Ashveil: Guide, Skills, Builds, Teams & More
Ashveil is a Lightning Hunt Damage Dealer belonging to the Follow-up Attack archetype. With strong teamwide Crit-Buff for follow-up-attacker as well as serious damage output of his own, Ashveil can function as both a hypercarry and a sub-DPS for this archetype.
HSR Ashveil Release Date
Ashveil’s banner will be in the first half of Version 4.1, releasing on March 25th, 2026, and will run until April 22nd, 2026.
Ashveil HSR Kit Overview (Trace Level 10)
Bait, Charge & Gluttony
Upon use, Ashveil’s Skill will deal damage to a single enemy and designate them with a unique effect called “Bait”, and this is the centerpiece of his damage output and interaction. If he hits a target that already has Bait, he will recover 1 Skill Point and deal extra damage. While there is an enemy with Bait on the field, Ashveil will reduce all enemies’ Defense by a massive 40%.
When an enemy with Bait dies, Ashveil will automatically assign Bait to the next enemy with the lowest HP on the field, and there can only be one enemy with Bait at any given time.
At the start of the battle, Ashveil will gain 2 points of “Charge”, with a max cap of 3 Charges, and whenever an ally attacks the enemy with Bait, he will regenerate a flat 8 Energy, then consume 1 point of Charge to launch a follow-up attack on that target, then gain 2 points of “Gluttony”.
Gluttony has a hard cap of 12 and is essentially the fuel of damage for his Ultimate. His first major trace will get him an extra 1 stack of Gluttony whenever he uses his Skill, and 2 stacks with his Ultimate. While Ashveil uses his follow-up attack, every enemy dying will also regenerate 1 stack of Gluttony for himself. His second trace further dips into his follow-up identity by increasing his follow-up attack damage by a whopping 80%, and by an extra 10% for every Gluttony stack he possesses.
Similar to his other attacks, his Ultimate is a single-target nuke that will designate the target with Bait, replacing the one currently on the field. After the initial hit, he will gain 3 Charges, then immediately launch a follow-up attack similar to his Talent’s follow-up attack without consuming a Charge. Then, for every 4 points of Gluttony, Ashveil will launch an instance of damage until he has less than 4 points of Gluttony, or until there are no valid targets on the battlefield.
Ashveil’s gameplay loop requires teammates with high attack frequency, as he gets a lot of Energy from teammates hitting enemies with Bait and triggering his follow-up attack. To further encourage this synergy, Ashveil has an exceptional third major trace, which increases all allies’ Crit Damage by 40%, and an extra 80% for their follow-up attacks.
Gameplay Evaluation
With his high Multiplier Value and strong self-buff, Ashveil can function as both the hypercarry with several supportive units that can launch frequent attacks, such as Tribbie or Dan Heng – Permansor Terrae, or as a sub-DPS for another follow-up damage dealer like Feixiao or Dr. Ratio. His auto-targeting mechanics also let him clean up weaker mobs before targeting the elites/bosses quite efficiently, resulting in less wasted damage output when fighting a group of enemies.
His kit is most definitely designed to be a Sub-DPS first and foremost, as he has an amazing 40% Def Shred aura and a 120% Crit Damage teamwide buff. These traits massively benefit a second major damage dealer in the team, but do little when they are buffing support units.
However, at the time of his release, there is no other follow-up damage dealer that is actually on the same level as Ashveil, which makes playing him as a hypercarry the superior choice most of the time.
Ashveil HSR Core Skills

Basic Attack – Talons: Inculcate Decorum: Deals Lightning Damage equal to 100% of Ashveil’s Attack to a single target enemy.

Skill – Flog: Smite Evi: Marks one designated enemy target as “Bait,” dealing Lightning DMG equal to 200% of Ashveil’s ATK. If the target is already marked as “Bait,” it additionally deals Lightning DMG equal to 100% of Ashveil’s ATK to the target, as well as recovers 1 Skill Point(s). When “Bait” exists on the field, all enemies’ DEF is reduced by 40%.
When “Bait” does not exist on the field, Ashveil immediately inflicts “Bait” on the enemy target with the lowest HP on the current field. The “Bait” state only applies to the most recently marked target.

Ultimate – Banquet: Insatiable Appetite: Marks one designated enemy as “Bait,” deals Lightning DMG equal to 400% of Ashveil’s ATK to them, then immediately launches enhanced Talent’s Follow-Up ATK to them 1 time, and Ashveil gains 3 Charge.
This enhanced Talent’s Follow-Up ATK does not consume Charge. When “Gluttony” is in possession, for every 4 stacks of “Gluttony” consumed, additionally deals 1 instance of Lightning DMG equal to 200% of Ashveil’s ATK. If this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new “Bait,” until “Gluttony” becomes lower than 4 stacks. If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent’s Follow-Up ATK will immediately end.

