Honkai: Star RailCastoriceBest build, teams and other guides

Character
Introduction

Castorice is a 5 character from the Quantum element who follows the Path of Remembrance.

"Servant of Death" Castorice The land that reveres death, Aidonia, where snow falls endlessly, has today drifted into a sweet slumber. Castorice, daughter of the River of Souls, Chrysos Heir in search of "Death" Coreflame, sets forth. You must guard the lament of souls and embrace the solitude of destiny. Life and death are but a journey. When butterfly alights on the branch, what withers will bloom anew.

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

Video guide

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

Update tracker

Last review update

Patch 3.2

Last major build/calcs update

Patch 3.2

Last profile update*

April 8th, 2025

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

To learn more about Castorice 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

Skills
Basic ATK

Lament, Nethersea's Ripple

Single Target

Lv. 1

Energy gain: 0

Break: 10

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

Silence, Wraithfly's Caress

Blast

Lv. 1

Energy gain: 0

Break: 20 + 10 adjacent

Consumes 30% of all allies' current HP. Deals Quantum DMG equal to #1[i]% of Castorice's Max HP to one designated enemy and Quantum DMG equal to #2[i]% of Castorice's Max HP to adjacent targets. If current HP is insufficient, this ability will reduce HP to 1. If Netherwing is on the battlefield, this Skill becomes "Boneclaw, Doomdrake's Embrace" instead.
AoE(Enhanced)

Boneclaw, Doomdrake's Embrace

AoE

Lv. 1

Energy gain: 0

Break: 20

Consumes 40% of all allies' (except Netherwing) current HP. Castorice and Netherwing launch a Joint ATK on the target and deal Quantum DMG equal to #1[i]% and #2[i]% of Castorice's Max HP to all enemies. If current HP is insufficient, using the ability will reduce HP to 1.
Ultimate

Doomshriek, Dawn's Chime

Summon | 0 energy cost

Lv. 1

Energy gain: 0

Break: -

Summons the memosprite Netherwing and advances its action by 100%. At the same time, creates the Territory "Lost Netherland", which decreases all enemies' All-Type RES by #1[i]%. If the DMG Boost effect from Castorice's Talent is active, the effect is extended to Netherwing. Netherwing has an initial SPD of 165 and a set Max HP equal to 100% of max Newbud. After Netherwing experiences 3 turns or when its HP is 0, it disappears and dispels the Territory "Lost Netherland".
Talent

Desolation Across Palms

Enhance

Lv. 1

Energy gain: 0

Break: -

Max "Newbud" is based on all characters' levels on the battlefield. For each point of HP lost by all allies, Castorice gains 1 point of "Newbud." When "Newbud" reaches its maximum, Castorice's Ultimate can be used. When allies lose HP, Castorice's and Netherwing's DMG dealt increase by #1[i]%. This effect can stack up to 3 times, lasting for 3 turn(s). When Netherwing is on the field, "Newbud" cannot be gained through Talent, and HP lost by all allies (except Netherwing) will be converted to an equal amount of HP for Netherwing.
Technique

Wail, Death's Herald

Energy gain: 0

Break: -

After using Technique, enters the "Netherveil" state that lasts for 20 seconds. While "Netherveil" is active, enemies are unable to approach Castorice on their own. While in the "Netherveil" state, attacking will cause all enemies within range to enter combat. At the same time, summons the memosprite Netherwing and causes it to advance its action by 100%, as well as create its Territory "Lost Netherland." Netherwing starts with current HP equal to 50% of max "Newbud." After entering battle, consumes 40% of all allies' current HP aside from Netherwing. After entering battle and before summoning Netherwing, Castorice gains "Newbud" equal to 30% of maximum "Newbud."
Unique

Sanctuary of Mooncocoon

Unique

Energy gain: 0

Break: -

After obtaining Castorice or when Castorice is in the current team, receive the following effect: In battle, when an ally character receives a killing blow, all ally characters that received a killing blow in this action enter the "Mooncocoon" state. Characters in "Mooncocoon" temporarily delay becoming downed and can take actions normally. After the action, if their present HP increases, or if they gain the Shield effect before their next turn, "Mooncocoon" is removed. Otherwise, they will be downed immediately. This effect can be triggered 1 time per battle.
Memesprite Skills
Memosprite Skill

Claw Splits the Veil

AoE

Lv. 1

Energy gain: 0

Break: 10

Deals Quantum DMG equal to #1[i]% of Castorice's Max HP to all enemies.
Memosprite Skill

