Firefly in HSR - legendary character Paths of Destruction fire element. During battle, she is entirely focused on destroying opponents and breaking through their vulnerability in the enhanced state of superpower, which is her key combat mechanic. During this state, the girl effectively reduces the enemy's resistance bar and deals damage with "super penetration".
The heroine is a universal damage dealer who shows herself well when ing various combat content due to high and stable damage, as well as built-in enhancements. At the same time, allies and selected equipment play an important role in revealing the potential of the unit, since the features of her skills distinguish her from most classic DPS heroes.
Rating | S-position in dash list |
Rarity | ⭐⭐⭐⭐⭐ |
[Type] element | Fire damage type |
Path | Destruction |
when added to the game | June 19, 2024 (Version 2.3) |
How to get a character | Banner "Event Jump: Character" |
Gender | Female |
Home region | Glatiramer |
Role in the squad | Primary DPS character |
Role in the game | Member of the organization "Stellaron Hunters" |
signature light cone | "Where Dreams Return" |
Voice actresses |
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Hero's story
Firefly is an artificially created warrior who pilots the Firefly-IV type heavy armour of the Glatiramer Iron Cavalry's Sky Front, now a member of the criminal organisation Stellaron Hunters under the alias Sam.
The story begins in the now-destroyed Republic of Glatiramer during the Swarm's invasion, as described in the description of the eponymous planar jewelry. "Glatiramer Skyfront". Under the never-ending onslaught of the Propagation bugs, humanity decided to create “living weapons” to turn the tide of the war in their favor. This is how the knights of the “Iron Cavalry” appeared - artificial people piloting armor, including the heroine in question.
Stellaron hunters The girl got there after the end of the war: the faction met the pilot drifting helplessly in space. Subsequently, the heroine, together with Kafka, participated in missions to find Blade and Silver Wolf.
First encountered in the story campaign in the Reconstruction mission. "Small Town Grotesque".
How to get a character
The Firefly can be dropped from the limited-time Event Jump: Character banner, which is called the Shimmering Cocoon.
If you don't want to miss Firefly's rerun, as well as other legendary and epic characters' "Jumps", add them to "Bookmarks" banner schedule.
Features
As Sam levels up, his base stats increase. You can see the exact stats for each level in the table below:
Level of | Basic Attack | Basic protection | Basic Health | base speed | Basic taunt |
1 | 71 | 106 | 111 | 104 | 125 |
20 | 139 | 206 | 216 | 104 | 125 |
30 | 203 | 301 | 316 | 104 | 125 |
40 | 267 | 396 | 416 | 104 | 125 |
50 | 331 | 491 | 516 | 104 | 125 |
60 | 396 | 586 | 615 | 104 | 125 |
70 | 460 | 681 | 715 | 104 | 125 |
80 | 524 | 776 | 815 | 104 | 125 |
Additional stats speeds and taunts are fixed and do not change during the process of leveling up the character.
How Firefly's Skills Work
The heroine plays from penetration effect and belongs to the class of universal damage dealers of the Path of Destruction, therefore it has high single and mass damage. Its specificity consists in consuming health to recharge the super ability, which costs 240 units of energy. In the enhanced state of the ultimate, buffs are active, and the skill and basic attack are replaced by other skills with increased damage and the ability to cause fire weakness in the enemy.
A regular skill helps fill the energy of the super ability by half, while taking away health. After switching to the ultimate stance, the skills gradually restore the spent HP, at the same time reducing the resistance of enemies with greater efficiency and can inflict "super-penetration damage". The fact that the heroine has two states - normal and enhanced, forces you to understand how her abilities work and track the relationship of skills.
Active skills
First of all, it is worth examining the main skills of the character, which include: technique, base hit, skill и superpower.
Technique "Order: Meteor Incineration" || Weakening
Rise into the air, where he can move without restrictions for 5 seconds. After the time expires or when performing an attack, Sam immediately descends to the specified area and attacks all enemies. Upon entering battle, for 2 turns at the beginning of each wave, he applies fire vulnerability to all enemies, then deals fire damage to all enemies equal to 200% of the attack power.
Basic Attack "Order: Flame Charge" || Single hit
Deals fire damage to the target equal to 50-130% from attack power.
Basic Attack "Firefly Type-IV: Pyrogenic Execution" || Single hit
Restores health equal to 20% of max HP. At the same time, deals fire damage equal to one enemy. 100-260% from attack power.
Emboldening Salvo "Order: Aerial Bombardment" || Single hit
Consumes 40% of max HP to restore 50-65% superpower energy. Deals fire damage to one target equal to 100-250% of attack power. If the current HP is not enough, the health is reduced to 1HP. Using the skill advances the next action by 25%.
Emboldening Salvo "Firefly Type-IV: Death Star Overload" || Explosion
Restores health equal to 25% of max HP. Before striking, applies fire vulnerability to enemies for 2 turns and deals fire damage equal to (0,2 * EP + 100-250%) from the attack power. At the same time, it deals fire damage to adjacent targets equal to (0,1 * EP + 50-125%) from the attack power. Maximum of 360% of EP is taken into .
Superpower "Firefly Type-IV: Complete Combustion" || Strengthening (Energy: 240)
Upon entering the Full Burnout state, the action is advanced by 100% and the basic attack and skill are changed to the enhanced Pyrogenic Decimation and Death Star Overload. The countdown for exiting the Full Burnout state is displayed in the Action Order and has its own fixed speed (70 units). The Super Ability cannot be re-cast while in a stance.
