A member of the Masked Fools. Inscrutable and unscrupulous. A dangerous master of theatrics engrossed in playing roles. A woman of countless masks and many faces. Wealth, status, power... None of this matters to Sparkle. The only thing that can lure her interest is "amusement."
To learn more about Sparkle 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.
Sparkle has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Sparkle build details and review have been last updated on March 26th, 2024.
To learn more about Sparkle 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.
Profile
Review
Build and teams
MoC/PF Statistics
Calculations
Profile
Monodrama
Single Target
Energy gain: 20
Break: 30
Dreamdiver
Support
Energy gain: 30
Break: -
The Hero with a Thousand Faces
Support | 110 energy cost
Energy gain: 5
Break: -
Red Herring
Support
Energy gain: 0
Break: -
Unreliable Narrator
Support
Energy gain: 0
Break: -
Almanac
Artificial Flower
Nocturne
Suspension of Disbelief
Eidolon 1
The Cipher effect granted by the Ultimate lasts for 1 extra turn. All allies with Cipher have their ATK increased by 40%.
Purely Fictitious
Eidolon 2
Every stack of the Talent's effect allows allies to additionally ignore 8% of the target's DEF when dealing DMG.
Pipedream
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Life Is a Gamble
Eidolon 4
The Ultimate recovers 1 more Skill Point. The Talent additionally increases the Max Skill Points by 1.
Parallax Truth
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Narrative Polysemy
Eidolon 6
The CRIT DMG Boost effect provided by the Skill additionally increases by an amount equal to 30% of Sparkle's CRIT DMG. When Sparkle uses Skill, her Skill's CRIT DMG Boost effect will apply to all allies with Cipher. When Sparkle uses her Ultimate, any single ally who benefits from her Skill's CRIT DMG Boost will spread that effect to allies with Cipher.
Review
Absurd offensive buffs,
Can accelerate a single character significantly with her 50% Action Advance,
Completely SP positive despite her frequent Skill usage thanks to her Ultimate,
Extreme SP generation makes her easy to slot anywhere,
Will always be useful.
Requires significant investment for maximum returns,
Lower floor than Bronya but still very high skill ceiling,
SPD tuning is inescapable if you plan to play the -1 Speed Sparkle and good gear is required if you want to play Hyperspeed Sparkle (160+ Speed).
Sparkle is the second limited Harmony 5-star. She has much of the power that Bronya provides while having none of the SP issues. Sparkle actually increases the SP cap of the team while she’s on the team and has no trouble restoring the majority of those reserves with her Ultimate. Her Skill provides a massive CRIT DMG boost to a single character while Action Advancing them, and her Talent will provide a teamwide DMG boost whenever allies consume SP. She’s a force to be reckoned with.
It really seems like every new character really challenges what our perception of ‘acceptable levels of crazy’ is. In this instance, this applies both to the in-universe character as well as their playable counterpart. Sparkle takes your preconceived notions of ‘buff cost’ and tosses them straight out the window while laughing maniacally.
Sparkle is a harmony buffer much like Bronya is, with many of the same sorts of benefits. I’ll get this out of the way quickly so pay attention: no, Bronya is not ‘dead’; no, Sparkle is not a catch-all replacement for Bronya in all scenarios. Both characters have their benefits and drawbacks and some characters will always prefer one over the other. Both are good, both are great. Having said that, I think Sparkle is substantially easier to utilise to her fullest potential.
Sparkle’s Talent starts this trend quite strong. When Sparkle is on the field, she increases the SP cap by 2, for a new total SP cap of 7. Whenever any ally consumes 1 SP all allies will have their DMG increased by up to 6% for 2 turns, and this can stack up to 3 times for a total DMG boost of 18%. With Sparkle, you can just have more SP than any other team would be able to have, and you also get what is essentially a permanent 18% DMG boost to all characters on your team.
Sparkle’s Ultimate will immediately recover 4 SP for the team, meaning the increased cap is put to good use. This will also grant the Cipher effect to all allies, increasing the per-stack DMG boost of her Talent by up to an additional 10% for 2 turns. This means she essentially grants a 48% DMG boost upon using her Ultimate; you don’t have to reapply her Talent’s effects through more Skill uses to reap the benefits, the extra 30% DMG boost gets added on the second you use her Ultimate, assuming you already had 3 stacks of her Talent.
