellow Remembrance characters, some of whom are already likely to be in the party, just means even more Energy and Memoria.

Lastly, Evernight's A6 will grant benefits based on the number of Remembrance characters in the team. When there are 1/2/3/4 or more Remembrance characters, and while Evernight's Skill effects persist, additionally increase all memosprites' CRIT DMG by 5%/15%/50%/65%. Four Remembrance characters is a bit steep at the moment because a couple of them are quite heavily contested supports (ignore the vaguely Elysia-shaped object in the distance, we're not there yet), but three Remembrance characters is very doable, which is where the biggest increase lies. 50% increased CRIT DMG for memosprites just for building the team you were probably going to be building anyway is extremely potent, especially since it'll also be applying the benefits to the memosprites of the other allies.

As far as Bonus Traces go, these are exceptionally good, with not one dud on the list. Even the Minor Traces are all fantastic with CRIT Rate, CRIT DMG, and HP%. Remarkable, really.

[Eidolons]

Oh boy.

Evernight's E1 will make it so that ally memosprites deal increased damage based on the number of enemies on the field: 4 or more/3/2/1 enemy targets will increase memosprite damage to 120%/125%/130%/150% of the original damage, respectively. This is a final damage multiplier so it's incredibly powerful, and its conditions are literally always met in some capacity. This is an absurd E1, not just for herself but for any other Remembrance characters on the team. The only question is what are you going to do with all that overkill damage.

And of course, the E2. This increases Evernight's and Evey's CRIT DMG by 40%, and makes it so that every time Evernight gains stacks of Memoria, she will gain an additional 2 stacks. Plus, when using her Ultimate, she will gain an additional 2 charges of Darkest Riddle.

Already, boosting all Memoria sources by a flat +2 is stupid, because there are a lot of ways of gaining small values of Memoria, and it can skyrocket the number of Memoria you have when it's time for Evy to Explode, resulting in Very Funny Numbers™. On top of that, getting 4 total charges of Darkest Riddle pretty much means that if things are going really well, you'll have very low downtime between Ultimate empowerments, able to be in Darkest Riddle pretty much permanently.

This honestly may be one of the most ridiculous E2s in the entire game, and that's really saying something. Completely and unequivocally unnecessary, but very, very amusing.

[The Rest]

Well, there's not much else to say really. Despite the absolute wall of text that each and every single ability in Evernight's kit has, the kit itself is not too too difficult to understand in practice; bit of fiddling around in game and you should be able to intuit most of what's going on.

Because the kit is like this, and as mentioned earlier, the performance floor is already very high; there's not really many ways for you to completely screw yourself over unless you're literally only ever using her Basic ATK and never using Ultimate. But seeking to get the maximum output from Evernight is where the true challenge lies, and this is particularly difficult, because a fair bit of it isn't really directly up to you.

Evey gets advanced whenever Evernight reaches or passes 16 Memoria, and this can end up happening during enemy actions, since losing HP will grant Memoria. Ally memosprites' actions may push you just over the Memoria threshold and now you're also out of alignment, perhaps even just before Evernight's turn. You may even deliberately opt not to resummon Evey on your turn to try and get more Memoria stacked, or to delay the burst to a better moment, or even to prolong the Darkest Riddle state on Evernight. There are very many possibilities.

As such, there are quite a few ways that you can miss out on 'optimal damage' because of these idiosyncrasies. Even just the constantly fluctuating SPD boost that Evernight gets after Evey Explodes is far too unpredictable to consistently play around.

This is why I alluded to intuition. It really is up to the player to circumvent or play around these unique circumstances as and when they come up, and this is maybe not so difficult once you're comfortable with the character, but can most assuredly be a source of frustration until you are. Even still, getting even some of the way into the challenging spectrum sees Evernight returning damage numbers that are frankly disgusting, and with little effort too. She is much like a good knife: if you keep the edge honed and sharpened, it will never fail you when you need it most.