Complete combustion:
- the speed increases by 30-75 units;
- the penetration efficiency of the enhanced skill and basic poke increases by 50%;
- Vulnerability damage received by targets from an enhanced skill and basic attack is increased by 10-25%.
ive skills
ive skills include: талант, which is aimed at increasing its survival rate.
Talent "Fire Core of the Cocoon" || Protection
The lower the current health value, the less damage Sam takes. When HP is below 20%, damage reduction reaches maximum value 20-50%. In the Full Burn state, the reduction in damage taken is always equal to its maximum, and resistance to effects is increased by 10-40%. If the energy is below 50% at the start of the battle, the superpower energy bar is filled to 50%. As soon as the energy reaches its maximum, all negative statuses are removed from Sam.
The order of leveling abilities
Superpower > Skill = Talent > Basic Attack
The overwhelming majority of damage comes from penetration and “super-penetration”, for which it is important to upgrade ultimate. Accordingly, you can spend resources on other skills as you wish. Improving the talent is necessary if there is no healer or shielder in the team.
Tracks
The final increase for each characteristic:
- penetration effect - 37,3%;
- resistance to effects - 18%;
- speed - 5 units.
EP +5,3% (level 1) | |||
"Module α: Immediate Explosion": Attacks while Fully Burned deplete the Fortitude of enemies without a Fire Vulnerability by 55% of the original Skill Fortitude damage. “Pyrogenic Decimation”: 45 durability against an enemy with fire vulnerability without taking into the increase in penetration efficiency => 25 without fire vulnerability. |
Status Resistance +4% (A2) | EP +5,3% (A3) | Speed +2 (A3) |
"Module β: Instant Armor": When the Penetration effect value is higher than 200%/360%, attacks in the "Total Burn" stance against enemies in a pierced vulnerability state will convert the amount of durability reduction into 1 hit of 35%/50% "super penetration damage". | EP +8% (A4) | Status Resistance +6% (A5) | EP +8% (A5) |
"Module γ: Kernel Overload": For every 10 attack power exceeding 1, the penetration effect increases by 800%. | Speed +3 (A6) | Effect resistance +8% (level 75) | EP +10,7% (level 80) |
Eidolons
Let's look at all the character's consts:
number | Name | <font><font>Materials</font></font> |
1 | I rested in a red cocoon | When using the enhanced skill "Firefly Type-IV: Death Star Overload", 15% of the enemy's defense is ignored. The enhanced skill does not consume command skill points. |
2 | I fell from a broken sky | Using a Basic Attack or Skill Empowered in the Full Burn state to finish off an enemy or break through their vulnerability will trigger an additional action. This effect can be triggered again after 1 turn. |
3 | I sleep among the silent stars | Skill level +2, maximum - 15. Basic strike level +1, maximum - 10. |
4 | I saw a firefly fire | In the Full Burn state, resistance to effects increases by 50%. |
5 | I shine in a sleepless night | Superpower level +2, talent level +2. The maximum level is 15. |
6 | I blossom into tomorrow | In the "Full Burn" state, Fire Resistance Penetration increases by 20%. Using a strengthened Basic Attack or Skill increases the Penetration efficiency by 50%. |
Firefly's best eidolons are E1, E2 и E6:
- First eidolon is aimed at increasing damage and reducing the consumption of command skill points. Due to the constant progression of the action, increased speed and the need to use the skill, the girl spends a significant part of the command resource in the normal state and in the ultimate stance.
- Second eidolon is the strongest, as it creates the opportunity to perform two actions in a row. Provided that the heroine is in the "Full Burn" stance and has penetrated the vulnerability or completely destroyed the enemy, an additional blow can be made. Considering the high efficiency of penetration and the constant imposition of weakness to its element, in a scenario of a battle with a large group of enemies, it is possible to get quite a few consecutive moves.
- Sixth Eidolon in general, it increases all damage dealt by ignoring enemy fire resists. In addition, in addition to the initial 50% penetration efficiency, the heroine receives another +50%, which has a positive effect not only on reducing durability, but also on damage from the “Module β: Instant Armor” trail.
For F2P players, it is not recommended to go beyond the first two eidolons.
How to play as Firefly
The Stellaron Hunter focuses on damage and penetration in the enhanced state of "Full Combustion". The heroine's transition to a stance is helped by a skill that fills the energy of the super ability by 50%, while the basic strike is only needed to restore skill points.
While in "Full Burnout", gains updated abilities with high durability bar reduction and damage, significantly increases own speed and can deal "super penetration damage". In addition, the skill begins to damage the area and impose a fire type of vulnerability on enemies.
Based on the characteristics of skills in stances, Firefly’s rotation is based on the following principle:
- If there are buffers in the party, use their techniques before launching Sam.
- Thanks to the Pyronexus Shell talent, Sam's ultimate energy is always half full at the beginning of the battle. On your turn, use a skill to fully charge your superpower.
- Wait until all s activate buffs and ultimates.
- Use your ultimate and get 100% action progression. Perform a skill attack to apply a fire weakness to an area and remove most of the vulnerability bar.
- In the following turns, when choosing between the basic core and the skill at E0, proceed from the needs of the team, so as not to end up in a deficit of skill points. With E1, the enhanced skill does not spend team action points.
- After exiting the Full Burn state, use the skill in the next two turns to repeat the rotation from step #3.
All about character leveling
In this section you can see the full list of consumables that will be required to level up, traces and talents.
