Evernight: Guide, Skills, Builds, Teams & More
Evernight is the second Ice Remembrance unit released in Honkai Star Rail. An HP-scaling Damage Dealer that excels in both hypercarry and sub-DPS roles, Evernight is one of the strongest Damage Dealers at the time of her release in either role, albeit with some massive restrictions regarding potential teammates.
HSR Evernight Release Date
Evernight’s banner will be in the first half of Version 3.6, releasing on September 24th, 2025, and will run until October 15th, 2025.
Evernight HSR Kit Overview (Trace Level 10)
Memosprite Evey and Memoria Stack
As a Remembrance unit, Evernight’s abilities are focused around her Memosprite, Evey, and, specifically to her, a unique stack mechanic called Memoria. Upon entering battle, Evernight will summon Evey, which has a 160 base Speed by default and inherits 50% of Evernight’s Max HP as its own HP.
Evey will always immediately take action after getting summoned by any of Evernight’s effects. While Evey is on the field, Evey and Evernight’s damage are increased by 50%. Every time Evernight or Evey loses HP, both of their Crit Damage will be increased by 60% for 2 turns, and Evernight will also gain 2 Memoria stacks.
Normally, when Evey takes action, it will attack automatically, prioritizing the last target that Evernight attacked, and gain 1 stack of Memoria. With each 4 stacks of Memoria, Evenight will deal more damage, scaling with its max HP. When 16 or Memoria stacks are reached, Evey will dispel all the Crowd Control effects from itself and immediately take action.
This is when it can use a special attack called Dream, Dissolving, as Dew, which deals one instance of damage equal to 12% of Evey’s Max HP multiplied by the amount of Memoria stacks to a primary damage and then another damage instance equal to 6% of Evey’s HP multiplied by the amount of Memoria stacks to other enemies.
After this skill is cast, Evey will consume all Memoria stacks and disappear. Upon disappearing, Evey will increase Evernight’s Speed by 10%, and for each Memoria consumed, Evernight’s Speed is further increased by 1%, with a cap at 40%. This Speed boost will be removed at the start of Evernight’s next turn.

Evernight’s Skill, Ultimates, and Traces
Evernight’s remaining abilities and traces are built around creating more Memoria stacks for bigger explosions. The primary effect player needs to keep track of is from her Ultimate. Upon use, if Evey is not on the field, Evernight will summon it and then deal damage equal to 200% of Evey’s max HP to all enemies, and then Evernight will enter a state called Darkest Riddle, which has 2 Charges.
While Darkest Riddle is active, all enemies take 30% more damage, and both Evernight & Evey’s damage are increased by another 60% while also being immune to Crowd Control. Every time Evey uses her Special Skill – Dream, Dissolving, as Dew, one Charge of Darkest Riddle will be expended, and upon reaching 0 Charge, Evernight will escape this state.
Evernight’s Skill will consume her own HP and summon Evey if the memosprite is not on the field. If Evey is already on the field, this will heal its HP by 50% instead. This skill will increase all allied memosprites’ Crit Damage by 24% of Evernight’s own Crit Damage for 2 of Evernight’s turns and gain 2 Memoria stacks. If she is already in the Darkest Riddle state, the Skill will grant a whopping 12 additional Memoria stacks.
This gives Evernight a huge incentive to use this Skill while this state is active. The common play would be holding Evernight’s Ultimate until her own turn, using her Ultimate, then casting her Skill, which will ensure Evey gets a massive amount of Memoria stacks and, in return, huge damage output.
Evernight’s first major trace – Dark the Night, Still the Moon increases both her and Evey’s Crit Rate by 35%. When she uses her ability, she will consume 5% of her current HP to increase both her and Evey’s Crit Damage by 15% for 2 turns. After Evey uses her enhanced skill – Dream, Dissolving, as Dew, she will recover 1 Skill Point for the team.
Her second major trace – Rouse the Flame, Lull the Light regenerates 70 Energy for Evernight at the start of the combat and 1 Memoria stack. When Evernight or an allied memosprite uses any ability, she will gain 5 Energy and gain 1 Memoria stack.
Finally, Kindle the Morn, Drop the Rain, increase all allied memosprites on the field Crit Damage by 5% – 65%, increasing depending on the amount of Remembrance characters in the team while her skill persists.
Overall Gameplay Evaluation
There are a lot of similarities between Evernight and another earlier released HP-scaling Remembrance Damage Dealer – Castorice. Just like Castorice, Evernight’s primary way to generate stacks, which converts to damage, is via lowering her and her memosprite’s HP. Their best in slot teams are also carbon copies, and Evernight is made to be played alongside Castorice at the point of her release.
However, while Castorice encourages the player to field Remembrance teammates in a more indirect way (as the more things for her to drain HP from to charge her Newbud, the faster she can summon her Dragon), Evernight is much more direct. Evernight traces and signature Light Cone both incentivize players to field as many Remembrance units in the team as possible, in a similar mould to Acheron. This creates a big dilemma, as there are not that many Remembrance units right now that function as Support. Furthermore, Evernight has an extremely powerful symbiotic relationship with Hyacine, as she is the only sustain unit with a Memosprite and a mechanic to lower Evernight’s HP to charge her Memoria.
But once she gets her team, Evernight is a fantastic Damage Dealer. She can work as both a Sub-Damage Dealer and Hypercarry, being the linchpin of the Remembrance team. Most Damage Dealers need to sacrifice some firepower when played with a sustainer, but for Evernight, as soon as she gets access to Hyacine, her power skyrockets, which gives her a potent combination of both high damage and high survivability.
This is very relevant when the game is releasing more and more challenging content for the players to tackle, just like the Anomaly Arbitration mode, which is releasing in the same patch.
Evernight HSR Core Skills