Instantly gaining back 4 SP is extraordinarily powerful as it pretty much outright fixes certain other DPS characters’ rather lacking SP economy. Even if Sparkle herself only ends up very slightly SP positive, it is also important to factor in when this SP recovery occurs, as proper timing of this will result in someone like Imbibitor Lunae being able to sling out Fulgurant Leaps on his turn without any worry at all about disrupting the rest of the team’s plans. Sparkle’s Ultimate also has the same quirk that Huohuo’s Ultimate has, in that using it at the start of a character’s turn will not see the duration go down at the end of it, meaning you can effectively extend the Cipher duration to 3 turns with careful management, potentially even resulting in a permanently buffed DPS character if all else goes to plan.
Now we’re at the strong part. Sparkle’s Skill will target a single ally and Action Advance them by 50%. In addition to this, she will also buff the ally’s CRIT DMG by up to 24% of Sparkle’s CRIT DMG, plus up to an additional flat 45% for 1 turn. The Action Advance is non-functional on Sparkle herself. This is a very similar ability to Bronya’s Skill, but it differs in that it provides a CRIT DMG buff instead of a general DMG buff, and it’s only half the Action Advance.
‘Half the Action Advance? Doesn’t that make it a lot worse, then?’ Yes and no… Mostly no. The CRIT DMG makes it technically less universally applicable since DoT characters can’t make use of it at all, but the 50% Action Advance actually belies a hidden strength, which is that it is substantially harder to fail to make use of a 50% Action Advance compared to a full Action Advance. Consider that you have up to 50% of the targeted character’s Action Value in which to Advance them forward and lose no value from this Skill, but if you try and do the same with Bronya’s Skill, technically you only ever get 100% effectiveness when they are buffed immediately after their last turn — and even then that’s only true if Bronya is SPD tuned to be -1 SPD compared to them.
In many of the different playstyles Bronya has to manage the team’s SP reserves, it’s quite likely that you will very rarely be fully utilising the extremely powerful 100% Action Advance her Skill provides. With Sparkle and her respective Skill providing ‘only’ a 50% Action Advance, you can be sure that you are getting the full value of that every single time you use it, and it can actually create a much easier time actually boosting a chosen DPS. This is even more noticeable with Sparkle’s Ultimate providing a massive influx of Skill Points with which she can continue to use her Skill. Even though in terms of raw vacuum numbers Bronya can hold the edge, in practicality (and for the overwhelming majority of players that are not as tryhard as we are) Sparkle is going to have similar results for a lot less effort.
Sparkle’s Bonus Traces are interesting. A2 makes Sparkle’s Basic ATK restore an additional 10 Energy, meaning she is the first ever character who restores 30 Energy with her completely basic Basic ATK. This allows for a lot more flexible rotations without interfering with Ultimate uptime, as the Energy she restores via her Skill and Basic now have parity. A4 is equally exciting, as it makes the CRIT DMG boost of her Skill last until the start of the target’s next turn. This doesn’t mean it lasts for a full 2 turns, but it does mean that this buff will catch out-of-turn actions such as Ultimates or follow-ups — extremely important for characters like Clara, Ratio, or Jing Yuan who deal a large majority of their damage outside of their own turns.
A6 is probably going to garner a lot of attention. She increases all allies’ ATK by 15% at all times, but if there are 1,2, or 3 Quantum characters in the team, she will additionally increase all Quantum characters’ ATK by 5%, 15%, or 30% respectively for each QUA character. Some people may read this line and immediately think Sparkle is intended exclusively for Quantum DPS, but please, I implore you to re-read the literal entirety of the rest of her kit. She is a universal buffing support who just happens to have some small nice extras for Quantum centric teams. If your only use for her is in mono-Quantum, then more power to you, but you must always remember that you are squandering her potential by limiting yourself to just that.
In terms of Eidolons, they’re all nice bonuses to have but by no means a necessity. Every one of them looks very appealing at a glance, but you have to truly consider what that’s worth to you — both in terms of increase over the base E0 character as well as monetarily in the real world. Sparkle is already competing for best support character at E0, so don’t make any decisions you’ll regret.