Elevation materials
Level of | Material 1 | Material 2 | Material 3 |
---|---|---|---|
30 | |||
40 | |||
50 | |||
60 | |||
70 | |||
80 |
Total amount of materials for leveling up to level 80:
- Burning Heart (×65) - reward for the Stagnant Shadow challenge in Morning Dew Residences;
- pieces of thoughts (×15), fragments of impressions (×15), fragments of wishes (×15) is a resource dropped from Memes in the memory zone on "virtual universe"Additional ways to obtain: completing tasks, synthesizing resources, reward for completing "Sepal (gold)", purchase for Everlasting Ash;
- loans (×1 690 000);
- traveler's guide (×290) or adventure journal (×1 160).
In addition, you will need character experience materials: Traveler's Guide (×289); adventure journal (×6); meeting while traveling (×16).
Skill Leveling Materials
Emboldening Salvo | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
To upgrade skills, you need the following number of consumables:
- pieces of thoughts (×33), fragments of impressions (×46), fragments of wishes (×28);
- teeth of Borisin residents (×12), lupotoxic fangs (×53), fangs of lunar brutality (×101) — reward for completing the “Sepal (crimson)” test in Scaly Gorge;
- lost echo of unity of desires (×9) - reward for winning weekly activity "Echoes of War: A Tribute to the Politeness of Mortal Dreams";
- Battle , a collection of points in the “Virtual Universe”, as well as in exchange for Unquenchable Ash in the in-game store;
- loans (×2 197 500).
The order of pumping traces
Next | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
×2 500 |
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×5 000 |
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×5 000 |
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×10 000 |
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×10 000 |
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×20 000 |
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×20 000 |
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×45 000 |
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×45 000 |
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×160 000 |
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×160 000 |
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×160 000 |
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×160 000 |
To learn the hidden skills represented by the traces, you will need:
- pieces of thoughts (×8), fragments of impressions (×10), fragments of wishes (×30);
- teeth of Borisin residents (×6), lupotoxic fangs (×16), fangs of lunar brutality (×38);
- lost echo of unity of desires (×3);
- imprint of fate (×2);
- loans (×802 500).
Advantages and disadvantages
Having considered the entire set of active and ive abilities, we can draw the following conclusions about the advantages and disadvantages of the character:
Advantages | Disadvantages |
Despite the high cost of the superpower, it accumulates energy for the ultimate for 2 uses of the “Order: Air Bombardment” skill. | Needs proper distribution of skill points in order to activate a skill every turn and generate energy for the ultimate in the shortest possible time. |
When assembling, you do not need to balance various characteristics; it is enough to bring the penetration effect, attack power and speed to high values. | Strongly reduces one's own HP with a normal skill and, without timely healing or a shield, is in a dangerous position. |
A powerful set of buffs for E0, which includes increased speed, penetration efficiency and damage. | Doesn't benefit from alliances with s that increase crits and damage. Due to this trait, you'll need to upgrade attack power buffers, False GG, or knock out Ruan Mei/Fugue. |
Applies a Fire Vulnerability to an area and converts attack power into EP, simplifying gameplay and build. | Inevitably loses damage against enemies with the ability to protect the stamina bar. |
The best is completely free "On the Fall of the Aeon". |
Best Firefly Builds in Honkai: Star Rail
The girl adheres to the style of play through reducing the durability of enemies and then inflicting "super-penetration damage". The ability to attack with this type of damage is provided in the state of "Full Combustion", which can be entered after activating the ultimate. Despite the high cost of the super ability, there is no need to collect the energy recovery rate: all 240 units of energy are accumulated in two uses of the skill.
Accordingly, the Firefly build in XSR should take into the damage dealer's needs in both the normal and reinforced stances. To enter the "Full Combustion" state, you need to wait for the queue and use the skill, so you will need to swing penetration effect, since the "super penetration damage" depends on this parameter. The characteristic is pumped through relics and cones, as well as through the "γ Module: Core Overload" trace, which requires Attack Power.
Since crit. indicators do not affect the damage of penetration and "super penetration", they are not a priority. These parameters affect the direct DPS of abilities and complicate the balance of stats, so it is more advisable to direct efforts to building a build and a squad from depletion of vulnerability. As for survivability - through traces and talent Sam gets high resistance to effects, so only health and protection are additionally collected.
Recommended characteristic values
Main characteristics of cave relics and planar jewelry:
Relic | Main characteristic |
Head | HP (permanent) |
Arms | Attack Power (Permanent) |
Body | ATK |
Legs | Speed |
planar sphere | ATK |
Connecting rope | Penetration effect |
Below are the characteristics to look for in relic parts:
- penetration effect;
- Attack Power;
- speed;
- HP/Def.
Optimal final values of all indicators:
- penetration effect (EP): bring to 250% or, ideally, to 360% to activate the "Beta Module" trace and the "Iron Cavalry" set ive;
- Attack Power (ATK): from 2;
- speed: 143-150 units. excluding the ultimate buff;
- health: from 2 units and above.
How to collect 360% penetration effect
Since EP is the most important characteristic in a damage dealer's build, let's take a closer look at the methods for gaining a high value for this parameter:
- Trace studies: 37,3%.
- Iron Cavalry Cave Relics: 16%.
- Planar decorations "Lotus Lantern of the Palace": 40%.
- Connecting rope: 64,8%.
- Ruan Mei: 20% (traces).
- Pathfinder (Imaginary): 52,5% (EP 150%, E4, active ultimate level 10) or Fugue: 60% (trace "Essence of Phecda" and skill).