Basic Attack – Time Thence Blurs: Deals Ice DMG equal to 50% of Evernight’s Max HP to one designated enemy.

Skill – Day Gently Slips: Consumes 10% of Evernight’s current HP to summon memosprite Evey and increases CRIT DMG of all ally memosprites by an amount equal to 24% of Evernight’s CRIT DMG for 2 turn(s). Duration decreases by 1 at the start of each of Evernight’s turns. If Evey is already on the field, restores 50% of its Max HP. When used, gains 2 “Memoria.” If in the “Darkest Riddle” state, gains 12 additional “Memoria.”

Ultimate – O Wakeful World, Goodnight: Summons memosprite Evey, then memosprite Evey deals Ice DMG equal to 200% of Evey’s Max HP to all enemies, and causes Evernight to enter the “Darkest Riddle” state. During this state, the DMG received by all enemies increases by 30%, the DMG dealt by Evernight and memosprite Evey increases by 60%, and both Evernight and memosprite Evey are immune to Crowd Control debuffs.
Gains 2 “Darkest Riddle” Charge(s). Memosprite Evey consumes 1 Charge after using “Dream, Dissolving, as Dew.” At the start of Evernight’s turn, if no Charges remain, exits the “Darkest Riddle” state.

Talent – With Me, This Night: When entering combat, summons memosprite Evey. Memosprite Evey has 160 SPD by default, and its Max HP is 50% of Evernight’s Max HP. Each time Evernight or memosprite Evey loses HP, increases CRIT DMG for both this unit and memosprite Evey by 60% for 2 turn(s), and gains 2 “Memoria.” This effect can trigger only once per target per attack.
When Evernight has 16 or more “Memoria,” dispels and becomes immune to Crowd Control debuffs. If memosprite Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after memosprite Evey uses “Dream, Dissolving, as Dew.”

Technique – Let it Rain Cold On Thee: After using Technique, at the start of the next battle, gains an effect identical to the Skill which increases all allies’ memosprite CRIT DMG, and gains 1 point(s) of “Memoria.”
Evernight’s Memosprite – Evey Skills
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Memosprite Skill – Remembrance, Whirling, Like Rain: This ability automatically selects a target, prioritizing the enemy target that Evernight last attacked. Deals Ice DMG equal to 50% of Evey’s Max HP to one enemy. For every 4 point(s) of “Memoria” Evernight currently has, further deals Ice DMG equal to 10% of Evey’s Max HP. After use, Evernight gains 1 point(s) of “Memoria.”
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Memosprite Talent – Solitude, Drifting, In Murk: Evey is immune to Crowd Control debuffs but has increased chance of being targeted. While Evernight is on the field, increases DMG dealt by Evernight and Evey by 50%.
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Memosprite Talent – You, Parting, Beyond Reach: Upon disappearing, increases Evernight’s SPD by 10%. If the disappearance is due to using “Dream, Dissolving, as Dew,” for each point of “Memoria” used in this attack, additionally increases Evernight’s SPD by 1%, counting up to 40 point(s) of “Memoria.” The SPD Boost effect cannot stack, and is removed at the start of Evernight’s next turn.
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Memosprite Skill – Dream, Dissolving, as Dew: When Evernight’s “Memoria” is greater than or equal to 16 points, and Evernight is not under a Crowd Control state, this ability can be used. For each point of “Memoria” currently in possession, deals Ice DMG equal to 12% of Evey’s Max HP to the primary target, and Ice DMG equal to 6% of Evey’s Max HP to other enemy targets. After use, consumes all “Memoria” and HP, and Evey disappears.
Evernight HSR Traces