Breath Scorches the Shadow

AoE

Lv. 1

Energy gain: 0

Break: 10

Activating "Breath Scorches the Shadow" will consume 25% of Netherwing's Max HP to deal Quantum DMG equal to #1[i]% of Castorice's Max HP to all enemies. In one attack, "Breath Scorches the Shadow" can be activated repeatedly, with the DMG multiplier increasing respectively to #2[i]% / #3[i]%, until #3[i]%. The DMG Multiplier Boost effect will not be reduced before Netherwing disappears. When Netherwing's current HP is equal to or lower than 25% of its Max HP, activating the ability will reduce HP to 1, and then trigger the ability effect equal to that of the Talent "Wings Sweep the Ruins.
Memosprite Talent

Mooncocoon Shrouds the Form

Support

Energy gain: 0

Break: -

When Netherwing is on the field, it acts as backup for allies. When allies take DMG or consumes HP, their current HP can be reduced to a minimum of 1, after which Netherwing will consume HP at 500% of the original value until Netherwing disappears.
Memosprite Talent

Roar Rumbles the Realm

Support

Energy gain: 0

Break: -

When Netherwing is summoned, increases DMG dealt by all allies by 10% for 3 turn(s).
Memosprite Talent

Wings Sweep the Ruins

Bounce

Lv. 1

Energy gain: 0

Break: 5

When Netherwing disappears, deals 6 instance(s) of DMG, with every instance dealing Quantum DMG equal to #1[i]% of Castorice's Max HP to one random enemy units. At the same time, restores HP equal to #2[i]% of Castorice's Max HP plus #3[i] to all allies.
Major Traces
A2Major trace

Contained Dark Tide

After ally targets (excluding Netherwing) receive healing, converts 100% of healed value into "Newbud." If Netherwing is on the battlefield, the healing is instead converted into Netherwing's HP. The converted value for each ally target cannot exceed 12% of "Newbud"'s maximum limit. The accumulated conversion value from all units resets after any unit takes action.
A4Major trace

Inverted Torch

When Castorice's current HP is greater or equal to 50% of this unit's Max HP, her SPD increases by 40%. When Netherwing uses Breath Scorches the Shadow and deals fatal damage to all enemies on the field or brings them to a point where they cannot lose more HP, Netherwing's SPD increases by 100% for 1 turn.
A6Major trace

Where The West Wind Dwells

Each time Netherwing uses Breath Scorches the Shadow, increases its DMG dealt by 30%. This effect stacks up to 6 and lasts until the end of this turn.
Minor Traces (total)
CRIT Rate
CRIT Rate
+18.7%
CRIT DMG
CRIT DMG
+13.3%
Quantum DMG
Quantum DMG
+14.4%
Eidolons
E1

Snowbound Maiden, Memory to Tomb

Eidolon 1

When the enemy target's current HP is 80%/50% or lower than this unit's Max HP, the DMG dealt with "Boneclaw, Doomdrake's Embrace," "Claw Splits the Veil," "Breath Scorches the Shadow," and "Wings Sweep the Ruins" is 120%/140% of the original DMG.

E2

Crown on Wings of Bloom

Eidolon 2

After summoning memosprite Netherwing, Castorice gains 2 stack(s) of "Ardent Will." A maximum of 2 stacks of "Ardent Will" can be possessed at any given time, and can be used to offset Netherwing's HP consumption when using Memosprite Skill "Breath Scorches the Shadow" while advancing Castorice's action by 100%. In the next usage of Enhanced Skill, Castorice gains 30% of maximum "Newbud" points.

E3

Pious Pilgrim, Dance in Doom

Eidolon 3

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

E4

Rest in Songs of Gloom

Eidolon 4

While Castorice is on the battlefield, all allies' Incoming Healing increases by 20% when having their HP restored.

E5

Pristine Pages, Prophecy as Plume

Eidolon 5

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

E6

Await for Years to Loom

Eidolon 6

When Castorice or Netherwing deals DMG, increases Quantum RES PEN by 20%. When Netherwing attacks, it can ignore Weakness Type and directly reduce enemy Toughness. When it inflicts Weakness Break, triggers the Quantum Weakness Break effect. Additionally increases the Bounce count for Netherwing's Talent "Wings Sweep the Ruins" by 3 time(s).

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1631
ATK
ATK
523
DEF
DEF
485
Speed
Speed
95
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Ethereal Omen
    Ethereal Omen
    x 15
  • Echoing Wail
    Echoing Wail
    x 15
  • Darkveil Moonlight
    Darkveil Moonlight
    x 65
  • Eternal Lament
    Eternal Lament
    x 15
CV
ENG
Melody Muze
JPN
Saitou Chiwa (斎藤 千和)
CN
Ruan Congqing (阮从青)
KR
Lee Serena (이세레나)
Gallery

Castorice images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • Extraordinary damage output, 

  • Huge HP and HP scaling, 

  • Completely SP neutral, 

  • Numerous self buffs and some small party utility, 

  • Very accessible and flexible teambuilding, 

  • Surprising defensive utility, 

  • Netherwing provides All-Type RES PEN, 

  • Technique initiates fights with Netherwing directly, 

  • Unique Energy mechanic provides very consistent Ultimate uses.