- “Watchmaker of Sleepy Shenanigans” on : 30%.
- Light cone, body and sphere on attack power, trace "Gamma module": "Where dreams should rest" R1 - 93,3%; “On the Fall of an Aeon” R5 – 95%.
Сonclusion: 353,9-355%.
For further pumping, it is necessary to look for EP and ATK in percentages in the lower parts of relics. From additional sources, one can single out the Pioneer (Imaginary) with the ability to pump the characteristic up to 300%, as well as third-party bonuses that can be implemented through the equipment of Harmony characters.
Light Cone Rating
The weapon must belong to the Path of Destruction. Otherwise, the heroine will not be able to activate the effects of the ive ability, but will only receive bonuses to the basic characteristics. As for the bonuses in the ive, options for increasing will do penetration effect or attack power.
light cone | Description | Recommendation |
---|---|---|
⭐⭐⭐⭐⭐ HP 53-1164 ATK 22-476 DEF 24-529 |
The wearer's penetration effect is increased by 60-100%. When the owner deals piercing damage to a target, the "Rout" status is applied for 2 turns. Enemies with this effect receive 24-40% more penetration damage from the owner, and their speed is reduced by 20%. Effects of this type cannot stack. | Signature Light Cone offers the damage dealer a boost to her core mechanics through significant increases to EP and negative status on enemies. At the first level of imposition, the weapon provides a high increase to the characteristic without additional conditions. In the process of fighting monsters, the heroine easily activates the second part of the ive effect, increasing damage. |
⭐⭐⭐⭐⭐ HP 48-1058 ATK 24-529 DEF 18-396 |
When the wielder hits with any skill, the weapon increases their attack power by 8-16% in this battle (the effect stacks up to 4 times). When breaking through an enemy's vulnerability, the damage increases by an additional 12-24% for 2 moves. | Armament from "Gertha's Store" is a worthy competitor, provided that the imposition level is pumped up to the maximum. Due to the increased base at the beginning of the battle, Sam has a good value of attack power, but for a full pumping of the characteristic, it will be necessary to carry out 4 hits. After accumulating all the stacks of the first part of the ive, the EP value is achieved (similar to the signal). |
⭐⭐⭐⭐ HP 43-952 ATK 22-476 DEF 15-331 |
The penetration effect is increased by 28-56%. When the owner uses a superpower, his crit. chance increases by 15-30% for 2 moves. | An alternative option that can be used to boost the penetration effect to optimal values. As an additional effect, it increases crit. a chance, which, however, is not a priority for the damage dealer. |
⭐⭐⭐⭐⭐ HP 52-1164 ATK 26-582 DEF 18-396 |
Increases the wearer's attack power by 24-40%. When the owner defeats an enemy or is hit, immediately restores HP equal to 8-12% from the attack power. At the same time, the owner's damage increases by 24-40% until the end of the next turn. The effect does not stack and only occurs once per turn. | Since the damage dealer consumes a lot of health during the battle, the ive effect of the weapon will serve as her "insurance" in cases where the healer's skill is not yet ready or the squad is composed without a protective . The damage buff, in turn, will not affect the girl's DPS in any way, because such an increase does not affect the damage from the depletion of stamina. |
⭐⭐⭐⭐ HP 43-952 ATK 24-529 DEF 12-264 |
Increases attack power by 24-48%. When the owner defeats an opponent, he recovers 12-24% own HP. | The weapon seems to be a good epic option due to the increased base. The second part, in turn, the damager will not need, since her own skills help regenerate health without any conditions. Can be equipped strictly at the level of application H5. |
⭐⭐⭐⭐ HP 48-1058 ATK 21-476 DEF 12-264 |
Using a basic attack, skill, or superpower grants one level of Mischief. Each level increases attack power by 12-24%. | A good epic option that can be used when building a build. To get the max number of stacks, you need to use a basic strike as one of the actions, for example, at the beginning of the fight before activating the ultimate. |
⭐⭐⭐⭐ HP 43-952 ATK 21-476 DEF 15-330 |
Increases attack power by 10-20%, also gives an increase in damage dealt to enemies with the “Burning” and “Bleeding” status by 16-32%. This effect also applies to damage over time. | Free light cone from the in-game store. In the absence of the above options, this is an acceptable replacement. |
What relics and decorations are needed
Like weapons, artifacts are designed to enhance a key stat. penetration effect and alternative parameter attack power. Since the mechanics of reducing durability are enhanced by cutting off protection, specialized sets can be additionally considered. ignoring resists.