Similar to Bronya, Sparkle also has a lot of possible builds and possible SPDs to operate at. It’s easier to optimise compared to Bronya due to Sparkle’s inherently higher SP economy and easier to utilise Skill buffs, so the one you choose to go for will depend entirely on teammates and preference. It’s not something where I can tell you what to go for here. Regardless, there are really very few ways to play Sparkle incorrectly, and it’s very possible to drag a no-SPD DPS character up to match Sparkle’s SPD from her Skill alone. The ceiling for strong performance and especially upfront damage is going up quite considerably with Sparkle’s release, and certain fan-favourite DPS characters are only going to get even better.
Having said that, there most assuredly are ways to build Sparkle incorrectly, and she demands a certain level of investment and attention to detail to benefit maximally from her Skill’s Action Advance; Bronya or Sparkle, the need for SPD tuning is utterly inescapable if you wish to use them to their fullest. Even if it’s easier to utilise Sparkle’s Skill compared to Bronya’s, you still have to commit a base amount of investment to see worthwhile returns.
Again, Bronya is not getting fully replaced or anything of the sort. Some characters will continue to prefer one over the other. Both are extraordinarily potent, and both will continue to be actively used in the top-performing teams until a new character comes out who supersedes them both. I mentioned this in Ruan Mei’s review, and a very similar argument is present here; Sparkle may not be very far ahead of Bronya, if at all, when it comes to raw vacuum performance — Bronya’s ceiling is just absurdly high even with her drawbacks. Having said that, in practicality, Sparkle will almost always have the edge due to her far more accessible skill floor, and thus will also usually have better performance compared to Bronya unless the piloting player is of an abnormally high skill level.
Otherwise, get out there and rep the bestest most funnest Aeon, the Elation, and have yourself a grand old time. If I had a nickel for every time we got a completely unhinged Harmony support character, I’d have two nickels. It’s not a lot, but it is odd that it’s happened twice. Needless to say, if you think you can ‘fix’ Sparkle, your arrogance knows no bounds, and godspeed.
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 a F2P cone.
Available ratings:
MoC
PF
Build and teams
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.
1
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
2
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
3
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Reduces DMG taken by 8%.
At the beginning of the turn, if the wearer's HP is equal to or less than 50% of their Max HP, restores HP equal to 8% of their Max HP and regenerates 5 Energy.
4
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases Max HP by 12%.
When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
5
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
1
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
2
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
3
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
If you want to learn more about the Relics Sets, expand the section below.
4P Hackerspace is the best supporting set for Hyperspeed Speed Sparkle. The 2P speed bonus is essential and the 4P set bonus boost applies to herself after she casts her Ultimate granting her more Speed to accelerate the target of her skill even more.
At the highest levels of Speed or in Pure Fiction the small overall Speed boost this set provides can be the difference between an extra action or not for herself and her team in endgame. Using this set when utilizing Sparkle at -1 Speed can (when not managed perfectly) sometimes cause her to overtake her skill target messing up the syncing of the combo leading to large damage losses.
When using this set and strategy exercise caution or avoid it.
It's a great option for Hyperspeed Sparkle only, but farming it is not advised due to being very niche. Don't use on -1 Speed Sparkle.
Sparkle's most practical set especially when pursuing high Speed and CRIT DMG values (160+ speed) is using a 2P set of Hackerspace and any other 2 pieces you have from any set with the maximum amount of Speed and CRIT DMG possible.
If you have 2P Hackerspace covered with great sub-stats and main stats and have excellent pieces of either Wuthering or Longevous, the 2P bonus from these sets is welcome but not more valuable than more Speed or CRIT DMG sub-stats.
An alternative to using 2P Hackerspace in order to achieve the 6% Speed bonus but far more restrictive as the bonus is the 4P.
Sparkle specializes in characters who make use of CRIT stats, making Keel almost always synergistic with her targetted carries making it the most natural choice. Other options can pull ahead in case your target has more CRIT DMG than ATK% and DMG%.
Alternative to Broken Keel is enough CRIT DMG is achieved and ATK% is in short supply.
Alternative to Broken Keel when Sparkle is supporting Quantum DPS and enough CRIT DMG is achieved, and DMG% is in short supply.
SPD (Until breakpoint OR as much as possible) > CRIT DMG% > HP = DEF = EFF RES% (30% if using Broken Keel)
If you want to learn more about the various stats and breakpoints, expand the section below.
Body - CRIT DMG%
Best in Slot for Sparkle.
Feet - Speed
Best in Slot for Sparkle.
Planar Sphere - HP% = DEF%
HP% is preferred for overall tankiness but DEF% is close in benefit. Choose the one with the more beneficial sub-stats.
