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Sparkle Endgame Guide: Archer-Tailored Speed Tuning, Light Cone, Target Stats, Relics, and Eidolons - Complete Guide This video provides all the information you need to use the Sparkle character in Honkai: Star Rail in combination with Archer. It covers Sparkle's buff amount, stats, relics, light cones, breakthroughs, party combinations, and other detailed methods of using Sparkle for Archer.
1. Sparkle Buff Amount and Basic Stats
00:00 - 01:28
Sparkle's Crit DMG buff is proportional to her own Crit DMG, providing approximately 93% Crit DMG buff at 200%. DMG increase is provided through her Ultimate and Talent, totaling a 48% DMG increase effect. ATK increase is 15% by default, increasing up to 30% depending on the number of Quantum-type characters in the party. Archer is Quantum-type, so she benefits from this effect. Sparkle can increase an ally's Action Value with her Battle Skill and recover Battle Skill Points with her Ultimate, making her very important for Archer. Her base Speed is 100, which isn't very fast, and her Energy is 110, which is relatively average. You can increase Crit DMG, HP, and Effect RES through minor Traces.
2. Main Options and Cycle When Combined with Archer
01:29 - 02:29
We recommend Crit DMG for the Body, Speed for the Feet, HP% for the Sphere, and Energy Regeneration Efficiency for the Rope. The sub-stats to aim for are Speed and Crit DMG, and survival-related options such as Effect RES, DEF%, and HP% are also good. When combined with Archer, you'll be running the 'Sparkle-Dealer-Sparkle-Dealer' cycle, taking turns in that order. Because Sparkle's Battle Skill increases Action Value, pulling Archer's turn forward, Sparkle's Speed is essentially Archer's Speed.
3. Target Stats and 3-Action Sparkle
02:30 - 04:12
We recommend a target Crit DMG of 180~200%, and it can be lower if you have a high-speed setup. For target Speed, we recommend 134 or 160+ in general. 134 is the Speed threshold for 2 actions in the first round, and 160 is for 4 actions in the first round. We recommend 160+ if you want to prepare for enemies that use Action Value reduction patterns. If you're using a Light Cone Sparkle with the Messenger set, you can aim for 168 Speed to perform 3 actions in the first round. While a 3-action Sparkle isn't essential, you can benefit from increasing the frequency of Ultimate activations.
4. Signature Cypher Combination and Dancing! Dancing! Dancing! Light Cone Utilization
04:13 - 05:48
When setting up a 134 Speed Sparkle, you can gain additional benefits by using a Signature Cypher together in the party. By having Cypher's 3 actions come before Sparkle's 2 actions, Cypher can perform one more Basic ATK, securing additional Battle Skill Points. To achieve this, Cypher must have a Speed of 202 or 203 when Sparkle's Speed is 134. When utilizing the Dancing! Dancing! Dancing! Light Cone, you must refer to the Speed thresholds for each Superimposition level when setting up.
5. Recommended Relics and Ornaments
05:49 - 06:26
Currently, we most recommend the 4-piece Thief set for Relics, and the Messenger set is also a good choice if you prioritize Speed setup. For Ornaments, we recommend Ornaments that can support allies, such as Broken Keel or Penacony, Land of the Dreams, along with the 5% Energy Regeneration Efficiency option. If you're using a high-speed Sparkle like a 168 Sparkle, you can use Ornaments that give 6% Speed to reduce the burden of Speed setup.
6. Exclusive Light Cone Analysis and Recommended Light Cones
06:27 - 07:10
The exclusive Light Cone increases Sparkle's Crit DMG and raises the Crit Rate and Crit DMG of party members, helping with Crit setup. The most recommended Light Cone is But the Battle Isn't Over, which helps with Energy Regeneration and Battle Skill Point recovery. The exclusive Light Cone also increases Archer's DMG more than 4-star Light Cones, making it a good choice. The Dancing! Dancing! Dancing! Light Cone can be used to meet specific action thresholds, and 'Past and Future' with the Energy Regeneration Efficiency option is also a good Light Cone.
7. First Ultimate Activation Conditions and Ultimate Cycle by Light Cone
07:11 - 08:06
Whether it's But the Battle Isn't Over at Superimposition 1 or a Light Cone without Energy Regeneration, Sparkle's Ultimate cannot be activated with just the use of Battle Skills. But the Battle Isn't Over requires less Energy when attacked. Energy can be recovered through external factors other than being attacked. From Superimposition 3 of Past and Future, the Ultimate will turn on if there is the same amount of Energy recovery from being attacked as But the Battle Isn't Over. With But the Battle Isn't Over, you can aim for 2 turns 1 Ultimate if you get attacked well, but in general, you should aim for 3 turns 1 Ultimate.
8. Breakthrough Effect Analysis
08:07 - 09:01
E1 extends the duration of the Ultimate's buff by 1 turn and adds a 40% ATK buff. E2 provides a DEF Ignore buff, providing up to 24% DEF Ignore effect proportional to the Talent stacks. E4 enhances Sparkle's Battle Skill Point-related abilities, adding 1pt to the Battle Skill Points recovered by the Ultimate and increasing the maximum Battle Skill Point limit by 1pt. E6 changes the Crit DMG buff of the Battle Skill from a single target to an AoE target.
9. Investment Order, Party Combination, and Trace Farming
09:02 - 09:56
We recommend proceeding in the order of E1, then E2, and it's not essential to bring the exclusive Light Cone. The party combination is practically seen as an Archer-exclusive supporter, and it may overlap with Bronya. For Trace farming, it's good to level up the Battle Skill, Ultimate, and Talent, and you don't necessarily need to level up the Basic ATK.
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