cave relics
Name | Description | Recommendation |
---|---|---|
2 parts: Increases penetration effect by 16%. 4 parts: Penetration damage ignores 10% of the target's defense if the EP is equal to or higher than 150%. When the EP exceeds 250%, the owner's super penetration damage ignores an additional 15% of defense. |
The best set that combines everything a female damage dealer needs. Provides Sam with a boost to the most important stat that must be collected from any source. Since the state of enemy defense affects the damage of penetration and "super penetration", ignoring resistances also has a positive effect on the main source of DPS. | |
2 parts: Increases penetration effect by 16%. 2 parts: Increases EP by 16%. When the owner breaks through the enemy's vulnerability, restores 3 units of energy. |
For the heroine, the set is a full-fledged analogue of the assembly in the (2 + 2) format. In addition to +32% of the parameter, the set gives energy after the destruction of the resistance bar, but most often vulnerabilities are reduced by the ult, where the energy gain is blocked. In addition, the cost of the superpower is 240 units and is easily gained through the implementation of the optimal rotation. | |
2 parts: Increases quantum damage by 10%. 4 parts: When the owner deals damage to the target enemy, ignore 10% of defense. If the target enemy has quantum vulnerability, the owner additionally ignores 10% of defense. |
The available set for ignoring defense will help with increasing damage, but will not provide the heroine with additional increases to EP. The set is also not a universal solution, since it requires the presence of quantum vulnerability in enemies to achieve the maximum effect. However, due to the power of the effect, it is an excellent alternative to the previous relics. | |
2 parts: Increases penetration effect by 16%. 2 parts: Increases penetration effect by 16%. |
While the full Iron Cavalry set is being assembled, penetration sets can be combined with each other to gain 32% of the stats. Good parts of the relics can later be equipped on other characters with similar mechanics. | |
2 parts: Increases penetration effect by 16%. 2 parts: Increases speed by 6%. |
It is advisable to use the assembly in cases where speed is critically lacking. In the future, it is recommended to replace it with the “Iron Cavalry”. |
planar decorations
Name | Description | Recommendation |
---|---|---|
2 parts: Increases Speed by 6%. When the owner attacks a target with Fire Vulnerability, EP increases by 40% for 1 turn. | A signature set that matches the heroine's needs and is easy to activate. As a main effect, it increases speed, and when striking monsters with a fire weakness, it significantly increases the main stat. The skills, in turn, contain an imposition of vulnerability to their element, so the bonus can be maintained throughout the battle. | |
2 parts: Increases the penetration effect by 16%. At a speed of 145 or higher, EP is additionally increased by 20%. | Decorations with a total increase of 36% to EP can be equipped "for the first time". When the super ability is fully pumped in the "Full Burnout" state, the speed increases to 164 units, which fully satisfies the requirements of the set. | |
2 parts: Increases attack power by 12%. At a speed of 120 units. or more is given an additional bonus to attack power in the form of 12%. | A starting alternative for attack power is suitable for beginners. As soon as you have access to World 10 of the “Virtual Universe”, it is recommended to start farming the “Lotus Palace Lantern”. | |
2 parts: Increases attack power by 12%. If the speed is higher than or equal to 135/160 units, then the damage dealt increases by 12%/18%. | It is also an alternative option, but with a smaller increase. The damage increase of the second part of the ive applies exclusively to direct damage of skills. Can be used with good parts, for example, if you can't find a rope on the EP from a more suitable set. |
Squad Guide for Firefly in XSR
In the team, Firefly plays the role of a damage dealer and plays from a specific mechanic tied to reducing the vulnerability scale and inflicting "super-piercing damage" on enemies in a state of destroyed durability. Because of this feature, he requires narrowly focused s in the team, but plays well with classic buffers. Throughout the battle, he imposes a weakness to the fire element on enemies, which opens up the possibility of building a mono-fire group with sub-DD and secondary damage dealers of this element. Shielders and healers are equally well suited for the defensive slot.
Best characters
Let's look at the heroes with whom you can form strong teams:
Character | Damage Path and Type | Features |
---|---|---|
Is the best partner for the Stellaron Hunter, playing in similar mechanics. Not only helps to gain additional EP, but also gives the opportunity to deal several blows with "super penetration damage", which the damage dealer specializes in. In addition, it is friendly to action points. | ||
A universal that increases the effectiveness of penetration of any groups. This ability has a positive effect on the "super penetration damage", the operation of which is provided through the "Beta Module" trace. In addition, the buffer increases the team's speed and EP, and also prevents enemies from restoring the stamina bar. | ||
Representative of Harmony, increasing the attack power of the entire team. Works best with characters who perform a lot of actions per battle cycle, so it works well with the high-speed Sam. If Sam has E2 open, the connection becomes even more powerful. | ||
The Amphoraeus Envoy increases the penetration of all resistance types and the damage taken by enemies. At the same time, it is advisable for her to have partners who hit the area in order to charge the ult faster. The Stellaron Hunter, as a rule, attacks several targets and gathers through speed, thereby restoring the energy of the Envoy on a stable basis. | ||
The free heroine creates good synergy with the damage dealer. To maintain stacks, Asta needs to attack enemies with fire vulnerability, which is easily accomplished with Sam’s skills. In return, the girl buffs her attack power and speed. | ||
, which is most often used in groups with a serious lack of skill points. The ultimate speeds up one ally and enhances his attack - buffs will be useful to the damage dealer in any stance. | ||
A with a variety of functions: heals, deals area damage and applies a weakening that increases damage from a complete reduction in durability. During combat, summons an assistant, which is a bonus attack. Due to this creature, additionally heals, damages out of turn and removes debuffs. | ||
A healer and secondary damage dealer who relies on EP. Applies the "Dead Drunk" status to enemies, which restores health to allied heroes after hitting them, and in addition increases damage from penetration. | ||
