
Situational—Ashveil is a Lightning Hunt carry; pull if you need the niche. Ultimate “Banquet: Insatiable Appetite” fires Follow-Up ATKs off ally Basics. Best with Sunday / Robin / Sparkle. Hunt single-target focus; check team vs MoC bosses. Skip when Feixiao/Archer already cover Hunt DPS. Kit-based judgment — Hunt single-target niche.
Ashveil is a 5★ Lightning The Hunt Main DPS. Skill “Flog: Smite Evil” is the primary in-combat spend. Ultimate “Banquet: Insatiable Appetite” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
The Finale of a Lie
Signature BiS when owned.
Relic Set
Scholar Lost in Erudition (4pc) + Firmament Frontline: Glamoth (2pc)
Standard The Hunt relic direction for Ashveil.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Lightning DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > SPD
Banquet: Insatiable Appetite carries most of the kit’s damage or utility—level this first.
Flog: Smite Evil supports the main rotation—raise after the top priority traces.
Rancor: Enmity Reprisal supports the main rotation—raise after the top priority traces.
Talons: Inculcate Decorum is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
Increases the wearer's CRIT Rate by 0.18%. 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 holds "Umbra Devourer," increases ATK by 0.4% and increases the DMG taken by all enemies by 0.2%. Effects of the same type cannot stack.
Why it works —Signature / best-in-slot when owned—passive lines up with Ashveil’s kit triggers.

5★ · Path cone
Increases the wearer's CRIT Rate by 0.08%, and increases their CRIT Rate against enemies with HP percentage 0.5% or less by an extra 0.08%. When the wearer defeats an enemy, their ATK is increased by 0.2% for 2 turn(s).
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
For each time the wearer hits the same target, DMG dealt increases by 0.08%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
Why it works —Budget path cone—fine while building the account.

4★ · Path cone
Increases the wearer's ATK by 0.16%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 0.12%.
Why it works —Budget path cone—fine while building the account.



Primary Follow-up team for Ashveil. Sunday, Robin, Aventurine are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Aventurine shields the hypercarry and softens MoC / AS chip so glass DPS can commit to Skill spam.
Deals Lightning DMG equal to 140% of Ashveil's ATK to one designated enemy.
Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 250% of Ashveil's ATK. If the target is already the "Bait," additionally deals it Lightning DMG equal to 125% of Ashveil's ATK, and recovers 1 Skill Point(s). When the "Bait" exists on the field, all enemies' DEF gets reduced by 50%. When there is no "Bait" on the field, Ashveil immediately makes the enemy target with the lowest HP on the field become the "Bait." The "Bait" state only takes effect on the most recently applied target.
Makes one designated enemy become the "Bait," dealing it Lightning DMG equal to 500% of Ashveil's ATK. Then, immediately launches 1 instance of enhanced Talent's Follow-Up ATK against the "Bait." And Ashveil gains 3 Charge. This enhanced Talent's Follow-Up ATK does not consume Charge. Whenever "Gluttony" reaches 4 stack(s) or more, consumes 4 stack(s) of "Gluttony" to additionally deal 1 instance of Lightning DMG equal to 250% of Ashveil's ATK. And when this instance of Follow-Up ATK deals a killing blow to the target, it will continue to deal DMG to a new "Bait." This triggers until "Gluttony" becomes lower than 4 stack(s). If all enemy targets currently on the field have been dealt killing blows, the enhanced Talent's Follow-Up ATK will immediately end.
Ashveil has an initial Charge of 2 and can hold up to a max of 3. After the "Bait" gets attacked by other ally targets, Ashveil regenerates a fixed amount of 8 Energy, then consumes 1 Charge to launch Follow-Up ATK against the "Bait," dealing Lightning DMG equal to 250% of Ashveil's ATK. Afterwards, gains 2 stack(s) of "Gluttony," which can stack up to 12.
After using Technique, inflicts Daze on enemies within a set area for 10 second(s). Dazed enemies will not actively attack ally targets. When entering combat via actively attacking a Dazed enemy, deals Lightning DMG to all enemies equal to 100% of Ashveil's ATK, and grants Ashveil 1 Charge.
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%.
Is it worth getting?
Modest E1: While Ashveil is on the field, increases DMG taken by all enemies by 24%. Helpful padding, not a build-defining unlock.
The max stack limit of "Gluttony" increases to 18. After each time Ashveil launches the enhanced Talent's Follow-Up ATK, refunds 35% of the removed "Gluttony" stacks.
Is it worth getting?
Kit add-on: The max stack limit of "Gluttony" increases to 18. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
When Ashveil uses Ultimate, increases ATK by 40% for 3 turn(s).
Is it worth getting?
Side-grade: When Ashveil uses Ultimate, increases ATK by 40% for 3 turn(s). Happy if it drops; not a planned stopping point.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
When the "Bait" exists on the field, reduces all enemies' All-Type RES by 20%. For every 1 stack of "Gluttony" Ashveil has gained, the DMG dealt increases by 4%. This effect can stack up to 30 time(s).
Is it worth getting?
Whale ceiling: Flat combat-stat bump tied to a specific trigger. Only chase if Ashveil is your dedicated The Hunt main and E0–E2 already feel finished.
Ashveil is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
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