Dark the Night, Still the Moon: Increases Evernight and the memosprite Evey’s CRIT Rate by 35%. When using abilities, consumes 5% of this unit’s current HP to increase both their CRIT DMG by 15% for 2 turn(s). After memosprite Evey uses “Dream, Dissolving, as Dew,” recovers 1 Skill Point for allies.

Rouse the Flame, Lull the Light: At the start of combat, Evernight regenerates 70 Energy and gains 1 “Memoria.” When Evernight or an ally memosprite uses an ability, Evernight regenerates 5 Energy and gains 1 “Memoria.”

Kindle the Morn, Drop the Rain: When using Skill, increases SPD by 20 for this unit and the teammate with “Military Merit,” lasting for 3 turn(s). When the character with “Military Merit” uses Basic ATK or Skill, regenerates 5 Energy for Evernight.
Evernight HSR Eidolons

- Sleep Tight, the Night Dreams Long: When Evernight is on the field and when there are 4 or more/3/2/1 enemy targets on the field, ally memosprites deal 120%/125%/130%/150% of their original DMG respectively.
- Listen Up, the Slumber Speaks Soft: Increases Evernight’s and memosprite Evey’s CRIT DMG by 40%. Each time Evernight gains “Memoria,” increases the gained “Memoria” by 2 point(s). When using Ultimate, additionally gains 2 “Darkest Riddle” state Charge(s).
- Fear Not, the Nightmare Lies Past: Skill 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.
- Wake Up, the Tomorrow is Yours: While Evernight is on the field, ally memosprites’ Weakness Break Efficiency increases by 25%, and memosprite Evey gains an additional 25% Weakness Break Efficiency.
- Let Go, the “Me” in Memories: Ultimate 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.
- Like This, Always: While Evernight is on the field, all allies’ All-Type RES PEN increases by 20%. After memosprite Evey uses “Dream, Dissolving, as Dew,” Evernight gains 30% of the consumed “Memoria” in this attack.
Eidolon Priority
Evernight has a very powerful set of Eidolons. Most of the recent Damage Dealers have one out of two early Eidolons being extremely impactful, with the other remaining one being lackluster. Evernight is a bit of an exception, with both her E1 and E2 being very impactful, albeit in different situations.
Her E1 provides a massive boost to the Remembrance team in general by boosting the allied Memosprites’ damage. This is a final modifier increase, so it is not diluted by buff stacking, which is a tremendous improvement for both Evernight as a Sub-DPS for Castorice and hypercarry Evernight, especially in low enemy count scenarios where both units may lose some of their power.
Her E2 is a lot more selfish, providing another Crit Damage% buff to both Evernight and Evey, improving her Memoria stacks generation, and giving 2 extra charges of Darkes Riddle when she uses her Ultimate. This is a humongous improvement to Hypercarry Evernight, making her one of the strongest damage dealers at this investment level.
Her E4 is only useful for Apocalyptic Shadow, boosting all allied memosprites’ Break Efficiency. Still, since this mode has recently been less about actual breaking and more about specific actions, it is not really that impactful.
Her E6 is another fantastic but costly upgrade to the entire team’s damage output, while also essentially giving her more Memoria stacks by refunding a portion of the Memoria spent after every Evey’s Enhanced Skill.
- Eidolon 1: Very High
- Eidolon 2: Very High
- Eidolon 4: Low
- Eidolon 6: High
Evernight HSR Build Guide Overview
Light Cones
- To Evernight’s Stars
- Make Farewells More Beautiful
- The Flower Remembers
- Sweat Now, Cry Less
- The Story’s Next Page
- Memory’s Curtain Never Falls
Main Stats
- Body: Crit Rate %/Crit Damage%
- Feet: Speed/HP%
- Orb: Ice Damage %/HP%
- Rope: HP% > Energy Regeneration Rate %
Relics
- World- Remaking Deliverer
- Longevous Disciple
Planar Set
- Bone Collection’s Serene Desmene
- Arcadia of Woven Dreams
HSR Evernight Light Cones
Premium Options