Talent – Rancor: Enmity Reprisal: Ashveil starts with 2 Charge(s), up to a max of 3. After “Bait” is attacked by another ally target, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge(s) to launch a Follow-Up ATK against “Bait,” dealing Lightning DMG equal to 200% of Ashveil’s ATK, and subsequently gaining 2 stack(s) of “Gluttony,” stacking up to 12 time(s).

Technique – Devour: O Loathsome Hand: After using Technique, enemies within a set area are inflicted with Daze for 10 second(s). Dazed enemies will not actively attack ally targets.
When attacking a Dazed enemy to enter combat, deals Lightning DMG to all enemies equal to 100% of Ashveil’s ATK, and Ashveil gains 1 point(s) of Charge.
Ashveil HSR Traces

Damnation Trail: When Ashveil uses Skill or Ultimate, gains 1/ 2 stacks of “Gluttony.” During Ashveil’s Follow-Up ATK, whenever 1 enemies suffer a killing blow, Ashveil gains 1 stack(s) of “Gluttony.”

Phantom Limb: DMG dealt by Ashveil’s Follow-Up ATK increases by 80%, and for every 1 stack(s) of “Gluttony” in possession, DMG dealt by Follow-Up ATK additionally increases by 10%.

First Fang: While Ashveil is on the field, CRIT DMG dealt by ally targets increases by 40%, and CRIT DMG dealt by ally target’s Follow-Up ATKs increases by an additional 80%.
Ashveil HSR Eidolons

- Beware: Venture Not at Full Moon: While Ashveil is on the field, increases DMG taken by all enemies by 24%. When an enemy target’s current HP percentage is 50% or lower, the DMG they take increases to 36%.
- Knock: Where Snickers Echo: The max stack limit of “Gluttony” increases to 18. Whenever Ashveil triggers an enhanced Talent’s Follow-Up ATK, refunds 35% of the removed “Gluttony” stacks.
- Hush: Unsaid Between Friends: Ultimate Lv. +2, up to a maximum of Lv. 15. Basic Attack Lv. +1, up to a maximum of Lv. 10.
- Heed: Swallow Truth Whole: When Ashveil uses his Ultimate, increases ATK by 40% for 3 turn(s).
- Caution: Sleuth Turns Slayer: Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
- Finale: And Then There Were None: While “Bait” exists on the field, reduces all enemies’ All-Type RES by 20%. For each stack of “Gluttony” Ashveil has gained, his DMG dealt increases by 4.0%. This effect can stack up to 30 times.
Eidolon Priority
Unlike many modern units, Ashveil does not have a highly valuable early Eidolon that can entice vertical investors. It is advisable to just keep him at E0 since the return on investment is not as high.
E1 is a teamwide Vulnerability debuff that gets stronger when the enemies are below 50% HP. This Eidolon can net a 20% improvement to the team’s damage output, but is more valuable when he is used as a Sub-DPS than a hypercarry.
E2 increases his Gluttony stacks and refunds a certain amount of Gluttony stacks after he uses his Ultimate. This is entirely selfish and is a notable, but not massive, increase to his overall damage output.
E4 is a generic Attack boost when he uses his Ultimate, which can be somewhat valuable when not used with other strong Attack boosters like Robin or Dan Heng – Permansor Terrae, but overall unimpressive.
E6 follows most units’ trend of being very strong. It reduces all enemies’ All-Type Res Pen and gives him a permanent, stackable damage boost depending on the amount of Gluttony stacks he has gained, up to a maximum of 120% damage once he has gained 30 Gluttony stacks. Powerful, but expensive, and followed 3 rather lackluster Eidolons.
- Eidolon 1: Medium
- Eidolon 2: Medium
- Eidolon 4: Low
- Eidolon 6: Very High
Ashveil HSR Build Guide Overview
Light Cones
- The Finale of a Lie
- Baptism of Pure Thought
- The Hell Where Ideals Burn
- Worrisome, Blissful
- Cruising In The Stellar Sea
- Only Silent Remain
Main Stats
- Body: Crit Rate > Crit Damage
- Feet: Attack
- Orb: Lightning Damage / Attack
- Rope: Attack
Relics
- Pioneer Diver of Dead Waters
- The Ashblazing Grand Duke
Planar Set
- City of Converging Stars
- Duran, Dynasty of Running Wolves
- Inert Salsotto
- Izumo Gensei and Takama Divine Realm
HSR Ashveil Light Cones
Premium Options

