





Thumbs up! Follow! Stream! Views! Party till the world ends! Sparxie and Sparkle, the Mask and the Fool are fundamentally the same. Whoever is seen, whoever is liked, is the correct answer!
To learn more about Sparxie 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.
Sparxie has at least one video available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 4.0
Last major build/calcs update
Patch 4.0
Last profile update*
March 12th, 2026
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Sparxie 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.
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Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Cat Got Your Flametongue?
Single Target
Energy gain: 20
Break: 10
Bloom! Winner Takes All
Blast
Energy gain: 40
Break: 10 + 5 adjacent
Boom! Sparxicle's Poppin
Enhance
Energy gain: 0
Break: -
Engagement Farming
Enhance
Energy gain: 0
Break: -
Party's Wildin' and Camera's Rollin'
AoE | 160 energy cost
Energy gain: 5
Break: 20
Sleight of Sparx Hand
Enhance
Energy gain: 5
Break: -
The Heart Makes the Finest Tomb
Impair
Energy gain: 0
Break: -
Signal Overflow: The Great Encore!
AoE
Energy gain: 5
Break: -
Sweet! Punchline Signing
Dazzling! Persona Kaleidoscope
Frenzy! Palette of Truth and Lies
#GoingViral #WhoIsShe
Eidolon 1
When Aha Instant ends, gains 5 Punchline. For every 1 Punchline owned, increases All-Type RES PEN for all allies by 1.5%, up to a max increase of 15%.
#AudienceKnows
Eidolon 2
When Aha Instant ends, Sparxie gains 1 extra turn and 2 "Thrill." For every 1 "Thrill" consumed, increases this unit's CRIT DMG by 10%, lasting for 2 turn(s) and stacking up to 4 time(s).
#LinkUp #HeartSkip
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. Elation Skill Lv. +1, up to a maximum of Lv. 15.
#LockedIn #FaceCard
Eidolon 4
When using Ultimate, additionally gains 5 Punchline and increases this unit's Elation by 36% for 3 turn(s).
#HealingTheWorld #GoodVibesOnly
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. Elation Skill Lv. +1, up to a maximum of Lv. 15.
#BuiltDifferent #GoingExtinct
Eidolon 6
Increases All-Type RES PEN by 20%. For every 1 Punchline taken into account by the Elation Skill, the number of its additional DMG instances increases by 1, up to a max of 40.
Sparxie images aren't available yet. They will be added when the character is released.
Review
Excellent Punchline battery for Elation,
Great damage output in single-target and AoE,
Potentially incredibly high DMG multiplier on her Enhanced Basic,
Damage ramps up considerably during combat,
Surprisingly high Toughness damage,
Provides teamwide CRIT DMG buffs,
Grows stronger with more Elation characters in the team,
Can seamlessly transition into a sub DPS for Elation in the future.
Performance drops considerably without Yao Guang and Sparkle,
Absolute SP devouring fiend,
Poor alternatives to Signature Light Cone,
Refuses to respect the 4th wall.
Sparxie is an Elation DPS and with supportive abilities for the archetype that will allow her to function as a sub DPS as well. She is very good at generating Punchline for the team at the cost of being extremely SP hungry, though she has some limited SP sustaining for when she uses her Skill. With more Elation units in the team, Sparxie will be able to generate even more Punchline, and can also provide teamwide CRIT DMG buffs based on the Punchline she has owned. She greatly accelerates the game plan of Elation, and can ramp up the Elation DMG being dealt significantly.
This is getting out of hand, now there's two of them. Sparxie is the second entrant into the new Elation archetype, and she's here to consume all the Skill Points you have to ragebait the enemy into violently exploding.
Despite being part of this attention deficient archetype, Sparxie's actual kit is very simple to understand, and so this makes my job a lot easier. She's pretty good for the archetype as a whole as well due to how much she can boost the generation of Punchline, so it's probably not a far shot in the dark to say that she'll likely be quite an important part of teams in future, but it's impossible to say for sure for all the usual reasons.