Link Rope - Energy Regen%
Best in Slot for Sparkle.
SPEED:
When playing Sparkle you have two separate options when it comes to how much Speed to build on her:
You can either build her as fast as possible often aiming to hit 160 Speed or higher (aka Hyperspeed Sparkle),
or build her 1 Speed slower than your main damage dealer, often aiming for your main damage to be at 135 or 136 speed and Sparkle to be at 134 speed (aka -1 Sparkle).
Learn more about both of the playstyles in the section below.
CRIT DMG:
Sparkle's skill scales with CRIT DMG and at max rank it grants her target 24% of her CRIT DMG plus an additional 45% meaning stacking as much CRIT DMG on her as possible is excellent. For every 4% CRIT DMG Sparkle has you can think of your carry as gaining 1%, it might not sound like much but it adds up fast! CRIT DMG is a secondary priority to getting your Speed stat just right but after that's achieved or maxed as high as is reasonable CRIT DMG is an essential second priority.
HP: 4000 - 4500+
DEF: 800 - 1000+
CRIT DMG: 175 - 210%+
Energy Regen: 119.44%+
SPD:
1-2 Speed slower than the carry if you're playing the -1 Speed Sparkle,
160+ Speed if you're playing Hyperspeed Sparkle.
When playing Sparkle you have two options when it comes to how much Speed to build on her. You can either build her as fast as possible, often aiming to hit 160 Speed or higher (aka Hyperspeed Sparkle) or build her 1 Speed slower than your main damage dealer, often aiming for your main damage to be at 135 or 136 Speed and Sparkle to be at 134 speed (aka -1 Speed Sparkle).
The Hyperspeed Sparkle build allows her to grant 2 actions to your damage dealer on the 1st and 2nd cycle of every new wave without investing any Speed in on him at all (in time restricted modes like Memory of Chaos).
Sparkles 50% action advance she grants with her skill, allows her to pull any DPS that is at least half as fast as her, to her in the action order. You can think of this as transferring Sparkles Speed stat to the carry, meaning any Speed investment of their own isn't required. The result of this is that all damage dealers supported by Hyperspeed Sparkle can completely neglect the Speed stat and you have much more freedom with the sub-stats your pursue (and you can use ATK% or HP% main stat boots on them).
This way of playing Sparkle means that all of her buffs (including her Ultimate) have 100% uptime and the team will consume less skill points compared to the alternative. Furthermore, 160 Speed is only the beginning as you can go beyond that with great gear, further amplifying the team's damage output.
The -1 Speed Sparkle build is where you aim to make Sparkle 1-2 Speed slower than whoever you are aiming to buff with her skill. Normally this involves making the main carry 135 or 136 Speed and Sparkle 134 Speed. Instead of granting Sparkle's Speed to the carry, this Speed setup instead grants the main damage dealer 50% more actions under ideal circumstances. Here is how it works:
Compared to Hyperspeed Sparkle, this setup offers a few advantages but also quite a few disadvantages. As for advantages, gaining 50% more actions allows your damage dealer more opportunities to deal damage and Break enemies, improving ability to deal with adds - and assuming your damage is already sufficient - minimizes overkill damage (having 3 semi powerful attacks might be better than 2 really big attacks).
As for disadvantages, this combo does not have full uptime on Sparkle's skill OR Ultimate meaning some of her boosts go to waste. It also consumes more skill points and requires you to build a specific amount of Speed on your carries. This can be a little challenging to work out for characters who are already fast (notably Seele has 143 speed at E0 and 172 at E2 meaning Sparkle would need 142 and 171 speed at minimum to play optimally with her under these methods).
If you want to learn how Sparkle compares to Bronya, check the Calculations tab for a very detailed analysis.