The Finale of a Lie: Increases the wearer’s CRIT Rate by 18%. At the start of battle or for every 4 instance(s) of Follow-Up ATK the wearer uses, the wearer gains “Umbra Devourer,” lasting for 3 turn(s). While the wearer has “Umbra Devourer,” increases ATK by 40% and increases the DMG taken by all enemies by 20%. Effects of the same kind cannot stack.
Ashveil’s Signature Light Cone should be his best option. The permanent 20% Vulnerability aura from this Light Cone is valuable if he is used as a Sub-DPS, and as an investment, this Light Cone is around the same rate of improvement as his E1, but is a good bit cheaper to get. However, as a follow-up Hunt unit, Ashveil has a lot of great alternatives, so this Light Cone is not that integral to his function.

Baptism of Pure Thought: Increases the wearer’s CRIT DMG by 20%. For every debuff on the enemy target, the wearer’s CRIT DMG dealt against this target additionally increases by 8%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the “Disputation” effect, which increases DMG dealt by 36% and enables their Follow-Up ATKs to ignore 24% of the target’s DEF. This effect lasts for 2 turns.
A very strong Light Cone that massively improves Ashveil’s personal damage, only slightly behind his Signature Light Cone in terms of overall damage boost, but does nothing else to the team.

The Hell Where Ideals Burn: Increases the wearer’s CRIT Rate by 16%. When entering combat, if the allies’ Skill Points limit is 6 or higher, increases the wearer’s ATK by 40%. After each use of the wearer’s Skill, increases the wearer’s ATK by 10%, stacking up to 4 time(s).
Only consider this Light Cone when Ashveil is played with Sparkle. It is a good option as many players have this from the Archer’s spending event in the past, and provides a strong personal damage boost to Ashveil in the mould of Baptism of Pure Thought.

Worrisome, Blissful: Increase the wearer’s CRIT Rate by 18% and increases DMG dealt by Follow-Up ATK by 30%. After the wearer uses a Follow-Up ATK, inflicts the target with the “Tame” state, stacking up to 2 time(s). When allies hit enemy targets under the “Tame” state, each “Tame” stack increases the CRIT DMG dealt by 12%.
Despite being a Limited Light Cone, most players can get this from the shop. It is a good option for Sub-DPS Ashveil with a solid teamwide boost and stats.
F2P Options

Cruising In The Stellar Sea: Increases the wearer’s CRIT Rate by 8%, and increases their CRIT Rate against enemies with HP percentage 50% or less by an extra 8%. When the wearer defeats an enemy, their ATK is increased by 20% for 2 turn(s).
A good F2P option with generic boosts that one can get from Herta’s shop.

Only Silence Remain: Increases the wearer’s ATK by 16%. If there are 2 or fewer enemies on the field, increases the wearer’s CRIT Rate by 12%.
Ashveil’s playstyle fits well with this Light Cone, as he will naturally take out most of the weak enemies until there are only 1-2 strong enemies left.
HSR Ashveil Main Stats
- Body: Crit Rate >> Crit Damage
- Feet: Attack
- Orb: Lightning Damage / Attack
- Rope: Attack
Ashveil gets a lot of Crit Damage from his kits, so Crit Rate should be prioritized for his Body piece.
For boot, he generally does damage out of his turns and/or paired with Action Advance Support, so Attack is recommended, although Speed boot can be considered.
For Orb, both Lightning Damage% and Attack% will be good options to improve his personal damage.
Similarly, he wants Attack% on Rope for maximum damage output. Energy Regeneration Rate can be considered if he has enough Attack boost from teammates, but his Energy gained from teammates attacking does not scale with these stats, so it is not as potent as it can be.
HSR Ashveil Sub Stats
- Crit Rate
- Crit Damage
- Attack
Prioritize Crit Rate until he can reach 100% Crit Rate in combat, afterwards go for extra Crit Damage and Attack.
HSR Ashveil Relics
Option A

The Ashblazing Grand Duke
- 2-Pc: Increases the Damage dealt by follow-up attack by 20%.
- 4-Pc: When the wearer uses follow-up attacks, increases the wearer’s Attack by 6% for every time the follow-up attack deals Damage. This effect can stack up to 8 time(s) and lasts for 3 turn(s). This effect is removed the next time the wearer uses a follow-up attack.
Ashveil’s best-in-slot set that gives a lot of damage boost to his follow-up attacks. His follow-up attacks have a rather inconsistent number of hitcounts, so he won’t take full advantage of the 4-pc bonus, but this set should still be comfortably better than other options.
Option B