Pseudo-profound statements aside, let's talk teams. Or rather, Team, parentheses, singular. Yeah, as a HP based Remembrance character, it's entirely unsurprising that the number one teammate is Hyacine. I know, I know, please everyone act surprised. Hyacine's prowess at buffing Max HP and healing effortlessly pair very well with Evernight's kit, especially since it's so easy to set up. This is of course without even mentioning Little Ica, the memosprite who most certainly can and will destroy the foes in front of you. With Evernight gaining benefits from having other Remembrance characters, as well as the benefits she can share with other memosprites, it's a match made in heaven, and it's undoubtedly the best option (especially if you have Hyacine's Light Cone).

The Remembrance Trailblazer also does not get any rest days and is the next on the list of immaculate supports for Evernight. As a HP based Remembrance... Hey wait a second...

Nobody should be surprised, please do not act surprised, everyone and their mums knows what the Remembrance Trailblazer does and why it's good — only it's even better for Evernight because of her absolutely absurd Max Energy, meaning she gets the full whopping 50% True DMG bonus from the Mem's Support buff, and boy does she take it all the way to the bank, not to mention the insane battery effect that Evernight has for Mem's Ult gauge due to the constant Energy gains.

Even more amusing is that you can use Mem's Support to advance Evernight ahead of Evey during the Darkest Riddle state, letting you get an extra 14 Memoria Skill use off before Evey Explodes. This lets you stack Memoria up higher, and also get more Memoria total than you would otherwise be able to, since Darkest Riddle charges are only consumed by Evey Exploding.

And there you go, with just those two, you've also fulfilled the criteria for Evernight's A6 to reach its big breakpoint, granting every memosprite a further 50% CRIT DMG, making Little Ica hit harder, and Mem buff even more.

To address the Netherwing in the room, you may have noticed that this seems an awful lot like the Castorice team, in which case I must applaud your keen skills of discernment. Yes, indeed, the Hyacine + Remembrance Trailblazer combo is notoriously potent on a number of teams, but it's been especially powerful for Castorice, and now for Evernight as well. With the direction that Evernight's kit has, it is very easy to come to the conclusion that 'Evernight was designed to be paired with Castorice'.

While a somewhat shallow analysis, it's not entirely wrong. Castorice benefits immensely from what Evernight can offer her, boasting not only extreme personal damage output, but the ability to buff the other memosprite that enjoys blowing itself to smithereens, and take it to even more absurd heights.

The two of them together on one team is absolutely frightening, and they play off of each other magnificently, especially since now there's potentially 4 memosprites in total, meaning Castorice has 8 targets she can siphon HP from to charge her Ultimate, so not only is Netherwing much stronger, but can come back so quickly that the dust from their previous dramatic exit hasn't settled yet.

Using Evernight in this team lets you free up either the Remembrance Trailblazer, or Tribbie to be used in other teams. Given that these are two of the absolute most contested supports in the game right now by a colossal margin, this is already absolutely invaluable, because it's on top of all the other benefits.

Now we boomerang back to the question posed at the start: 'is she like Anaxa in the other way too'. The 'other way' of course referencing the fact that Anaxa is oftentimes stronger than the DPS he was designed to supplement.

Evernight is so strong on her own, that if you take Castorice's current best team, and put Evernight in place of Castorice, you would be achieving very similar performance. If you then are capable of overcoming the challenges that Evernight throws your way in combat, you can possibly even exceed that performance, getting close to what you'll see by having both Castorice and Evernight together. This is to say, that if you have Castorice already, Evernight is a great upgrade to the team, but that Evernight most assuredly does not need Castorice to be at her best, and the vertical investment options presented with Evernight genuinely left me speechless the first time I looked at them.

Evernight is... truly something else.