Cons

  • Poor F2P Light Cone options, 

  • Requires quite high stat investment for herself and her team, 

  • Revive passive is highly conditional, 

  • Completely non-functional with shield-based sustains.

Review (By Sushou)

Castorice is an extraordinarily powerful Remembrance DPS that scales with HP and does not consume Skill Points. Like Acheron and Feixiao, Castorice does not use Energy for her Ultimate, instead using a charge system that accumulates based on HP lost from allies, and Castorice's Skill and Enhanced Skill consume HP from all allies to be used. Her memosprite is Netherwing, a giant dragon whose presence alters the field and decreases enemies' All-Type RES. Castorice has numerous ways to boost her damage output and even provides defensive value for the team with some AoE healing after Netherwing departs the field, damage redirection to Netherwing to prevent allies from dropping below 1 HP, and a once-per-battle pseudo-Revive from her unique passive.

The ephemeral reaper graces us at last. Castorice is the character we're getting for the second anniversary of Star Rail, and she brings with her immense amounts of sakuga. Yes, she is also unfathomably powerful and good and all that, but have you seen those animations? Whatever they're feeding those lot, they should keep doing it.

Breaking from our usual coverage, we’ll address Castorice’s one-of-a-kind (at least at the moment) global passive first, since it’s a contentious part of her kit. Hearing 'global revive passive' makes it sound like it's game-breaking, but in the current endgame, for most, it will end up as more of a nice bonus to have than something mandatory.

When an ally receives a killing blow, they get put in a stasis effect where they can still act until the end of their next turn, but unless they get healed or shielded before that time expires, the ally will still die. It is not a replacement for a sustain unit, and is mostly a small fallback for when you've made a mistake in endgame content and would otherwise need to restart the fight (at least at the moment).

Back to the regularly scheduled breakdown, Castorice uses HP for dealing damage, continuing the recent trend of Amphoreus characters doing so. She actually has the single highest base HP value in the game, exceeding even Mydei, and even better is that, also like Mydei, Castorice does not consume any Skill Points to use her Skill. Instead of consuming her own HP to use her Skill, Castorice consumes everyone's HP instead; 30% current HP drained from all allies (including herself) to deal up to 50% Castorice's Max HP to a target enemy, and 30% to adjacent targets.

This HP loss is very important for Castorice's Talent and Ultimate. Castorice doesn't have normal Energy, instead having a charge system that's represented as a percentage in game. Whenever allies lose HP, Castorice gets 1 point of Newbud. When Newbud reaches 100%, Castorice can use her Ultimate to summon the memosprite Netherwing, a massive and imposing dragon. Newbud is not accumulated when Netherwing is on the field.

Whenever allies lose HP, Castorice and Netherwing's DMG dealt increases by up to 20%, stacking up to 3 times and lasting for 3 turns (essentially a permanent 60% DMG bonus). The exact number of charge she needs is ambiguous in-game, but at max Equilibrium Level, this amounts to exactly 34000 charge — or in other words, your team needs to sustain 34000 points of damage to fully charge Castorice's Ultimate.

This seems like quite a lot and puts a lot of pressure onto your sustain to be able to restore HP. Along with a Bonus Ability Trace later, this is the clear indicator that Castorice teams should only ever consider using direct Abundance healers, especially ones with huge healing throughput like Gallagher and Luocha. As the HP drain of Castorice's Skill is current HP, if you are not healing consistently, you will not be getting enough Newbud to use Castorice's Ultimate. Do not run shielders.

After Castorice has gained enough Newbud, she can summon Netherwing. While Netherwing is active, Castorice's Skill becomes Enhanced, becoming a fully AoE Joint ATK, much like Aglaea's Enhanced Basic. Castorice will consume 40% current HP from all allies (including herself, but excluding Netherwing) to deal 30% and 50% of her Max HP (80% total) to all enemies. This is absurdly powerful, and this isn't factoring in what Netherwing themselves can do.

Netherwing is quite the summon, being a fair bit different from the ones we've seen thus far. When Netherwing is summoned, their action is advanced by 100%. They bring with them a domain expansion — sorry, 'Territory' — that decreases all enemies' All-Type RES by up to 20% for simply being on field. Netherwing also inherits any existing DMG boosting stacks from Castorice's Talent.

They have an impressive initial SPD of 165 and a Max HP equal to 100% of the max value of Newbud (which we know is 34000 HP). After 3 of Netherwing's turns, or after their HP is reduced to 0, it disappears and dispels its Territory, Lost Netherland.