Pioneer Diver of Dead Waters
- 2-Pc: Increases Damage dealt to enemies with debuffs by 12%.
- 4-Pc: Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT Damage to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn(s).
Bait is considered a debuff, and Ashveil’s Defense Reduction Aura is also considered a debuff so he can fulfill the condition of Pioneer and gain a great amount of stats boost from it. A solid second-best option.
HSR Ashveil Planar Sets
Option A

City of Converging Stars
- 2-Pc: When the wearer uses a Follow-Up ATK, increases their ATK by 24% for 2 turn(s). When an enemy target is defeated, increases CRIT DMG for all allies by 12% for the rest of the current battle. This effect cannot stack.
Best-in-slot for Sub-DPS Ashveil when used with another follow-up attacker.
Option B

Duran, Dynasty of Running Wolves
- 2-Pc: When an ally uses follow-up attack, the wearer gains 1 stack of Merit, stacking up to 5 time(s). Each stack of Merit increases the Damage dealt by the wearer’s follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer’s Crit Damage by 25%.
Best-in-slot for hypercarry Ashveil, although the gap between this and City of Converging Stars is minuscule.
Option C

Inert Salsotto
- 2-Pc: Increases the wearer’s Crit Rate by 8%. When the wearer’s current Crit Rate reaches 50% or higher, the Damage dealt by the wearer’s Ultimate and follow-up attack increases by 15%.
Good generic option since most of his damage comes from Ultimate and follow-up attacks.
Option D

Izumo Gensei and Takama Divine Realm
- 2-Pc: Increases the wearer’s Attack 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%.
This should only be considered when he is paired with another Hunt unit, but it provides solid buffs.
HSR Ashveil Teammates
Ashveil can be played as both a hypercarry and a sub-DPS to another follow-up damage dealer. Right now, the better team should be hypercarry Ashveil since there are a lot more viable support units with strong buffs and high attack frequency compared to follow-up damage dealers.
Nihility / Harmony
Robin: Robin is still the best option for a team with two follow-up damage dealers, thanks to her teamwide buff and damage procs on every hit that her teammates inflict. Robin can be played with hypercarry Ashveil, but will not be as effective since he will prefer teammates that attack more often.

Tribbie / Remembrance Trailblazer: Both units provide very strong buffs that are not oversaturated in Ashveil’s kits and also have great attack frequency to trigger Ashveil’s Talent.

Sunday / Sparkle: Both provide strong buffs for hypercarry Ashveil, but generally do not attack, making them less appealing options than Tribbie and Remembrance Trailblazer.

Silver Wolf / Cipher: They also provide Def Shred and have high attack frequency (especially in the case of Cipher) to trigger Ashveil’s Talent.

Main DPS
Feixiao / Ratio: Feixiao and Dr. Ratio are the two best options to run as the main damage dealers as of the time of Ashveil’s release. Both have solid hit counts to take advantage of Ashveil’s kits, but their Multiplier Values are rather outdated.

Sub DPS
Topaz / Moze / March 7th (Hunt): Ashveil can run these Sub-DPS as teammates to take advantage of their high attack frequency, but their effectiveness is much weaker due to their low damage output.

Sustain
Dan Heng – Permansor Terrae: DHPT is Ashveil’s best-in-slot sustain right now. He provides a great amount of Attack boost and also attacks exceptionally frequently.

Aventurine: Aventurine can match DHPT in terms of attack frequency, but only when fighting very aggressive enemies. Other than that, he should be a good bit behind.

HSR Ashveil Teams
Ashveil Hypercarry

Ashveil Standard Follow-Up Team

Ashveil With Sub DPS

HSR Ashveil Pull Value and Conclusion
Despite being a pretty good unit on his own, Ashveil generally has very low pull priority at the release of his banner. This is because he is basically a Sub-DPS without any Main DPS that can actually match his level of damage output and fully take advantage of his kits. While playing Ashveil as a hypercarry has merit, he has rather meek vertical investment as his E1, E2, and Signature Light Cone are all rather decent instead of transformative like most recent Damage Dealers. Ashveil fans will most likely have to wait for a while before he finally gets someone with both synergy and the damage ceiling, which means there is no need to pull him right now, and it’s better off waiting for his re-run banner.
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