Of course, this is quite literally the only team you've got right now, at least as far as optimal setups go, as there are no substitutes that come close to what Hyacine, Tribbie, and the Remembrance Trailblazer can offer you. Perhaps this will change with Cyrene, but at least for now, your options outside of that are more limited. Naturally, there are similar units that can get most of the way there if you're in a pinch. The other two thirds of the Quantum Supersupports, Cipher and Silver Wolf, are also always going to be good, for all the myriad reasons those two are good everywhere else. It just works™.

Ruan Mei is in much the same boat, but can be a potentially useful substitute, especially in places like Apocalyptic Shadow, where Toughness Damage is king, and Evernight already does more than a bit of that by default, so buffing it further, plus the All-Type RES PEN, makes for a good show as well.

Other stranger things can work too, especially since Evernight is actually SP positive (which I'm still reeling over by the way), but try not to go too crazy, since Evernight still wants a minimum number of Remembrance characters on the team to make as much of her A6 as possible. If a character hasn't been mentioned up until now, that's probably for a reason (though turbo free-to-plays can still use Gallagher because he's the GOAT, and that's a fact).

Lastly, she is a limited Remembrance character, and that means that her signature Light Cone is quite significantly ahead of alternatives. This is just how it is, there are very few variations that exist, and pretty much all of them are considerably inferior to Evernight's signature.

Having said that, due to Evernight's current strength, as well as the extremely high likelihood that she will continue to be useful for the HP Remembrance archetype moving forward, it would not be a short-sighted thing to seek to acquire said Light Cone.

[Wrap up]

So there you have it. If you've made it this far, you know how impressed I am by Evernight, and all the good reasons for it, too. Her overall options may be a fair bit more limited than other DPS characters, but her kit is so good that it doesn't matter, and if in future there are more characters that work with her, she'll be able to make it shine no matter what. I must stress again, so that it's abundantly clear, Evernight can be tricky to pilot. Do not let this discourage you, and do not use it to insinuate her lack of strength. She is well deserving of the praise and accolades.

And after all, she is Best Girl, let's not forget. What, you think that edgy exterior and artisanal brolly suddenly change who she is? No, no, no. That's March 7th, and all it takes is one look in the mirror.

'Despite everything, it's still you.'

Ratings

Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.

Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
Support DPS
T0

MoC

T0

PF

T0.5

AS

Damage dealer
T0

MoC

T0

PF

T1

AS

Build and teams

Best Light Cones

Due to the nature of March 7th • Evernight kit, we've simulated her performance alongside other Remembrance units as well as including the Memoria stacks she's expected to get from her team and via taking damage. Because of this, while her Light Cone, Relic and Eidolon calculations are more accurate, her damage numbers cannot be compared 1 to 1 with other characters on the site.

Best Light Cones

124.32%

Increases the wearer's Max HP by 30/38/45/53/60%. When the wearer's memosprite uses an ability, the wearer gains "Noctis." While the wearer has "Noctis," all allies' memosprites ignore 20/22/25/27/30% of the target's DEF when dealing DMG. Increases the DMG dealt by the wearer and their memosprite by 30/38/45/53/60%. When the wearer's memosprite disappears, the wearer recovers 8/10/12/14/16 Energy. Similar effects cannot stack.

Source: Event Warp (limited)

Clear best option for Sub-DPS Evernight. The Energy refund helps offset her high 240 Energy cost Ultimate, and offers a teamwide 20% DEF Ignore for all memosprites. Still a top choice for Main DPS.

122.65%

Increases the wearer's Max HP by 30/38/45/53/60%. When the wearer or their memosprite loses HP during their own turn, the wearer gains "Death Flower," which allows the wearer and their memosprite to ignore 30/35/40/45/50% of the target's DEF when dealing DMG, lasting for 2 turn(s).

When the wearer's memosprite disappears, advances the wearer's action by 12/15/18/21/24%. This effect can only trigger up to 1 time, and the trigger count resets every time the wearer uses Ultimate.