Even still, for right now she's very strong as a main DPS, especially in combination with Yao Guang. Should another dedicated Elation DPS emerge later on, Sparxie's kit will allow her to seamlessly transition into a sub DPS role, so you shouldn't (fingers crossed) be boned that soon if you choose to go for her.
Sparxie's main selling point is the impressive rate at which she can generate Punchline points for the Aha Instant, and this is from her Skill.
It's very much like Qingque's Skill, with a confirmation to start it. Once you're in the highly questionable Skill animation, further uses of Skill will continue to increase the power of the final attack. You can end the Skill and attack at any point, or continue to ramp up the power level until a maximum of 20 Skill Points have been consumed.
Her Basic ATK gets Enhanced during the Skill, and it deals 100% ATK to one enemy, and 50% ATK to adjacent foes. For every SP you consume during the Skill, the DMG multiplier of the Enhanced Basic is increased by 20% (10% for adjacent). You can get one of two gifts when expending SP, and these effects are in addition to the DMG multiplier increase above. An 'Unreal Banger' (yes awful naming I know, but it's the brainrot path) will grant 1 Punchline. You can alternatively get 'Straight Fire' which will grant 2 Punchline instead, but will also restore 2 SP immediately.
Now you see why they had to put a cap on the SP you can use to buff the Enhanced Basic. While it's still terribly unlikely to hit that by yourself, it could happen with adequate SP support from others, such as the OG Sparkle, and if you're very very lucky, it could end up going that way anyway.
This is a Punchline generating machine, and can very quickly add a lot to the pot to strengthen the ensuing Aha Instant. This is then compounded by the Certified Banger points you hold and can result in extremely high damage being dealt.
One last thing to note about the Enhanced Basic is that it will always recover 40 Energy, again similar to Imbibitor Lunae. Think of it as reimbursement for the many SP you will have to expend in a single turn.
Sparxie's Ultimate will immediately gain 2 Punchline and will deal damage to all enemies on the field. The damage is equal to (0.6 x Elation + 50%) of Sparxie's ATK. Yeah I know, maths jumpscare, but if you paid attention at school, you'll know the order of operations, and the Elation in question here is the actual stat the Sparxie has. It costs 160 Energy, so the extra Energy you get from the Enhanced Basic is going to be very much appreciated here.
Sparxie's Talent describes her Certified Banger state. When she uses her Enhanced Basic ATK, she will deal additional Elation DMG; 40% to the primary target and 20% to adjacent. In addition to this, for every SP you consumed during the Skill, the Enhanced Basic ATK will deal an extra instance of 20% Elation DMG to 1 random enemy in the Blast AoE. This will result in a comical amount of damage numbers, and the actual damage being dealt will also be very impressive. Remember as well that the Elation DMG being dealt is affected by the amount of Certified Banger points Sparxie holds, and it's not going to be a small amount with how much Punchline she can generate.
Her Ultimate will also deal an extra 48% Elation DMG during this state as well, so it can also ramp up very nicely. Don't be surprised when subsequent uses of your attacks suddenly start jumping up in strength. This archetype is very much a ramping one.
Last one to cover is the Elation Skill. During the Aha Instant, Sparxie will deal 50% Elation DMG to all enemies, and then deals an additional 20 instances of DMG. These 20 instances are Bounces, with each one dealing 25% Elation DMG to a random enemy. This Elation Skill will also grant 2 points of Thrill to Sparxie, allowing her to consume them instead of SP during her Skill's Enhancing (this counts as consuming SP for relevant effects).
The participant id for this is higher than Yao Guang's, meaning that Yao Guang will always use her own Elation Skill first, and then it will be followed up by Sparxie's Elation Skill. This order won't change, so you won't need to worry about missing out on Yao Guang's buffs.