To Evernight’s Stars: Increases the wearer’s Max HP by 30%/37.5%/45%/52.5%/60%. When the wearer’s memosprite uses an ability, the wearer gains “Noctis.” While the wearer has “Noctis,” all allies’ memosprites ignore 20%/22.5%/25%/27.5%/30% of the target’s DEF when dealing DMG. Increases the DMG dealt by the wearer and their memosprite by 30%/37.5%/45%/52.5%/60%. When the wearer’s memosprite disappears, the wearer recovers 8/10/12/14/16 Energy. Similar effects cannot stack.
Like most Remembrance units, Evernight has very few actual Free to Play Light Cone options. Her Signature Light Cone is, therefore, a very worthwhile pickup if the players do not have alternative options, such as Castorice’s Signature Light Cone or the Battlepass Light Cones. This Light Cone improves her rotation, team damage output, and a huge HP boost all in one package.

Make Farewells More Beautiful: Increases the wearer’s Max HP by 30%/37.5%/45%/52.5%/60%. When the wearer or their memosprite loses HP during their own turn, the wearer gains “Death Flower.” “Death Flower” 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.
Castorice’s Signature Light Cone is a powerful alternative to Evernight’s, as it is one of the very few Light Cones that grants a game-changing action advance effect onto the summoner when their memosprite disappears. Furthermore, Evernight can make use of every other effect that this Light Cone provides.

The Flower Remembers: Increases the wearer’s CRIT DMG by 24%/28%/32%/36%/40%. The CRIT DMG dealt by the wearer’s memosprite increases by 24%/30%/36%/42%/48%.
Evernight can use both of the Remembrance Battle Pass Light Cones, with this one being the better of the two, since it has no condition for either of its effects.

Sweat Now, Cry Less: 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%.
This Light Cone is also a solid option if the player has managed to snatch it at decent SuperImposition beforehand. While it is quite boring in terms of the stats it provides, Evernight benefits from both of these.

The Story’s Next Page: Increases the wearer’s Max HP by 16%/20%/24%/28%/32%. After the wearer’s memosprite attacks, the Outgoing Healing of the wearer and their memosprite increases by 12%/15%/18%/21%/24%, lasting for 1 turn(s).
This Light Cone is mainly a stat stick that players can opt for if they manage to get it from the gacha.
F2P Options

Memory’s Curtain Never Falls: Increases the wearer’s SPD by 6%/7.5%/9%/10.5%/12%. After the wearer uses Skill, increases the DMG dealt by all allies by 8%/10%/12%/14%/16%, lasting for 3 turn(s).
If all else fails, this Light Cone is a good placeholder that the player can grab from Herta shop. Evernight can take advantage of both of its effects to a decent degree.
HSR Evernight Main Stats
- Body: Crit Damage% > Crit Rate %
- Feet: HP% >> Speed
- Orb: HP% > Ice Damage %
- Rope: HP % >> Energy Regeneration Rate%
Evernight mainly scales off HP, Crit Rate, and Crit Damage, making her equipment main stats choice easy to map out. For her body piece, both Crit Rate% and Crit Damage% are viable, depending on what she is missing, but in general, Crit Damage% is the better choice due to the massive amount of Crit Rate% she can get from various sources, and her buff also scales off her Crit Damage%.
For boot, she can run both Speed boot and HP% boot. HP% Boot will yield higher damage output since Evernight can utilize the advance from Evey’s talent, Tribbie holding Dance Dance Dance, and Remembrance Trailblazer to get extra Action Value, but Speed boots can make a difference in some more specific setups when combined with her speed buff from her trace.
For Orb, HP% and Ice Damage % are both good options, with HP% being slightly better due to Evernight getting a lot of Damage% boosts from her own kits and her team, making it somewhat oversaturated. For Rope, she should run HP%, but since her Ultimate has a massive 240 Energy cost, an Energy Regeneration Rate% rope is viable, especially for Evernight without her Signature Light Cone.
HSR Evernight Sub Stats
- Crit Damage%
- HP%
- Crit Rate%
Crit and HP% are the primary substats one should look for. Beyond that, maybe some Speed subs are needed if running Speed boot to reach a desirable threshold.
HSR Evernight Relics
Option A