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
Increases the wearer's CRIT DMG by 32/39/46/52/60%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's allies have their CRIT Rate increased by 10/11/12/13/14% and their CRIT DMG increased by 28/35/42/49/56%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
Source: Event Warp (limited)
Best in slot for Sparkle but only by a slight amount compared to S1 But The Battle Isn't Over and S5 Past and Future in many cases. The damage boosts from the two alternative Cones are immense and can be kept up the majority of the time when playing Hyperspeed Sparkle (160+ build), but her signature still does edge them out slightly in overall damage boosts (but not by a massive degree). Sparkle's signature has advantages that those Cones do not have though. Its buff unlike the other two is almost always active where whereas the other Cones are only active on the turn you boosted the damage dealer meaning any action that occurs outside of the carry's turn is not affected such as Follow-up attacks and Ultimates. Which means that the signature wins by a landslide in those scenarios. As a general rule when playing the -1 Speed Sparkle that cannot maintain 100% uptime on her skill or when supporting characters that deal damage outside of their own turn like Clara, Dr. Ratio, or Jing Yuan, Sparkle's signature vastly outperforms alternatives but when supporting more static characters with the Hyperspeed Sparkle build like Imbibitor Lunae or Qingque her signature has less of an advantage.
Increases the wearer's Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Source: Stellar Warp
Great alternative to Sparkle's signature when playing Hyperspeed Sparkle but only for characters that deal all their damage on their own turn (inside the buff window of the Cone buff). Also offers a few extra skill points for Sparkle and her teams although they aren't usually required.
When the wearer uses their Skill, then the next ally taking action (except the wearer) deals 16/20/24/28/32% increased DMG for 1 turn(s).
Source: Echo of War | Forgotten Hall Store | Mission Reward
Best F2P option for Sparkle with similar boosting capabilities to But The Battle Isn't Over with all the same advantages and disadvantages. But without the extra skill points making it a slight downgrade but still an excellent choice.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12/15/18/21/24%.
Source: Stellar Warp
Alternative to the Cones above when Sparkle is supporting a Quantum DPS and is active at all times compared to But The Battle Isn't Over and Past and Future. Also, a more optimal choice when making use of -1 Speed Sparkle (for Quantum dps only).
When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%
Source: Stellar Warp
Offers a 24% action advance for the entire team when the user activates their Ultimate. Not recommended for characters that rely on specific Speed tuning in relation to the rest of the team but is excellent for all other characters. Only recommended for Hyperspeed Sparkle as the action advance can ruin Speed synced Sparkle's interactions.
At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10/12.5/15/17.5/20%, all allies' CRIT DMG increases by 12/15/18/21/24%, or all allies' Energy Regeneration Rate increases by 6/7.5/9/10.5/12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.
Source: Nameless Glory
Offers one of three random buffs that rotate throughout combat. A fine option when no other alternatives are available or work for your Sparkle build but often overshadowed by other more consistent or powerful harmony Cone options.
In this section you can compare the impact Sparkle has on a damage dealer (Imbibitor Lunae E0), depending on the Light Cone she's using and her Eidolons. Important! When supporting damage dealers that attack outside of their turn, like Jing Yuan, Clara, or Dr. Ratio, the signature of Sparkle will have a bigger impact on their damage output (as it will also buff their follow-up attacks).
Skill > Ultimate = Talent > Basic
Artificial Flower (A4) > Nocturne (A6) > Almanac (A2)
Sparkle can be played as -1 Speed or Hyperspeed Speed with ANY crit-focused carry in the game but here are a few of her more potent teams.
Building Silver Wolf more damage-focused is more viable in this team as Sparkle offers her a lot of DMG% and ATK% (also CRIT Rate and CRIT DMG with her Sig Light Cone). Fu Xuan also assists Silver Wolf with CRIT RATE.
Note: -1 Speed build is recommended when playing Sparkle + Seele but Hyperspeed Sparkle build is recommended for QQ.
Building Silver Wolf more damage-focused is more viable in this team as Sparkle offers her a lot of DMG% and ATK% (also CRIT Rate and CRIT DMG with her Sig Light Cone). Fu Xuan also assists Silver Wolf with CRIT RATE.
Note: -1 Speed build is recommended when playing Sparkle + Seele but Hyperspeed Sparkle build is recommended for QQ.
The 4th member of the team is any crit-focused damage dealer. This team allows for massive damage boosting and also grants Sparkle some increased Speed from Ruan Mei, allowing for even faster Hyperspeed Sparkle compositions (or makes hitting 160 Speed a bit easier). Overall this setup is considered as one of the strongest supporting lineup with no skill point issues regardless of the healer (Fu Xuan can be replaced by anyone else) and DPS used.
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 Statistics tab.
MoC/PF Statistics
This section contains information about Sparkle performance in the latest Memory of Chaos cycle (2.1.1) and latest Pure Fiction (2.1.1), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your Memory of Chaos or Pure Fiction clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Sparkle in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Sparkle in the current phase of Pure Fiction.