Source: Event Warp (limited)

Competitive option for Main DPS Evernight, thanks to it providing higher Base HP, a stronger DEF Ignore effect, and an Action Advance that can let her reach new SPD breakpoints. Whether this is worth the trade off of energy regen and a damage increase is situational though. Much less competitive with her signature when playing Sub-DPS Evernight as the sig grants bonuses to the whole team.

107.69%

Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer's memosprite is on the field, increases the wearer and their memosprite's DMG dealt by 24/27/30/33/36%.

Source: Nameless Glory

A solid pure damage Evernight target, thanks to its high HP and bonus stats, but can result in Evernight overcapping on CRIT RATE when played alongside CRIT RATE buffing supports like Rememberance Trailblazer. Offers nothing in the way of support for Sub DPS Evernight. Will perform worse than listed when overcapping on CRIT RATE.

102.63%

Increases the wearer's CRIT DMG by 24/28/32/36/40%. The CRIT DMG dealt by the wearer's memosprite increases by 24/28/32/36/40%.

Source: Nameless Glory

Provides CRIT DMG to both Evernight and Evey, allowing Evey to "double dip" on the buff thanks to Evernight CRIT DMG sharing. Has a lower ceiling compared to Sweat Now, Cry Less, but doesn't have the same CRIT RATE overcapping issues. A reasonable target for both Evernight playstyles while offering Sub-DPS Evernight some extra benefit thanks to CRIT DMG sharing.

100%

Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer's memosprite is on the field, increases the wearer and their memosprite's DMG dealt by 24/27/30/33/36%.

Source: Nameless Glory

Weaker than S5 but runs into less CRIT RATE overcapping issues - a solid choice for those that invest into the Battle Pass.

95.94%

Increases the wearer's Max HP by 16/20/24/28/32%. After the wearer's memosprite attacks, the Outgoing Healing of the wearer and their memosprite increases by 12/15/18/21/24%, lasting for 1 turn(s).

Source: Event Warp (limited)  | Stellar Warp

A pure HP stat stick for Evernight which falls behind more offensively-oriented alternatives, but is fine if there if you have nothing else.

93.20%

Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn

Source: Stellar Warp

As an alternative to The Story's Next Page (and in similar deperate situations) any Cone from any Path with high base HP can also be ran on Evernight. Aim for Light Cones with at least 1270 HP if possible.
Specialist Light Cones

Increases the wearer's SPD by 6/7.5/9/10.5/12%. After the wearer uses Skill, increases the DMG dealt by all allies by 8/10/12/14/16%, lasting for 3 turn(s).

Source: Herta's Store

A purely supportive option for Sub-DPS Evernight's that want to buff her team at the cost of her own damage (and that don't have access to her signature). Underwhelming for Evernight's personal damage due to its low Base HP but recovers its viability through its buff for Sub-DPS only.
Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

Best Relic Sets

100%

(2)

Increases CRIT Rate by 8%.

(4)

After the wearer uses Basic ATK or Skill, if the wearer's memosprite is on the field, increases Max HP of the wearer and their memosprite by 24%, and increases all allies' DMG by 15% until the wearer's next Basic ATK or Skill.

Set designed specifically for Evernight and her clear best choice for both the Sub DPS and Main DPS playstyle. The combination of 2P CRIT Rate, great uptime on the 24% HP increase and self/team buffing capabilities pull it significantly ahead other options.

91.11%

(2)

Increases CRIT Rate by 8%.

(4)

After the wearer uses Basic ATK or Skill, if the wearer's memosprite is on the field, increases Max HP of the wearer and their memosprite by 24%, and increases all allies' DMG by 15% until the wearer's next Basic ATK or Skill.

Flex

If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:

  • Scholar Lost in Erudition
    Scholar Lost in Erudition
  • Longevous Disciple
    Longevous Disciple
  • Hunter of Glacial Forest
    Hunter of Glacial Forest
Best Planetary Sets

100%

(2)

Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.

Recommended option for all Evernight playstyles. This Planar's HP and CRIT DMG improve both her personal damage and supportive capabilities.