Sparxie's A2 is a converter. For every 100 ATK she has that exceeds 2000 ATK, she gets 5% Elation. This can grant a maximum bonus of 80% Elation, achieved at 3600 ATK, which is very reasonable. It can be difficult to get this in addition to maintaining the CRIT stats that you likely want, but as far as requirements go, this is quite tame.
The A4 is a team check. Sparxie's Ultimate will get buffed based on the number of Elation units in the team. 1 Elation character grants an additional 2 Punchline and 1 Thrill; 2 Elation characters will grant an additional 4 Punchline and 1 Thrill; and 3 or more Elation characters grant an additional 8 Punchline and 4 Thrill.
As of the time of writing, there's only two Elation characters, and that's Sparxie and Yao Guang, so the 3+ bonus isn't attainable yet, but it's pretty insane. It'll let Sparxie generate 10 Punchline instantly, and get 4 Thrill which lets her offset the same amount of SP, making her even better as a Punchline generator for the team. Really damn strong.
Lastly, the A6. For every 1 Punchline owned , increases all allies' CRIT DMG by 8%, up to a maximum bonus of 80%. This is going to be fluctuating a bit during actual fights, but it's still incredibly good to just be getting for free, and to the whole team as well, meaning it'll buff other future Elation characters too.
I love seeing actual improvements instead of just ways to remove arbitrary limitations.
The usual disclaimer: no you do not need Eidolons, but they're a nice boost and here's why you might consider it.
E1 will grant 5 Punchline after Aha Instant ends. For every 1 Punchline owned, the All-Type RES PEN of all allies will increase by 1.5%, up to a maximum increase of 15%.
E2 will grant Sparxie an extra turn after the Aha Instant ends, as well as 2 Thrill. For every 1 Thrill consumed, Sparxie will gain 10% CRIT DMG for 2 turns, stacking up to a max of 40%.
This is probably the big one that'll draw your eye. Getting an extra turn after the Aha Instant is good for the obvious reasons why extra turns are busted, but remember that the Certified Banger points duration is limited to 2 turns for anyone other than Yao Guang; this will let you essentially get a third fully powered turn out after the Aha Instant, letting you not only deal more damage, but also generate even more Punchline for the next Aha Instant.
E4 gives an extra 5 Punchline when using Ultimate, and increases Sparxie's Elation by 36% for 3 turns.
Lastly, the E6 will grant a permanent 20% All-Type RES PEN. For every 1 Punchline taken into account by the Elation Skill, the number of its additional DMG instances by 1, up to a max of 40.
I have no strong opinions on any of these. You may be drawn to the E2, but I believe it's a little bit too early to be gassing it up; without the extra Thrill stacks from the 3 Elation teammate bonus, it's probably not going to reach its peak just yet, but if you value the effect and think it's going to be good later on, then it's your choice.
Sparxie is a pretty good character. Coming out alongside the Novaflare of Sparkle is excellent timing, and you can use both of them together without issue. In fact, that's probably the intended design.
Not that this is a bad thing, especially since buffed Sparkle is completely cracked, and also free potentially if you chose her from the selector. The extra damage buffs and vulns you get from pairing them together is extremely potent, and granting Sparxie more turns allows for even greater Punchline generation for the entire team, resulting in even greater Elation DMG from the team.
Naturally, Yao Guang is also going to be present for her own lesser but consistent Punchline generation, her generally good buffs, and most of all her ability to immediately trigger an Aha Instant. Using these three together should result in an absolutely hilarious amount of Certified Banger being stacked, especially on Yao Guang since she holds it for 3 turns instead of 2.
This leaves a spot for a sustain, or for a second support of your choosing, and the options are many and varied. It really depends on what you're after from the team or what you're trying to counter, so just experiment and see what works and what you like. Even with the good SP regeneration of this basic team of 3, there's still a lot of SP you want to be using with Sparxie, so I'd recommend not committing too hard to another sustain or support who are SP negative to fulfil their duties (not unless you really know what you're doing).