Eidolons data comes from players we have scanned who used Sparkle in the current MoC cycle (6315) or in the current PF cycle (5967) and had the character placed in their Profile.
77.13%
6.43 cyc.Eidolon 0
8.63%
5.28 cyc.The Cipher effect granted by the Ultimate lasts for 1 extra turn. All allies with Cipher have their ATK increased by 40%.
11.17%
3.59 cyc.Every stack of the Talent's effect allows allies to additionally ignore 8% of the target's DEF when dealing DMG.
0.38%
3.69 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.33%
3.23 cyc.The Ultimate recovers 1 more Skill Point. The Talent additionally increases the Max Skill Points by 1.
0.04%
4.33 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
2.32%
1.16 cyc.The CRIT DMG Boost effect provided by the Skill additionally increases by an amount equal to 30% of Sparkle's CRIT DMG. When Sparkle uses Skill, her Skill's CRIT DMG Boost effect will apply to all allies with Cipher. When Sparkle uses her Ultimate, any single ally who benefits from her Skill's CRIT DMG Boost will spread that effect to allies with Cipher.
Light Cones are ranked with usage rate among the players we have scanned who used Sparkle in the current MoC cycle (6315) or in the current PF cycle (5967) and had the character placed in their Profile.
49.01%
6.23 cyc.Increases the wearer's CRIT DMG by 32/39/46/52/60%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's allies have their CRIT Rate increased by 10/11/12/13/14% and their CRIT DMG increased by 28/35/42/49/56%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
Source: Event Warp (limited)
18.15%
6.71 cyc.When the wearer uses their Skill, then the next ally taking action (except the wearer) deals 16/20/24/28/32% increased DMG for 1 turn(s).
Source: Echo of War | Forgotten Hall Store | Mission Reward
13.56%
6.45 cyc.Increases the wearer's Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Source: Stellar Warp
13.33%
6.49 cyc.When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%
Source: Stellar Warp
2.8%
7.43 cyc.Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12/15/18/21/24%.
Source: Stellar Warp
2.58%
6.55 cyc.At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10/12.5/15/17.5/20%, all allies' CRIT DMG increases by 12/15/18/21/24%, or all allies' Energy Regeneration Rate increases by 6/7.5/9/10.5/12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.
Source: Nameless Glory
0.22%
8.62 cyc.After the wearer uses a Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases the DMG dealt by the corresponding ability they used by 12/14/16/18/20%. Childishness only takes effect with the most recent ability used by the wearer and cannot be stacked.
Source: Forgotten Hall Store
0.19%
7.89 cyc.After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
0.07%
9 cyc.Increases the wearer's Break Effect by 28/35/42/49/56%. When the wearer attacks, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
0.04%
99.99 cyc.Increases the wearer's Break Effect by 60/70/80/90/100%. After the wearer uses their Ultimate, increases all allies' DMG by 24/28/32/36/40%, lasting for 3 turns. Should the wearer's Break Effect exceed or equal 150%, 1 Skill Point will be recovered. At the start of each wave, immediately regenerates 10/12.5/15/17.5/20 Energy for all allies. Effects of the same type cannot stack.
Source: Event Warp (limited)
Relic Sets are ranked with usage rate among the players we have scanned who used Sparkle in the current MoC cycle (6315) or in the current PF cycle (5967) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
52.91%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
24.67%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
6.29%
Increases Max HP by 12%.
When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
3.35%
Reduces DMG taken by 8%.
At the beginning of the turn, if the wearer's HP is equal to or less than 50% of their Max HP, restores HP equal to 8% of their Max HP and regenerates 5 Energy.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
3.18%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
66.07%
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
18.39%
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
4.11%
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
4.05%
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
0.46%
Increases the wearer's CRIT DMG by 16%. When the wearer's current CRIT DMG reaches 120% or higher, after entering battle, the wearer's CRIT Rate increases by 60% until the end of their first attack.
Relic Stats are shown based on the Relics used by the players we have scanned who used Sparkle in the current MoC cycle (6315) or in the current PF cycle (5967) and had the character placed in their Profile.
Calculations
TL;DR Who is better between Sparkle and Bronya comes down to the damage dealer of your choice and the specific setup you're using. To better understand the benefits and drawbacks of both, here is a full breakdown of what to expect from Sparkle and Bronya.