98.70%

(2)

When there are currently more or less than 4 ally targets in battle, each additional/missing ally target increases the wearer and their memosprite's DMG by 9%/12%, up to a maximum of 4/3 stacks.

An alternative for Main DPS Evernight which becomes stronger the more Remembrance characters you run alongside her. Provides up to 36% DMG Bonus if there are 8 ally targets on the field. Not recommended for Sub-DPS Evernight, especially alongside Castorice as Netherwing is often not present when Evey attacks. Calculated with 3 memosprites (3 additional) - performance improves compared to calculations when using 4.
Best Stats
Body
CRIT DMG
CRIT DMG
Feet
HP
HP%
>
Speed
Speed
Planar Sphere
Ice DMG
Ice DMG
=
HP
HP%
Link Rope
HP
HP%
>
Energy Regen
Energy Regen Rate
Substats:

CRIT Rate (Until cap) = CRIT DMG > HP% > SPD

If you want to learn more about the various stats and breakpoints, expand the section below.

  • CRIT RATE: Evernight gains an absurd amount of free CRIT RATE baseline from her kit. Between the 5% Base Rate, 18.7% from traces, and 35% from her bonus ability, totalling 58.7% she's more likely to have too much of the stat than too little. Because of this, when selecting gear, teammates, and Cones for Evernight, you must ensure you don't overcap accidentally - else you'll waste damage potential.

  • SPD: Like CRIT RATE, Evernight also gains a huge SPD% boost via her kit in the form of a 10-50% boost each time Evey departs the field. This buff makes building high amounts of SPD on Evernight unnecessary unless chasing an incredibly high SPD breakpoint.

Build comments

-

Recommended endgame stats
  • HP: 7000 - 8000

  • CRIT RATE: 65% before Evernight passive (100% with Evernight passive)

  • CRIT DMG: 160 - 180%+ (Before Trace Buff)

  • SPD: 99+ (Base SPD or a little higher is acceptable thanks to her SPD Buff)

Traces priority
Skills priority:

Ultimate = Memo Skill = Skill > Talent = Memo Talent > Basic

Major Traces priority:

Dark the Night, Still the Moon (A2) > Rouse the Flame, Lull the Light (A4) > Kindle the Morn, Drop the Rain (A6)

Eidolon Information
  • Eidolon 1: Extremely powerful Eidolon that doubles as tremendous damage increase for both Evernight and any Rememberance teammates she's fighting alongside. Is a true amplifier that scales based on enemies remaining, granting the biggest boost against solo enemies - the target type Evernight and her most common teammates usually have the most trouble with.
  • Eidolon 2: Another transformative Eidolon - one so strong it joins the ranks of all time most potent Eidolons in the game. Guarantees Evernight's Ultimate state persists permanently throughout combat, ensuring her Ultimate DMG Taken debuff is always active. Also, massively improves her Memoria generation, boosting her personal damage output while also maximising her stack-based effects in the rest of her kit. Lastly grants Evernight 40% CRIT DMG, boosting her CRIT DMG sharing trace potency as well as personal damage.
  • Eidolon 4: Increases all ally memosprites' Weakness Break Efficiency, which can be very useful in Apocalyptic Shadows.
  • Eidolon 6: Further amplifies Evernight's supportive and damage capabilities by tacking on a 20% RES PEN for all teammates to her kit as well as allowing her to retain 30% of her Memoria each time Evey vanishes. This retain effect effectively allows Evernight to infinitely ramp over a fight making this Eidolon stronger the longer the fight drags on. Note it will also be weaker the shorter the fight is.
Synergy

Below you can find a list of some of the stronger synergies between this character and others.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Premium Castorice Team

Evernight DPS Team

Tribbie
Cipher
Ruan Mei
Amplifier
Hyacine
Gallagher
Huohuo
Sustain
Teams (MoC)

The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.

There are no teams featuring March 7th • Evernight who have cleared Memory of Chaos in the current cycle.