A healer with instant and periodic healing. Creates a “Magic Circle” on the battlefield, thanks to which allies receive portioned healing after performing attacks. The skill removes weakening, and with the ultimate it does a good job of breaking through enemy resistance in an area. | ||
Legendary healer from the standard banner. The ultimate heals the entire team and imposes the “Cheerfulness” status, which regenerates health when damaged. The skill launches a healing skill that bounces from one ally to another. | ||
Healer with periodic and mass healing. Thanks to his talent, he constantly heals his teammates and removes negative effects from them. The superpower buffs attack power by 24-40%. | ||
High-class epic healer with instant and periodic healing. The skill heals one ally, increases the maximum health and the likelihood of being attacked if the character belongs to the Path of Preservation and Destruction. The ultimate instantly heals the squad and removes all weakening. | ||
Starting healer. With the skill, it removes weakening from one ally and imposes a status on periodic healing, and with its superpower, it regenerates health for all group . | ||
A strong defensive that redirects most of the damage received by allies to itself. In addition, it increases health, helps avoid crowd control effects, and deals ultimate damage. | ||
A shield fighter and a secondary damage dealer that relies on a bonus attack. Does not remove weakening, but significantly increases the resistance to the effects of all allies, allowing you to avoid most of the negative statuses imposed by enemies. | ||
with the ability to impose the Freeze status on opponents. The ultimate protects all heroes in the group with strong shields that absorb incoming damage for three turns. | ||
hero and secondary source of damage and stamina drain on enemies. Draws enemies' attention to himself and also applies shields with all skills. Can be used until Path of Harmony is unlocked. | ||
Free for the prologue. Covers one of the allies with a shield for several turns, increases his chance of being attacked and carries out counterattacks in response to enemy attacks. Considering the peculiarity of Sam's HP reduction in the basic stance, the girl's shields will come in handy in the group. | ||
The Cowboy plays from vulnerability penetration and is in squads with similar -buffer types as the Stellaron Hunter. Due to the lack of AoE damage, he may need the of an area damage dealer, which is what the girl is. | ||
A hero who plays well as a secondary damage dealer due to the low cost of his superpower. The skill can slow down enemy targets, and also penetrates wind vulnerability well. | ||
A secondary damage dealer who, using a skill, applies the positive effect “Mentor” to the selected ally. It does good damage, and may well occupy the role of the main combat unit in a squad. In addition, it further strengthens itself, advancing the action and increasing outgoing damage. With the acquisition of eidolons, it gains mechanics related to performing bonus attacks. | ||
Starting character of the damage-dealing Path. Universal at the initial stages of Mastery, it deals good damage to single targets and in an area, and also reduces the stamina bar well. | ||
A strong damage dealer who relies on damage while in the “Spectral Transmigration” state. Standing strikes do not cost skill points, so the Ice Swordsman plays well in builds with several DPS characters. | ||
Primary and secondary damage dealer. Once every 4 turns, it spends skill points to enhance the basic attack to the “Hellscape” skill, so it is often used as a secondary source of damage. | ||
A damage dealer who diverts the attention of enemies to herself. In response to enemy attacks, it carries out bonus attacks, due to which it copes well with the onslaught of numerous groups of opponents. | ||
Specializes in counterattacking when receiving incoming damage. Due to this, it protects allies and consistently deals damage outside of the turn, practically without consuming skill points, which is very useful for Sam. | ||
Quantum secondary DPS with a need to drain the tenacity of party . In a team with Sam, he will be able to quickly accumulate Karma levels and often perform a bonus strike. In addition, he depends on the EP stat and will benefit from buffs. | ||
A damage-dealing hero who consumes his health when using a skill. As the HP bar decreases, the damage increases, so it plays best with tanks. Due to the undemanding nature of skill points, he is good at the sub-DD position. | ||
Ultimate sub-deader that gains additional super charges when allies use skill points. Freezes enemies and deals good damage to one target, and also does not require the use of a skill. | ||
Follower of the Fire Elemental Destruction. Plays well in the EP build, so she can implement buffs on par with the damager in question. At the same time, she imposes periodic statuses and penetrates vulnerability well. | ||
The Galactic Rangers Ninja specializes in Stamina Drain, while also dealing sustained AoE damage to all enemies on the battlefield with the enhanced Basic Poke granted by her Ultimate. If she or her allies breach an enemy's Weakness, she gains stacks that increase damage. | ||
A pocket damage dealer of the fire element with a mechanic that works by breaking through a vulnerability. It will fit perfectly into the Stellaron Hunters group if the battle is expected to involve a large group of opponents. | ||
An epic heroine of the Path of Erudition, whose bonus attack is activated when the enemy’s health is reduced to half. Because of this feature, it copes poorly with bosses and elite opponents, but performs well against large waves of weak enemies. | ||
Sub-DD with the ultimate, which periodically applies the "Shock" status to enemies. Like all representatives of its class, it is aimed at damaging and reducing the stamina bar of enemies across the entire battlefield. | ||
A debuffer that fits perfectly into squads against reducing durability. Thanks to the status "Fox's Prayer" and the third trace, it increases EP, and also has the ability to reduce defense. Although there is no need to ignore vulnerability, which Fugue has in her arsenal, she still brings a lot of benefit. | ||
A representative of the Path of Nothingness, specializing in reducing area defense. Since this debuff increases penetration damage, it is a good epic for the Stellaron Hunter team. | ||
As a debuff-focused hero, he increases the damage taken by enemies with the Burning Ash debuff, and allows allies to deal more damage with their ultimates when he creates a special zone with his ultimate. | ||
Damage-dealing character and debuffer. Great for reducing imaginary durability, slowing down enemies, and can inflict the Imprisonment status. | ||