Let's compare their buffs first:
When it comes to overall total buffs here are the standings (without Light Cones or Eidolons included):
But those are just the raw numbers and there are some important factors you need to keep in mind:
To full understand the impact of all points mentioned in the section above, it's time to compare the popular playstyles for both Bronya and Sparkle.
First let's go over the Hyperspeed setups for both:
Summary: Skill point restrictive to run but not impossible. Made easier with Bronya Signature and E1 but requires careful SP management and two other SP positive team members.
Summary: Skill point friendly to run, enabling almost any damage dealer to freely spam their skill without restriction. Can also support less SP friendly team mates such as Fu Xuan or E0 Huo Huo as the main healer without issue.
Now let's compare the -1 Speed setups for both:
Summary: This way of playing Bronya is almost impossible to run for most damage dealers for any sustained amount of cycles. Even while playing the most skill point positive supports, such as Luocha, outside of 2 exceptions: Blade and Jingliu who cheat the skill point system and consume very limited skill points of their own.
Summary: Most skill point friendly way to play Bronya and most flexible with DPS that aren't Blade or Jingliu causing her not to consume to many skill points and still benefit the DPS greatly but at the cost of overall damage.
Summary: Sacrifices Sparkle buff uptime and some of her skill point economy for converting the Speed transfer like interaction into 50% more actions.
To conclude our comparison here is the meat of it:
You can see the comparison visualized here with a simulation of how each of the different builds impacts an endgame E0 S1 Imbibitor Lunae with Sparkle or Bronya as their only support over 8 actions. Observe the impact each build has on damage but also net skill points consumed by the combo (Sparkle's technique SP and Bronya Signature SP are included):
Buffer Setup | IL Setup | Damage (raw) | Difference (%) | Net SP Consumed | Total IL Actions | Rotation |
---|---|---|---|---|---|---|
Hyperspeed Sparkle + Earthly Escapade S1 | E0S1 Imbibitor Lunae (IMG% Orb) | 1,537,957 | 100% | 24 | 13.68 | 3EBA x 3 > Ult |
Hyperspeed Sparkle + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (ATK% Orb) | 1,504,923 | 97.85% | 22 | 13.68 | 3EBA x 3 > Ult |
Hyperspeed Bronya + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (ATK% Orb) | 1,504,653 | 97.83% | 43 | 13.68 | 3EBA x 3 > Ult |
Hyperspeed Sparkle + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (IMG% Orb) | 1,494,335 | 97.16% | 22 | 13.68 | 3EBA x 3 > Ult |
Hyperspeed Bronya + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (IMG% Orb) | 1,489,753 | 96.87% | 43 | 13.68 | 3EBA x 3 > Ult |
-1 Speed Sparkle + Earthly Escapade S1 | E0S1 Imbibitor Lunae (IMG% Orb) | 1,462,055 | 95.06% | 33 | 17.08 | 3EBA x 3 > Ult |
-1 Speed Sparkle + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (ATK% Orb) | 1,395,566 | 90.74% | 33 | 17.08 | 3EBA x 3 > Ult |
-1 Speed Bronya + But the Battle Isn't Over S1 | E0S1 Imbibitor Lunae (ATK% Orb) | 1,210,316 | 78.70% | 21 | 22.78 | Normal Basic x2 3EBA x2 > Ult |
Disclaimer! We know that E0 Imbibitor Lunae isn't the best when played with Bronya, but we decided to use him as the example due to his excessive skill point consumption - which allows us to better showcase the difference between the setups.
Bronya is best for Blade and Jingliu as she can edge out Sparkle when both are being played in the Hyperspeed setup (when skill points aren't a concern) but Sparkle is close to (or even beats) Bronya in cases when CRIT DMG is valued over DMG% or when the damage dealer belongs to the Quantum element.
Still, the flexibility of Sparkle's SP positive nature and her ability to boost the damage dealer's output outside of their own turn (which is very important for FUA characters like Jing Yuan, Dr. Ratio or Clara) pushes her usefulness and makes her the more universal support compared to Bronya - and by a good amount despite her maximum ceiling being lower for some characters.
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Can be played 2 ways, either tune Sparkle SPD to be 1 below main DPS and spam Skill, or maximize her SPD (160+) and leave the DPS at base Speed - this way you will use the Hyperspeed Sparkle tech where she drags the damage dealer around.