As mentioned before, Sparxie has a kit that can function as a sub DPS as well should a different more dedicated main DPS Elation character come out. You may be inclined to make a comparison to Evernight in this instance. This would be a somewhat insane take at this point in time I think. While it's undeniable that Sparxie is already very strong and has actually very solid room to continue, Evernight is just built different in her entirety — plus, Evernight came out after her intended main DPS partner, much like Anaxa did as well.
Seeing as this isn't the case here, it's far too early to tell if Evernight's situation will happen again for Sparxie, and if you've been paying attention for the past couple years, the majority of attempts at predictions are usually woefully inaccurate.
So here's what matters: Sparxie is really good right now, and her kit is good enough that she will stay that way for quite a bit. While she may be waiting to become a partner for someone else, or maybe even waiting for a partner of her own, she does not currently lack for good options, and she is not in an underpowered state praying for a new unit to save her.
What about Yao Guang? Well, without her, Sparxie is still usable. This isn't necessarily saying much, as you still definitely want to have Yao Guang on the team (it's kind of the whole point of Elation at the moment). Luckily, you can still get Yao Guang as of the writing of this, since she has an extended banner, so if you're looking to go big for Elation, this might be the time to do it.
You should not expect Sparxie to be super competitive without Yao Guang. It's just how it is. This team archetype is still fresh, so it's fully expected that it's not going to be fully competing with the established archetypes with all their members in them just yet, and it's already throwing hands quite well, but this is contingent on having both Yao Guang and Sparxie.
The more time that passes, the less I feel like I have to say about characters. Not because people are getting better at deciding what's good and what's not, god no, could you imagine?
No it's mostly just that things are mostly variations on things we've already seen, so it's not hugely surprising about how things work. Even the Elation system as a whole is essentially just an offshoot of the Follow-up archetype but with more flashing lights and colours.
Definitely not said as a negative, nor as a positive. Merely an observation. At the very least, the visual design and vfx continues to impress, so really the only thing that matters past a certain point is vibes, and boy howdy, does Sparkle have those in spades.
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 level 80 best in slot 4★ or 5★ Light Cone (including limited Light Cones, but at S1).
Available ratings:
MoC
PF
AS
Build and teams
123.30%
Increases the wearer's CRIT DMG by 48/56/64/72/80%. While the wearer is on the field, for every 1 Elation character in the team, increases the Skill Point upper limit by 1, up to a max increase of 3. For every 1 Skill Point the wearer consumes, enables the Elation DMG dealt by this unit to ignore 5/6/7/8/9% of enemy targets' DEF, stacking up to 4 times. If 4 or more Skill Points are consumed in the same turn, the wearer gains "Stream Promo," which increases all allies' Elation by 20/24/28/32/36%. Light Cone effects of the same type cannot stack.
Source: Event Warp (limited)
113.33%
Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation by 12/14/16/18/20%, stacking up to 2 times.
Source: Stellar Warp
103.04%
Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation by 12/14/16/18/20%, stacking up to 2 times.
Source: Stellar Warp
100%
Increases the wearer's Elation by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation DMG taken by all enemies by 6/7/8/9/10% for 2 turn(s).
Source: Forgotten Hall Store
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 CRIT DMG by 16%.
The Elation DMG dealt by the wearer and their memosprites ignores 10% of targets' DEF. For every 5 accumulated Punchline allies gain, the Elation DMG dealt additionally ignores 1% of targets' DEF, stacking up to 10 time(s).
2
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
For this set option, mix and match the 2P Bonuses from the following:
1
Increases the wearer's CRIT DMG by 16%. If 3 or more Skill Points are consumed in the same turn, additionally increases the wearer's CRIT DMG by 32% for 3 turns.
2
Increases the wearer's CRIT DMG by 16%. When a target summoned by the wearer is on the field, CRIT DMG additionally increases by 32%.