Netherwing is too large to fight in the same row as your team, so they occupy a sort of backup row when summoned. This also means enemies can't actually directly harm Netherwing. Netherwing has an emergency damage redirection passive, where allies cannot go below 1 HP, but all excess damage is redirected to Netherwing at 500% of the original value. Useful very often, but don't rely on this all the time since even Netherwing's absurd Max HP can't survive too long against 500% damage. Netherwing also boosts all allies DMG dealt by 10% for 3 turns when summoned.

That's just what Netherwing does passively. Now onto actual attacks. Netherwing can choose between a claw attack and a breath attack. The claw attack deals 40% of Castorice's Max HP to all enemies on the field. It's a rather powerful AoE attack that is used to end the action early or to preserve HP.

The breath attack, however... we’re not allowed to type the exact sentence we would use to describe this, so you know it's good. This is also a fully AoE attack that consumes 25% of Netherwing's Max HP to deal up to 24% Castorice's Max HP to all enemies. This does not end the action, by the way. You can just keep going, with the second cast dealing 28% Castorice's Max HP, and the third cast onward dealing 34%. This DMG Multiplier does not decrease until Netherwing disappears, so if you do not consume all of Netherwing's HP in one action, Netherwing's next breath attack will start off fully ramped up.

Consuming HP when Netherwing is at or below 25% Max HP will reduce their HP to 1 and trigger a finisher burst called Wings Sweep the Ruins. This is an enormous kamikaze Bounce attack, dealing 6 instances of Quantum DMG equal to 40% of Castorice's Max HP. This attack also restores 6% of Castorice's Max HP plus 800 to all allies. This attack can end up dealing a total of 240% of Castorice's Max HP if all the Bounces land on one enemy.

Combining this with a fully channelled breath attack, you're adding an extra 120% for a new total of 360% DMG multiplier. This is absurd, and getting to heal allies when Netherwing leaves is just the cherry on top.

There are two main ways to utilise Netherwing’s power. The first way is to just immediately use all 4 breath attacks in one action and go in for the big finisher explosion. This is the generally preferred way, especially after factoring in her A6 Bonus Trace. 

The second way is to hold off on finishing the breath attack, either by only doing 3 breath attacks into a claw, or by just skipping the breath attack and using Netherwing’s claw attack. This is useful if you need to stack buffs onto Netherwing after they are already summoned, or if you want to delay the explosion for some reason. This playstyle is imperative in Sunday teams.

This is all just at base without factoring in the Bonus Ability Traces.

Castorice's A2 allows for Newbud to be charged by factoring in ally healing received; 100% of the healed value is stored into Newbud. If Netherwing is on the field, the healing is instead converted into HP for Netherwing. The converted value for each ally cannot exceed 12% of Newbud's maximum value (so this only counts up to 4080 HP per ally), and the value can be taken from the ally again after any unit takes action. Oh, and overhealing is absolutely included in the conversion, so don’t worry about your healers’ efforts going to waste. This is the Trace we mentioned earlier when we said you definitely only want to use Abundance healers with Castorice. With someone like Gallagher or Luocha on the team, not only do you heavily offset the damage everyone is taking from Castorice's Skill uses, but you also greatly accelerate the accumulation of Newbud for fast resummons of Netherwing.

A4 will grant Castorice a 40% SPD boost as long as her current HP is greater or equal to 50%. In addition to this, when Netherwing deals fatal damage to all enemies on the field with their breath attack, or brings them to a point where they cannot lose more HP (such as a phase transition), Netherwing will gain 100% SPD for 1 turn.

This provides Castorice a very frequent potent SPD boost in combat, allowing her to fully benefit from the 4-piece bonus of the Poet of Mourning Collapse relic set while still getting to be fast. The bonus for Netherwing is for AoE content like Pure Fiction, where Netherwing's breath attack can wipe the field easily, and it lets them act almost instantly against the new incoming enemies.

Her A6 makes it so that each time Netherwing uses their breath attack, their DMG dealt will increase by 30%. This effect stacks up to 6 times and lasts until the end of the turn. Realistically, it is not possible to have Netherwing use their breath attack more than 4 times (since the cost would become exactly 100% Max HP), but certain Blessings or Eidolons could potentially increase this value.

Either way, with this Trace active, it now becomes more efficient to go all out on the breath attack if you choose to use it, as the ramping DMG boost will then also apply to Wings Sweep the Ruins, resulting in a colossal nuke against enemies.

Eidolons are, as usual, completely unnecessary, but should you choose to go for them, you won't be disappointed. E2 in particular is a huge damage increase on Netherwing's breath attack, allowing you to cast it a total of 6 times in succession, while advancing Castorice's action by 100% and granting a head start towards the next summon of Netherwing.

Please read the comparison between her Signature and her Eidolons if you would like help in deciding which to go for.

Castorice is a harbinger of death. She has no issues with decimating everything in front of her while also providing an accessible lifeline for the party. By being completely SP neutral, she also has no issue with other characters using Skill Points, especially for healers to be able to maximise their healing output.