A strong debuffer with many useful skills. For Sam, it offers a powerful cut of defense to one target, as well as negative statuses to reduce attack power and speed. At E2 it is going to be a critical build or penetration, but in view of the corresponding s in the squad, it does not need to adjust the build to deal good damage. |
Top Teams
The best girl squads tend to include Ruan Mei, Pathfinder (Imaginary), and/or Fugu, but there are other acceptable alternatives:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
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Firefly's strongest group with key s:
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A group with damage dealers and attack power buffers. If Harmony Pioneer or Ruan Mei is already used in another group, Asta, Robin or March 7 of the Hunt can be used in place of the second Harmony representative, as she can increase EP. The Lead Explorer creates good synergy with Sam and plays well in the penetration mechanic, and the Galovian singer deals impressive damage on her own. Shielders with bonus hits are suitable for the last slot. |
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A squad with fire damage dealers Hook or Himeko. "Stellaron Hunter" imposes vulnerability to fire in an area and reduces durability well. As , you can use Fugu or Asta with the same element, and also strengthen the team with the skills of Harmony Pathfinder. Against single targets, Hook is recommended, while Himeko will successfully cope with a group of enemies. Hoho will pour additional ATK, and Locha will provide free healing. | ||||
A group playing with EP. The heroine takes the main position, while Boothill or Rappa help with additional damage. These heroes can be replaced with a more budget Xueyi, who relies on allies. Ruan Mei or Silver Wolf spread (de-)buffs, and Lingsha or Gallagher heal and increase the damage from exhaustion of enemies. If an easy battle is expected, where you can win without serious health losses, the healer can be replaced with an additional buffer. | ||||
A squad with DPS characters of the Path of Destruction. Jingliu, Blade and Yunli have low skill point costs, so they play well in builds with several representatives of damage-dealing classes. Hanya increases the damage done by skills, and also increases the speed and attack power of the main damage dealer. Can be replaced by Tribby with buffs that apply to all allies. Fu Xuan or Lynx is put in place of the defensive . | ||||
A squad where Clara or Yunli distract enemy attacks. As a (de-)buffer, Pela with a defense cut in an area, Jiaoqiu with an increase in the damage of the ult by applying a weakening or Tribby with a buff for the whole team are suitable. Hoho with buffs and constant cleansing from negative statuses is recommended as a healer. In the absence of the girl, Gallagher will do. | ||||
A team with secondary damage dealers of various elements. The group can use a strong combination of Himeko and Gerta/Serval, which works great in modes and battles with a constant influx of enemies. In the fight against the boss, the girls can be replaced by Velt and Misha with a large number of hits on one target and control statuses. Baylu or Cheetah are responsible for the survivability of the team. |
Is it worth knocking out?
Firefly is a representative of the Path of Destruction with the fire element. In combat, she relies on the enhanced state of Sam's combat armor, which more effectively penetrates the vulnerability of enemies and provides the opportunity for a "super-penetration" attack. The key advantage that ensures comfortable gameplay in any circumstances is the ability to impose a vulnerability to an element of its type on enemies. Due to its independent gameplay, it can act as both a primary and secondary damage dealer, gathering mono-elemental groups around itself. However, it demonstrates the greatest effectiveness in specialized builds focused on the penetration mechanics.
Path of Destruction DPS characters are in high demand when completing a variety of content, so those who want to get a universal damage dealer should knock out the heroine. The unit differs from representatives of its class by its independence in any battle scenario due to the independent imposition of vulnerabilities and a stable decrease in durability. Despite the high compatibility with the limited "On the Fall of the Aeon".
Which is better: signal or E1
The first eidolon seems to be a better investment than a signature weapon. In "Full Combustion" state speed the heroine effortlessly reaches 200 units. with fully upgraded boots for speed, tracks and superpowers. In this case, before the counter goes off, you can perform up to 4 actions - alternate between a basic strike and a skill, or use up most of the team skill points. With the first eidolon, the enhanced skill can be used constantly, since it does not consume action points, in addition, it ignores the enemy’s defense.
The advantage of the light cone is the high bonuses to EP and damage of the corresponding mechanics. However, the "Gamma Module" trail offers an alternative way to gain the main characteristic through attack power. In such a situation, you can find a worthy replacement for the signature weapon, compensating for the less profitable ive by increasing the damage of the eidolon.
Knock out Ruan Mei or E1?
ruan mei is a valuable acquisition for the and a priority , so it is knocked out first. The buffer fills the group with important speed and EP characteristics, but, most importantly, increases the effectiveness of penetration by 50% and does not allow enemies to restore durability. The scientist is friendly to skill points, so she will help compensate for the lack of the first duplicate.
After getting the buffer, you can target the Stellaron Hunter Eidolons 1 and 2, which greatly simplify the turn-based battle. Investments such as Ruan Mei's E1 and Firefly's signal are equally important for the group, so the choice can be made in favor of either heroine.
Achievements
There is one achievement associated with the character:
- I... will make the seas burn! - Use Firefly IV: Death Star Overload 4 times before Sam's Total Burnout status ends in a single battle. Reward: star jade ×5. To unlock the achievement, you need to use the enhanced skill 4 times while the effect of the superpower is active.
We hope our Honkai: Star Rail guide helped you put together the best Firefly build. comments Ask any questions about the character so that the author or other players can help.
I'm still trying to understand, during a fight there's no point in collecting EP above 360, right? If most of the damage comes from the enhanced skill, and there's a limit.
Currently in stock EP 157, in battle with meta-pack 380.
CA 2900
Speed 145
Am I right in understanding that further damage increase can now only be achieved by increasing CA? Or should the speed be tweaked a bit?
Firefly E2 with Eon-5
Question: Firefly, Great Hertha, Fake gg and Gallagher will do normal damage?