3
Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
ATK until 3600 (after team buffs) > CRIT Rate >= CRIT DMG
ATK: 3600 in combat after buffs. Notable common buffs: Sparkle 45%, Sparkle E1 40%, Lushaka 12%.
Important Note: Scaled ATK buffs like DHPT's or Robin's will NOT get factored in stat conversion Traces.
Energy Regeneration Rate: Use an Energy Rope if you have already capped out the Elation conversion; any further ATK increase has minimal gains. Otherwise, run ATK.
CRIT Rate: 100% in combat after buffs
CRIT DMG: 140-180%+ pre-combat before buffs
SPD: Base SPD.
Note: There are possible Aha SPD optimizations that require 134 SPD on Sparkle, but first, you would need 200 SPD on Yao Guang, which needs insane Relics and her Signature Light Cone. You can do this, but things will change quickly with the release of future Elation units. Also, if you have Sparkle's E1, her ATK requirement is very low; you can also build SPD just for slightly faster Aha.
Elation Skill / Talent >>> Basic = Skill = Ultimate
Dazzling! Persona Kaleidoscope (A4) > Frenzy! Palette of Truth and Lies (A6) > Sweet! Punchline Signing (A2)
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.
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.
MoC/PF/AS Statistics
This section contains information about Sparxie performance in the latest Memory of Chaos cycle (4.0), latest Pure Fiction (4.0) and the latest Apocalyptic Shadow (3.8), and the commonly used Relics and Cones in both modes. The page has been last updated on 06.03.2026.
If you want to share your 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/AS Stats FormThis section lists the characters that were most commonly paired with Sparxie in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Sparxie in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Sparxie in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Sparxie in the current MoC cycle (1915), in the current PF cycle (679) or in the current AS cycle (186) and had the character placed in their Profile. Use the switcher below to show Sparxie Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
84.71%
3.46 cyc.Eidolon 0
4.14%
1.6 cyc.When Aha Instant ends, gains 5 Punchline. For every 1 Punchline owned, increases All-Type RES PEN for all allies by 1.5%, up to a max increase of 15%.
8.33%
0.11 cyc.When Aha Instant ends, Sparxie gains 1 extra turn and 2 "Thrill." For every 1 "Thrill" consumed, increases this unit's CRIT DMG by 10%, lasting for 2 turn(s) and stacking up to 4 time(s).
0.21%
1.57 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. Elation Skill Lv. +1, up to a maximum of Lv. 15.
0.17%
1.67 cyc.When using Ultimate, additionally gains 5 Punchline and increases this unit's Elation by 36% for 3 turn(s).
0.04%
1 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. Elation Skill Lv. +1, up to a maximum of Lv. 15.
2.39%
0.18 cyc.Increases All-Type RES PEN by 20%. For every 1 Punchline taken into account by the Elation Skill, the number of its additional DMG instances increases by 1, up to a max of 40.
Light Cones are ranked with usage rate among the players we have scanned who used Sparxie in the current MoC cycle (1915), in the current PF cycle (679) or in the current AS cycle (186) and had the character placed in their Profile. Use the switcher below to show Sparxie Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
68.25%
3.88 cyc.Increases the wearer's CRIT DMG by 48/56/64/72/80%. While the wearer is on the field, for every 1 Elation character in the team, increases the Skill Point upper limit by 1, up to a max increase of 3. For every 1 Skill Point the wearer consumes, enables the Elation DMG dealt by this unit to ignore 5/6/7/8/9% of enemy targets' DEF, stacking up to 4 times. If 4 or more Skill Points are consumed in the same turn, the wearer gains "Stream Promo," which increases all allies' Elation by 20/24/28/32/36%. Light Cone effects of the same type cannot stack.
Source: Event Warp (limited)
19.88%
5.79 cyc.Increases the wearer's Elation by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation DMG taken by all enemies by 6/7/8/9/10% for 2 turn(s).