We’ve already discussed healing, but when it comes to support, the best general pairing for Castorice is the Remembrance Trailblazer. Mem's Support is a fantastic boon to Castorice's already insane damage, as the undiluted multiplier from the True DMG lets you pretty much annihilate whatever's bold enough to be in front of you. Additionally, the inclusion of Mem in the team means Castorice has an extra target to siphon HP from, further increasing the generation of Newbud and accelerating the next use of her Ultimate, and the Trailblazer can contribute to the healing amount by using their Skill to heal Mem.

The True DMG multiplier isn't as high as it could be since Castorice doesn't meet the Energy requirement to do so (given that it's technically 0), but thanks to the Trailblazer's Bonus Trace, she still gets a total of 36% extra True DMG. Mem's Support is also automatically mirrored onto Netherwing when they are summoned, so there's no risk of losing value from the powerful buff. Mem also being able to directly attack helps to proc HP healing and draining effects from the team, and can even further accelerate the accumulation of Newbud.

Tribbie is probably the best general support for Castorice. Tribbie is fantastic for Castorice for the same reasons that Tribbie is great for Mydei; Tribbie's buffs are universal and are not tied to any one particular stat, meaning that the HP scaling Castorice will get full value at all times. Tribbie also ends up having wonderful synergy with the aforementioned Abundance healers since they require attacking to proc their healing.

Tribbie’s frequent follow-up attacks mean she can equally frequently proc Luocha’s or Gallagher’s healing effects, contributing even more to Newbud generation. You’re probably seeing a theme here by now. In addition to this, since Tribbie is a HP scaler herself, Castorice’s HP draining Skills will be able to generate a lot more Newbud upfront due to Tribbie’s build, resulting in her having a very high amount of Max HP.

These two characters of Tribbie and the Remembrance Trailblazer make up the best support team for Castorice. They provide the team with everything you could possibly want and then some more on top. It’s great that one of these characters is freely available to everyone, but Tribbie in particular provides the largest increase to overall performance, so it’s important to know this if you plan on having the strongest Castorice team possible.

Sunday is, of course, an alternative for Castorice, but is surprisingly more challenging to make use of for Castorice specifically. As Castorice doesn't use Energy, Sunday's Energy Restore is completely useless. Worse still is that Netherwing will not mirror Sunday's buffs if they were already active before Netherwing was summoned; Sunday would need to refresh the benefits of his Skill, Ultimate, and Talent directly in order for Netherwing to gain those benefits.

This is where the aforementioned second playstyle of Netherwing comes in. By delaying the use of Wings Sweep the Ruins by using Netherwing’s claw attack, you give Sunday enough time to re-buff Castorice and also have the effects spread to Netherwing, leading to a fully powered-up finisher.

Castorice also has fluctuating SPD values, especially when losing large amounts of HP at once, meaning that attempting to SPD tune to Sunday is quite the headache, and Netherwing's naturally very high SPD of 165 compounds this further. Giving Castorice more turns will also lead to steeper HP drain on the entire party, putting more pressure on the healers to be able to heal things back quickly enough — remember that Castorice's HP drain is based on current HP, so if everyone is already very low when she uses her Skill, the amount of Newbud she will generate will be significantly reduced, leading to far fewer Ultimate uses.

It's not impossible to use Sunday by any means, but it should be pretty clear that he’s definitely more challenging to use.

If you are interested in running a dual DPS setup, then the number 1 pick for that is the vanquisher Mydei. He already has no trouble fluctuating his own HP in order to deal damage, and has plenty of ways to regain it as well. Having a naturally nigh-unkillable unit on the team with the dragon that also prevents death can result in an extraordinarily durable team comp that deals huge damage as well.

Do note that if you use Mydei with her, you're somewhat forcing yourself to also use Tribbie as the support for both the DPS. Mydei would be taking the Remembrance Trailblazer's spot in the team, and this is again due to Tribbie providing universal buffs that benefit both Mydei and Castorice simultaneously. Neither of these two DPS explicitly needs the other to function, they work masterfully alone or together, but that choice is ultimately yours. Mydei is a good option to have in case the enemy is also weak to Imaginary.

If you are lacking Tribbie, this is going to result in a sizeable reduction to Castorice’s performance, and makes running dual DPS with Mydei extremely difficult, but it’s not completely over if you don’t have Tribbie… There is still the classic option of putting in Pela. The DEF Reduction she provides is greatly appreciated, and due to the extremely SP positive nature of the team (regardless of if you're using Remembrance Trailblazer or Mydei for the other slot), Pela has plenty of Skill Points to use to funnel herself enough Energy for maximum uptime on her Ultimate's debuff. Jiaoqiu is also quite similar so if he's not being used for a certain Self-Annihilator, he can also be used for Castorice. Finally, Ruan Mei can also be used as a Tribbie replacement if she’s not used elsewhere.