Video guides

MoC/PF/AS Statistics

MoC 3.5 / PF 3.5 / AS 3.5

March 7th • Evernight Memory of Chaos stats aren't available yet.

Calculations

Calculations
Disclaimers:
  • Due to the nature of Evernight's kit we've simulated her performance alongside other Remembrance units as well as including the Memoria stacks she's expected to get from her team and via taking damage. Because of this, while her Light Cone, Relic and Eidolon calculations are more accurate, her damage numbers cannot be compared 1 to 1 with other characters on the site.,
  • We calculated her DPS output using her signature Light Cone (To Evernight's Stars S1) and (Sweat Now, Cry Less S1). If you want to check how other Light Cones perform on her, check the Light Cone section (or the early access guide),
  • The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1, 3 and 5 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 550 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.
Evernight [1 target]
To Evernight's Stars
8 592 512 dmg659%
Sweat Now, Cry Less
6 923 987 dmg531%
To Evernight's Stars
5 522 924 dmg424%
Sweat Now, Cry Less
4 450 463 dmg342%
To Evernight's Stars
4 750 805 dmg365%
Sweat Now, Cry Less
3 826 707 dmg294%
To Evernight's Stars
4 750 805 dmg365%
Sweat Now, Cry Less
3 826 707 dmg294%
To Evernight's Stars
4 637 975 dmg356%
Sweat Now, Cry Less
3 734 507 dmg287%
To Evernight's Stars
2 430 097 dmg186%
Sweat Now, Cry Less
1 954 715 dmg150%
To Evernight's Stars
1 620 065 dmg124%
Sweat Now, Cry Less
1 303 143 dmg100%
Evernight [3 targets]
To Evernight's Stars
15 479 950 dmg529%
Sweat Now, Cry Less
12 473 997 dmg427%
To Evernight's Stars
10 020 976 dmg343%
Sweat Now, Cry Less
8 075 067 dmg276%
To Evernight's Stars
8 620 018 dmg295%
Sweat Now, Cry Less
6 943 304 dmg237%
To Evernight's Stars
8 620 018 dmg295%
Sweat Now, Cry Less
6 943 304 dmg237%
To Evernight's Stars
8 415 294 dmg288%
Sweat Now, Cry Less
6 776 013 dmg232%
To Evernight's Stars
4 543 266 dmg155%
Sweat Now, Cry Less
3 655 089 dmg125%
To Evernight's Stars
3 634 613 dmg124%
Sweat Now, Cry Less
2 924 071 dmg100%
Evernight [5 targets]
To Evernight's Stars
22 569 893 dmg505%
Sweat Now, Cry Less
18 187 190 dmg407%
To Evernight's Stars
14 672 863 dmg328%
Sweat Now, Cry Less
11 823 633 dmg264%
To Evernight's Stars
12 608 735 dmg282%
Sweat Now, Cry Less
10 156 161 dmg227%
To Evernight's Stars
12 608 735 dmg282%
Sweat Now, Cry Less
10 156 161 dmg227%
To Evernight's Stars
12 309 280 dmg275%
Sweat Now, Cry Less
9 911 459 dmg222%
To Evernight's Stars
6 669 194 dmg149%
Sweat Now, Cry Less
5 365 704 dmg120%
To Evernight's Stars
5 557 662 dmg124%
Sweat Now, Cry Less
4 471 420 dmg100%
Relic Set

(2)

Increases CRIT Rate by 8%.

(4)

After the wearer uses Basic ATK or Skill, if the wearer's memosprite is on the field, increases Max HP of the wearer and their memosprite by 24%, and increases all allies' DMG by 15% until the wearer's next Basic ATK or Skill.

Planetary Sets

(2)

Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.

Relic Stats
Body
CRIT DMG
CRIT DMG
Feet
HP
HP%
Planar Sphere
Ice DMG
Ice DMG
Link Rope
HP
HP%
Substats:

CRIT Rate (18.5%), CRIT DMG (88.2%), HP (23%)