Source: Forgotten Hall Store
11.04%
4.82 cyc.Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation by 12/14/16/18/20%, stacking up to 2 times.
Source: Stellar Warp
0.51%
7.8 cyc.When Punchline is 10 or more, the wearer's CRIT DMG increases by 20/25/30/35/40%.
Source: Stellar Warp
0.1%
99.99 cyc.When Aha Instant is activated, the wearer's Elation increases by 16/20/24/28/32%, lasting until Aha Instant ends.
Source: Stellar Warp
0.05%
99.99 cyc.Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Source: Stellar Warp
0.04%
5 cyc.Increases the wearer's CRIT DMG by 36/42/48/54/60%. When the wearer hits an enemy target, inflicts Mirage Fizzle on the enemy, lasting for 1 turn. Each time the wearer attacks, this effect can only trigger 1 time on each target. The wearer deals 24/28/32/36/40% increased DMG to targets afflicted with Mirage Fizzle, and the DMG dealt by the wearer's Ultimate additionally increases by 24/28/32/36/40%.
Source: Event Warp (limited)
0.04%
99.99 cyc.Increases the wearer's SPD by 18/21/24/27/30%. When the wearer enters combat or uses Ultimate on an ally target, the wearer gains "Great Fortune" for 3 turn(s). While the wearer holds "Great Fortune," all allies' CRIT Rate increases by 10/11/12/13/14%, CRIT DMG increases by 30/38/45/53/60%, and the wearer's Energy Regeneration Rate increases by 12/14/16/18/20%.
At the start of each wave, the wearer regenerates a fixed amount of 15 Energy.
Source: Event Warp (limited)
0.04%
99.99 cyc.Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).
Source: Herta's Store
0.03%
99.99 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)
Relic Sets are ranked with usage rate among the players we have scanned who used Sparxie in the current MoC cycle (1915), in the current PF cycle (679) or in the current AS cycle (186) 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.
96.84%
Increases CRIT DMG by 16%.
The Elation DMG dealt by the wearer and their memosprites ignores 10% of targets' DEF. For every 5 accumulated Punchline allies gain, the Elation DMG dealt additionally ignores 1% of targets' DEF, stacking up to 10 time(s).
0.68%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
Increases CRIT DMG by 16%.
When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).
0.45%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
0.28%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
Increases CRIT Rate by 8%.
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.
0.25%
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
95.16%
Increases the wearer's CRIT DMG by 16%. If 3 or more Skill Points are consumed in the same turn, additionally increases the wearer's CRIT DMG by 32% for 3 turns.
2.29%
Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
1.03%
Increases the wearer's CRIT DMG by 16%. When a target summoned by the wearer is on the field, CRIT DMG additionally increases by 32%.
0.66%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
0.06%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Sparxie in the current MoC cycle (1915), in the current PF cycle (679) or in the current AS cycle (186) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
Important! These calculations assume a Yao Guang (build following our recommendations) in the fight, with her buffs and semi-emulating her Punchline stacking + Aha Instants on Ultimates. Since the Elation team core is not yet complete these calculations will eventually change slightly, but with Yaoguang this helps show her investment options a bit better than a fully Solo calculation would.
And here are the Relics and the Light Cone used in the calculations above:
Increases the wearer's Elation by 12/14/16/18/20%. When the wearer uses an Elation Skill, increases Elation DMG taken by all enemies by 6/7/8/9/10% for 2 turn(s).
Source: Forgotten Hall Store
Increases CRIT DMG by 16%.
The Elation DMG dealt by the wearer and their memosprites ignores 10% of targets' DEF. For every 5 accumulated Punchline allies gain, the Elation DMG dealt additionally ignores 1% of targets' DEF, stacking up to 10 time(s).
Increases the wearer's CRIT DMG by 16%. If 3 or more Skill Points are consumed in the same turn, additionally increases the wearer's CRIT DMG by 32% for 3 turns.
Crit Rate (40.8%), CRIT DMG (81.6%)
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