It's definitely far worse than using Tribbie, but at least you’re not completely and utterly out of options if you don’t have Tribbie.

Lastly, actually playing Castorice. The actual in-combat experience is not that complicated, to the point that even Auto-Battle will play exactly as you would prefer to play to maximise damage. The issue is more in building the team ahead of said battle.

Aside from that, there's not much else to say. She's crazy strong, and somehow has room to grow if units get released that are tailored for her gameplay. She's quite easy to pilot (if you're not using Sunday, sorry), and worst case scenario, Auto-Battle has you covered too. Strong in all game modes, beautiful design, and she's got a dragon.

Happy anniversary.

Ratings

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

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

Available ratings:

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

MoC

T0.5

PF

T0.5

AS

Build and teams

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

123.10%

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

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

Source: Event Warp (limited)

Due to the Remembrance path limited Light Cone options, her signature is a large improvement over her other options. Notably the Action Advance from this Light Cone can allow you to hit AV breakpoints such as the first cycle in Memory of Chaos - since her in-combat SPD with 4-Pc Poet’s upper limit is ~133, and it can also enable her to overtake 135 SPD Sunday for the -1 SPD Sync. This Light Cone also significantly increases her Max HP, allowing for more HP to be consumed for her Ultimate Charges and has a whopping 30% DEF SHRED - a stat she doesn't have easy access to elsewhere and which stacks incredibly well with other DEF shredding sources.

107.48%

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

Source: Nameless Glory

A strong alternative to Castorice's signature when at S5 but with the downside of granting CRIT Rate that can easily overflow beyond 100% due to her Traces, Relics, and team buffs if not careful, wasting a portion of its potential.

100%

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

Source: Nameless Glory

Noticably weaker at S1 than at S5, but still a reasonable option for Castorice - as long as the CRIT RATE isn't wasted.

93.23%

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

Source: Stellar Warp

Due to limited Cone options, and due to how much HP% can stack via Relics and stats, running Light Cones with high Base HP funnily enough can be competitive, especially because Castorice doesn’t need many DMG Bonuses thanks to her kit being stuffed with them. Cones with 1270 Base HP or higher are reasonable options (regardless of path).

87.08%

Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.

Source: Stellar Warp

Like above, Light Cones with 1058 HP can also work well and outpeform other Rememberance options.

86.80%

Increases the wearer's CRIT DMG by 12/15/18/21/24%. When the wearer's memosprite uses an ability on any ally target, increases all ally targets' DMG dealt by 8/10/12/14/16%, lasting for 3 turn(s).

Source: Forgotten Hall Store

Unfortunately this Cone loses out to Base HP off-path Cone due to its low base HP, mediocre CRIT DMG boost, and the fact its DMG% does not apply for Castorice.
Best Relics

Keep in mind that majority of Castorice damage comes from Netherwing - most set effects don't really work or do anything to benefit her.

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

Best Relic Sets

100%

(2)

Increases Quantum DMG by 10%.

(4)

Decreases the wearer's SPD by 8%. Before entering battle, if the wearer's SPD is less than 110/95, increases the wearer's CRIT Rate by 20%/32%. This effect also applies to the wearer's memosprite.

Castorice can naturally be played on the slower side due to her kit and free 40% Speed boost in combat, which doesn't interfere with the 4P set bonus. All this makes this set almost purely upside and the highest priority to farm if you aren't using it yet.

87.75%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Flex

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

  • Longevous Disciple
    Longevous Disciple
    [HP +12%] (Recommended)
  • Genius of Brilliant Stars
    Genius of Brilliant Stars
    [Quantum DMG +10%]
  • Poet of Mourning Collapse
    Poet of Mourning Collapse
Best Planetary Sets

100%

(2)

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

The natural choice for Castorice as most other options either don't affect her memosprite or have unsuitable stats.

92.7%

(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%.

92.09%

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

92.07%

(2)

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%.

91.00%

(2)

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%.

All the above options have their own issues - mainly not affecting Netherwing - so only use them when you're farming the Bone Collection set.
Best Stats
Body
CRIT DMG
CRIT DMG
>
HP
HP%
Feet
HP
HP%
Planar Sphere
HP
HP%
>
Quantum DMG
Quantum DMG
Link Rope
HP
HP%
Substats:

CRIT DMG = CRIT Rate > HP% > SPD (Less than 95)

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

  • ATK: As an HP scaler Castorice has zero use for ATK, avoid building it entirely.

  • SPD: Castorice's best relic set (by a very significant margin) requires she remain below 95 Speed in order to fully activate. This combined with the fact that she gains a 40% increased Speed while above 50% HP, makes SPD a lackluster stat to build on her unless aiming to hit specific speed tuning break points (like when playing with Sunday).