Consumes a lot of HP during combat? When is that? When she does an E, spends it, immediately ults, advances her own action by 100%, uses any of her attacks and immediately heals damage? Or when she heals herself for the entire duration of the ult and, in fact, because of this, she is even able to play without sustain much easier than other DDs, because she is literally her own sustain?
Please tell me, is Fugue more like Punched Effect than Pioneer?
The Pathfinder can drop a little more EP to the team, depending on his own EP. But this difference is insignificant, the Fugue will fit into the Penetration pack much better.
It's better to install both of them and complete any content in 0 cycles.
in the team Firefly, Linsha, imaginary MC and Ruan, who should have the highest speed indicator? how to distribute them by speed?
Both Ruan and MC have effects tied to their moves, not to DD's moves. They don't need speed tuning relative to each other - just wait for MC to ult before Sveta's first ult. And this is only relevant in the scenario where Sveta will hit with the first attack - if this is not the case, MC can ult after it. And you still use Ruan Mei's Eshka with the help of a technique, so you don't care that it doesn't work before Sveta. So collect as much speed for all of them as possible, and don't bother with the one who has less to collect, so that he doesn't overtake someone.
Asta or March 7 (imaginary), who is better to put next to Svetlyak?
I just wanted Gallagher and she came out in the top ten.
who to put in place of ruan mei
Does anyone know if the effect of breaking through imaginary gg and Fugu stacks?
In general it should, another thing is that it is pointless, because in the firefly's damage formula the maximum possible EP value is 360%, which is already being accumulated.
Who would be better instead of gala?
linsha
And what kind of glider decorations are needed for the imaginary MC and Zhuan Mei under the firefly? Should all three of them have a lotus lantern of the palace? If anything, my squad is: firefly + imaginary MC + Zhuan Mei + Lingsha.
Guys, tell me if this pack is normal
Yy
Sveta e1
Ruan e0r1
Hoho e1r1 (Instead of Galaher)
Normal, but Linsha instead of Hoho will be much more impactful in the penetration pack. Gallagher's ult increases penetration damage, he can be better here than Hoho.
Guys, please tell me who can be put instead of Ruan Mei? Preferably from the fours, because I still plan to knock her out
Pela will be useful because it reduces defense
Who can replace the scientist if there isn't one yet? Maybe Asta with her cone?
when is it reran?
In 2.7
How much of your own EP do you need, without taking into the imaginary GG for 200 breakdown and Ruan?
The trace says about the need for 360 in the state of complete combustion and there comes out more than 430+ with an eon. I have assembled 200 of my own, but the speed is only 140 (tight). Does it make sense to reassemble in the hope of +15 speed?
After 142, Sam's number of moves does not increase. Therefore, a value around 144 will be the most optimal
Hello. Is the pack of Svetlyachok / Mnim.gg / Locha (E1) / Clara normal?
Hello, Firefly squad, Ruan Mei, imaginary MC and Aventurine are you okay?
Hello, does the SA flood from the Tingyun skill affect the buff from the trace that converts SA into penetration? Thanks in advance for your answer
Hello! In theory, the buff from the skill should have an effect
Hello, everything is fine of course, but where is Crete?
what crit? she doesn’t need either a crit rate or crit damage, because superbreak cannot crit.
Crit does not affect penetration, as well as dots
hello, which is better: c2 or signa?
Hello! It's better to knock out E2 and take the cone from Gerta's store
The question is, how much do you want to gain EP in the stock value only taking into the sub stats, rope and tree?
Well, if you want, then 360, so that the trace for super penetration works to the maximum without buffers, but it still can’t be played without gg, without Zuni it still wouldn’t go anywhere, but without gg the DPS obviously won’t please)) as an overroll character, as well as boothill won't work unfortunately. and how much hype there was))
What about a pack of firefly + gg (imaginary) + armor or velt + bailu
Put velta. There is not much use in advancing, and the velt will knock back enemies and they will be in a pierced state longer
Can anyone tell me if it makes any sense at all to pump the juan into penetration in a pack with a glowworm? Maybe it’s better to concentrate on speed?
The main thing is 180 penetration and then you can use HP and speed
Hello, will the Firefly - Ruan Mei - Buthill - Locha pack be normal?
no way, it’s better to just replace the shoe cover with an imaginary one...
Please tell me the squad: firefly + mgg + hanya + hoho will it be ok?
Instead of Chania, I would put Asta or Pela. But it's better than Ruan Mei, if there is one.
Is it worth knocking out a signature cone for her?
if there are twists that you don’t mind, then it’s worth it, otherwise it’s better to drop an eon or a cone of misha!
Hello!! Is it advisable to place the sphere not on attack power, but on fire damage??
No, elemental damage does not affect penetration/super penetration damage.
The only thing I'm missing in Firefly is a suitable path in the virtual machine
The old virtual machine is no longer relevant. and taizaront and nus can be easily ed without semo.
Hello, do I need to the ultimate zhuan mei in talents for firefly? it increases the penetration of all types of resistance of all allies by a certain percentage, does this affect the firefly's damage? I don't quite understand...
If you need a buffer only for semo, then it’s not Zhunya, but gg. and Zhuna needs to pump everything up, because she doesn’t only fit into packs through a clean penetration.
I understand, I wasn’t asking whether I needed it somewhere else, I was asking whether increasing the penetration of all types of resistance of all allies gives additional damage to the firefly?
Yes, anyone will increase damage to penetration of the elements.