World-Remaking Deliverer:
- 2-Pc: Increases CRIT Rate by 8%
- 4-Pc: After the wearer uses Basic ATK or Skill, if the wearer’s memosprite is on the field, increases Max HP of the wearer and their memosprite by 24%, and increases all allies’ DMG by 15% until the wearer’s next Basic ATK or Skill.
This set is made for Evernight and is set to release with her. If players want to go for Evernight, then farming exclusively for this set is the best course of action in the long run, as it gives Evernight a total of 8% Crit Rate, 24% max HP, and an extra 15% teamwide Damage, which are all massively powerful effects.
Option B

Longevous Disciple:
- 2-Pc: Increases Max HP by 12%.
- 4-Pc: When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
Evernight benefits from both effects of this set and has permanent uptime on the Crit Rate% boost due to how her kit works. It is weaker than the World-Remaking set, but is still a good placeholder until the players get a full set.
HSR Evernight Planar Sets

Bone Collection’s Serene Demesne:
- 2-Pc: 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%.
Bone Collection provides a ton of value to Evernight, essentially giving her 12% Max HP and 28% Crit Damage. While it is not much better than Arcadia, it has 100% uptime compared to the more conditional nature of Arcadia.

Arcadia of Woven Dreams:
- 2-Pc: When the number of ally targets on the field is not equal to 4, for every 1 additional/missing ally target, increases the DMG dealt by the wearer and their memosprite by 9%/12%, stacking up to 4/3 time(s).
The set gives out a total of 36% Damage boost to both Evernight and Evey and is very competitive with Bone Collector. The condition is easy to fulfill since Evernight wants to be used in teams with a lot of Memosprites. The only problem with this set is that Evernight’s team is filled to the brim with Damage% boost, so the HP% boost from the Bone Collector set can give slightly better value.
HSR Evernight Teammates
DPS

Castorice: Evernight is a massive upgrade to Castorice’s best-in-slot team. She provides a lot of teamwide buffs, generates New Buds stacks for Castorice, and also contributes a lot of damage on her own. Any Castorice mains should be looking to get Evernight to improve their team. E1S0 Evernight is recommended over E0S1 Evernight if players’ budget is constrained, as her E1 is a big teamwide improvement for this team in general.
Supports

Hyacine: If there is one required teammate for Evernight, it is Hyacine. She functions not just as a sustain, but also a competent enabler and damage dealer in any Evernight team, feeding off Evernight’s team buffs and generating Memoria stacks constantly.

Remembrance Trailblazer: Remembrance Trailblazer is a great one of the very few Remembrance units in the game at the time of Evernight release, providing valuable True Damage, Action Advance, and Crit buffs, all of which Evernight appreciates.

Tribbie: Tribbie is the best amplifier in the game for HP-scaling Damage Dealer. She also benefits from Evernight’s teamwide buffing capacity as she can deal respectable AoE damage on her own with follow-up attacks. Tribbie might be replaced in the future in Evernight’s team if there is a Remembrance buffer for HP-scaling Damage Dealers.

Cipher/Silver Wolf/Pela: Evernight can make use of debuffers quite well since her team is saturated with buffs. They are not as potent as the Remembrance teammates that she want in her best team, but can be good options when players need to spread out supports over different teams.
HSR Evernight Teams
Evernight has essentially two teams: the Castorice team, where she works as a Sub-DPS, and the Remembrance team, where she is the Hypercarry. In either team, she will want Hyacine as the sustain unit. Tribbie and Remembrance Trailblazer are the best remaining teammate options for either team at the moment, but these can change as more Remembrance or HP-scaling supports are released.
Castorice Premium Team

Evernight Hypercarry Team

HSR Evernight Pull Value and Conclusion
For Castorice’s owners, Evernight is an amazing value pull since she vastly improves the team’s damage output and operation. These two units would form arguably the highest damage team at the time of Evernight’s release.
Even without Castorice, if players at least have Hyacine, Evernight is a very competent hypercarry for endgame content with a safe and high damage team. As of right now, the Evernight hypercarry team is stronger than Castorice’s team without Evernight, but weaker than the Castorice x Evernight team. However, this is mostly because Evernight currently lacks another Remembrance unit that can buff her like Remembrance Trailblazer. This can change as more Remembrance support units are released in the future. Thus, solo Evernight has the potential to surpass the Evernight x Castorice team in the future.
If players do not have any of the pieces necessary for Evernight, then she should be skipped, as it would be quite expensive to get a full team for her from scratch, especially when the next major patch with a new region is close.
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