  • OFFENSIVE STATS: When it comes to building offensive stats on Castorice CRIT DMG and CRIT RATE are the priority, but because Castorice gains so much CRIT RATE from top her relic set, best teammates and traces, it's very possible you'll hit 100% or even overcap your CRIT RATE if you're not careful.

    • Due to this CRIT DMG is generally preferable on gear. After capping out CRIT RATE and getting as much CRIT DMG as possible, HP% is the next most valuable stat to build when compared to the remaining stat of DMG%.

    • The reason for this is simple - Castorice deals most of her damage via her Memosprite and that Memosprites gains an absurd amount of DMG% for free. The exception to all these rules is if you're able to gain damage amplifications outside of the norm (such as TRUE DMG%, DEF SHRED%, RES PEN% and DMG TAKEN%) these all hold a higher priority over the more accessible stats found on relics.

Build comments

-

Recommended endgame stats
  • HP: 7000-8000+

  • DEF: 700+

  • CRIT Rate: 80-100% (Including Poet)

  • CRIT DMG: 200-220%+

  • SPD: Base Speed OR <95

Traces priority
Skills priority:

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

Major Traces priority:

Contained Dark Tide (A2) > Where The West Wind Dwells (A6) > Inverted Torch (A4)

Investment

Are you wondering whether you should pull for Castorice Eidolons or her Light Cone? Or maybe there's another option? Then this section is for you!

Castorice E0 > Tribbie E0 > Castorice S1 > Castorice E2

  1. Tribbie E0 - yes. That's right. Tribbie elevates Castorice performance to a new level (especially in PF) as she provides everything she needs. A lot HP to consume? Check. Non-diluted buffs? Check. FUA to trigger additional healing? Check. Decent own damage to help kill stragglers so the dragon can go fusrodah on a fresh wave? Check. Tribbie is also the most universal Sub-DPS/Amplifier that can be used with virtually anyone.
  2. Castorice S1 - Due to the Remembrance path limited Light Cone options, her signature is a large improvement over her other options. Notably the Action Advance from this Light Cone can allow you to hit AV breakpoints such as the first cycle in Memory of Chaos - since her in-combat SPD with 4-Pc Poet’s upper limit is ~133. This Light Cone also significantly increases her Max HP, allowing for more HP to be consumed for her Ultimate Charges and has a whopping 30% DEF SHRED - a stat she doesn't have easy access to elsewhere and which stacks incredibly well with other DEF shredding sources.
  3. Castorice E2 can be immensely powerful, granting Castorice 30% faster access to Netherwing, 2 extra breaths (leading to more damage and more DMG% buff stacks), and action advancement that allows her to use her Joint attacks incredibly frequently. All of this adds up to an absurdly powerful boost, but this boost comes with a catch. Keep in mind that the advancement from this Eidolon can severely interfere with certain support characters buff uptimes on Castorice, resulting in much lower gains in reality than in theory - this can be played around but is worth keeping in mind when assessing the power of this Eidolon.
    • Yes, we have skipped E1. That's on purpose, because it's honestly not worth going for E1 if you're planning to stop there and don't pull E2.
Playstyles

Currently, there are 2 main ways you can pilot Netherwing, either instantly detonating it, or to keep it up as long as possible. Keep in mind that autoplay will always immediately detonate Netherwing - which is actually the preferred playstyle for most teams (not always for Sunday) even on manual.

Instant Detonation Playstyle

The first way to play Castorice is to immediately spam the breath attack right after Netherwing is summoned, consuming all of Netherwing’s HP to trigger the Bounce attack. The reason to do this is that her finisher attack is extremely potent and triggering it as many times as possible is key to maximising damage (especially in single target).

The other reason behind instant detonation is to take full advantage of her A6 in order to ensure the explosion has as many stacks of her 30% buff as possible! Also with the Remembrance Trailblazer in the team, as long as Castorice has Mem’s Support, Netherwing will inherit the buff when it is summoned with no buff uptime issues. With Sunday however, it is recommended to wait until Netherwing is buffed before consuming all HP.

Pros

  • Most suitable for Hypercarry Castorice,
  • No healing/HP loss wasted - all gets converted into Ultimate Charge,
  • Strong Single-Target DMG from Memosprite Talent, and ensures maximum DMG Boost stacks while triggering it,
  • Triggers the summon/exit more often for the Action Advance from signature Light Cone or E2.
Cons

  • Significant pressure on healing/HP loss - Netherwing can be inactive for a long time if there is not enough healing to resummon it back up,
  • Team won't have access to Netherwing’s 20% RES PEN territory effect consistently.
Maintaining Netherwing Playstyle

To keep Netherwing on the field, you can avoid using the Breath attack when it's at 25% HP or lower by using the Claw attack - generally you can do 3 Breath + Claw when Netherwing is at 100% HP.

Pros

  • 20% All-Type RES reduction debuff, so allies benefit from it,
  • Lower pressure on Ultimate Charge, since Netherwing will stay around for 3 turns.
Cons

  • While not strictly required, you still need potent healing to ensure Netherwing can perform 3 Breath attacks every turn.
  • Her powerful finisher attack does not trigger as often, resulting in weak single-target performance.
Synergy

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

Teams

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

Best Team

Tribbie-less Team

MyRice Team (Dual DPS)

F2P Team

Teams (MoC)

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

There are no teams featuring Castorice who have cleared Memory of Chaos in the current cycle.

Video guides

MoC/PF/AS Statistics

MoC 3.1 / PF 3.1 / AS 3.1

Castorice Memory of Chaos stats aren't available yet.

Calculations

Calculations
Disclaimers:
  • E2 can be immensely powerful, granting Castorice 30% faster access to Netherwing, 2 extra breaths (leading to more damage and more DMG% buff stacks), and action advancement that allows her to use her Joint attacks incredibly frequently. All of this adds up to an absurdly powerful boost, but this boost comes with a catch. The advancement from this Eidolon can severely interfere with certain support characters buff uptimes on Castorice, resulting in much lower gains in reality than in theory - this can be played around but is worth keeping in mind when assessing the power of this Eidolon.
  • We calculated her DPS output using her signature Light Cone (Make Farewells More Beautiful S1) and (Sweat Now, Cry Less S1). If you want to check how other Light Cones perform on her, check the Light Cone section (or the early access guide),
  • The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1, 3 and 5 targets. The section below has all the rules listed.

General:

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

Enemies:

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

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.
Castorice [1 target]
Make Farewells More Beautiful
2 493 400 dmg353%
Sweat Now, Cry Less
2 001 506 dmg283%
Make Farewells More Beautiful
1 683 736 dmg238%
Sweat Now, Cry Less
1 354 491 dmg192%
Make Farewells More Beautiful
1 583 024 dmg224%
Sweat Now, Cry Less
1 274 430 dmg180%
Make Farewells More Beautiful
1 583 024 dmg224%
Sweat Now, Cry Less
1 274 430 dmg180%
Make Farewells More Beautiful
1 480 359 dmg209%
Sweat Now, Cry Less
1 192 561 dmg169%
Make Farewells More Beautiful
1 067 916 dmg151%
Sweat Now, Cry Less
866 688 dmg123%
Make Farewells More Beautiful
869 882 dmg123%
Sweat Now, Cry Less
706 626 dmg100%
Castorice [3 targets]
Make Farewells More Beautiful
4 228 672 dmg350%
Sweat Now, Cry Less
3 413 080 dmg283%
Make Farewells More Beautiful
3 164 598 dmg262%
Sweat Now, Cry Less
2 558 866 dmg212%
Make Farewells More Beautiful
2 900 153 dmg240%
Sweat Now, Cry Less
2 347 526 dmg194%
Make Farewells More Beautiful
2 900 153 dmg240%
Sweat Now, Cry Less
2 347 526 dmg194%
Make Farewells More Beautiful
2 780 564 dmg230%
Sweat Now, Cry Less
2 251 991 dmg187%
Make Farewells More Beautiful
1 798 389 dmg149%
Sweat Now, Cry Less
1 465 367 dmg121%
Make Farewells More Beautiful
1 480 179 dmg123%
Sweat Now, Cry Less
1 207 465 dmg100%
Castorice [5 targets]
Make Farewells More Beautiful
5 824 444 dmg359%
Sweat Now, Cry Less
4 707 726 dmg290%
Make Farewells More Beautiful
4 529 209 dmg279%
Sweat Now, Cry Less
3 665 800 dmg226%
Make Farewells More Beautiful
4 114 763 dmg254%
Sweat Now, Cry Less
3 334 408 dmg206%
Make Farewells More Beautiful
4 114 763 dmg254%
Sweat Now, Cry Less
3 334 408 dmg206%
Make Farewells More Beautiful
3 978 250 dmg245%
Sweat Now, Cry Less
3 225 208 dmg199%
Make Farewells More Beautiful
2 426 344 dmg150%
Sweat Now, Cry Less
1 977 833 dmg122%
Make Farewells More Beautiful
1 987 958 dmg123%
Sweat Now, Cry Less
1 622 091 dmg100%
Relic Set

(2)

Increases Quantum DMG by 10%.

(4)

Decreases the wearer's SPD by 8%. Before entering battle, if the wearer's SPD is less than 110/95, increases the wearer's CRIT Rate by 20%/32%. This effect also applies to the wearer's memosprite.

Planetary Sets

(2)

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

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

CRIT Rate (32.1%), CRIT DMG (88.2%), HP (23%)