
Yes—Evernight is a premium Ice Remembrance partner/carry hybrid. Ultimate “O Wakeful World, Goodnight” hits every enemy on the field in one cast. Best with Castorice / Hyacine / Sunday. Remembrance memosprite synergy; wants Remembrance cores. Skip when you’re not building Remembrance. Remembrance memosprite synergy; wants Remembrance cores.
Evernight is a 5★ Ice Remembrance Main DPS. Skill “Day Gently Slips” is the primary in-combat spend. Ultimate “O Wakeful World, Goodnight” 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
To Evernight's Stars
Signature BiS when owned.
Relic Set
Poet of Mourning Collapse (4pc) + Bone Collection's Serene Demesne (2pc)
Standard Remembrance relic direction for Evernight.
Body
CRIT Rate%
Main stat
Feet
SPD
Main stat
Sphere / Rope
Ice DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > SPD
O Wakeful World, Goodnight carries most of the kit’s damage or utility—level this first.
Day Gently Slips supports the main rotation—raise after the top priority traces.
With Me, This Night supports the main rotation—raise after the top priority traces.
Time Thence Blurs 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 Max HP by 0.3%. When the wearer's memosprite uses an ability, the wearer gains "Noctis." While the wearer has "Noctis," the DMG dealt by all ally memosprites ignores 0.2% of the targets' DEF. Increases the DMG dealt by the wearer and their memosprite by 0.3%. When the wearer's memosprite disappears, the wearer recovers 8 Energy. Effects of the same type cannot stack.
Why it works —Signature / best-in-slot when owned—passive lines up with Evernight’s kit triggers.

5★ · Path cone
Increases the wearer's SPD by #1[f1]%. After the wearer uses Skill, increases the DMG dealt by all allies by 0.08%, lasting for 3 turn(s).
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's CRIT DMG by 0.12%. When the wearer's memosprite uses an ability on an ally target, increases the DMG dealt by all ally targets by 0.08%, lasting for 3 turn(s).
Why it works —Budget path cone—fine while building the account.

4★ · Path cone
Increases the wearer's ATK by 0.16%. After the wearer uses Ultimate, increases the Basic ATK DMG dealt by the wearer and their memosprite by 0.2%, lasting for 3 turn(s).
Why it works —Budget path cone—fine while building the account.



Primary Remembrance / HP team for Evernight. Castorice, Hyacine, Luocha are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Castorice is the damage seat in this shell — build the supports around their rotation, not the reverse.
Hyacine is the damage seat in this shell — build the supports around their rotation, not the reverse.
Luocha covers HP / memosprite upkeep so the Remembrance loop does not collapse mid-wave.
Deals Ice DMG equal to 70% of Evernight's Max HP to one designated enemy.
Consumes 10% of Evernight's current HP to summon memosprite Evey and increases CRIT DMG of all ally memosprites by an amount equal to 30% of Evernight's CRIT DMG for 2 turn(s). This duration decreases by 1 at the start of Evernight's every turn. If Evey is already on the field, restores its HP by 50% of its Max HP. When using this, gains 2 point(s) of "Memoria." If in the "Darkest Riddle" state, gains 12 additional point(s) of "Memoria."
Summons memosprite Evey. Then Evey deals Ice DMG to all enemies equal to 250% of Evey's Max HP and Evernight enters the "Darkest Riddle" state. During this state, all enemies take 38% increased DMG while both Evernight and Evey deal 75% increased DMG and are immune to Crowd Control debuffs. Gains 2 point(s) of Charge for "Darkest Riddle." And Evey consumes 1 point after it uses "Dream, Dissolving, as Dew." At the start of Evernight's turn, if no Charge remains, exits the "Darkest Riddle" state.
When entering combat, summons memosprite Evey. Evey has an initial SPD of 160 and its Max HP equals to 50% of that of Evernight's. Each time Evernight or Evey loses HP, increases CRIT DMG for Evernight and Evey by 75% for 2 turn(s), and gains 2 "Memoria." This effect can trigger only once per target for each received attack. When Evernight has 16 or more points of "Memoria," dispels Crowd Control debuffs and becomes immune to them. If Evey is on the field, it immediately takes action. The immediate action effect can only trigger again after Evey uses "Dream, Dissolving, as Dew."
After using Technique, at the start of the next battle, obtains the same effect as the one from Skill that increases CRIT DMG for all ally memosprites, and gains 1 "Memoria."
When Evernight is on the field, if there are (≥4)/3/2/1 enemy targets on the field, ally memosprites deal DMG equal to 120%/125%/130%/150% of their original DMG respectively.
Is it worth getting?
Modest E1: When Evernight is on the field. Helpful padding, not a build-defining unlock.
Increases Evernight's and the memosprite Evey's CRIT DMG by 40%. Each time Evernight gains "Memoria," increases the amount of "Memoria" gain by 2 point(s). When using Ultimate, additionally gains 2 Charge for "Darkest Riddle."
Is it worth getting?
Stat-leaning E2: Flat combat-stat bump tied to a specific trigger. Clear damage, but it does not rewrite Evernight’s rotation the way a mechanic eidolon would.
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.
Is it worth getting?
Skill + Talent + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
While Evernight is on the field, ally memosprites' Weakness Break Efficiency increases by 25%, and the memosprite Evey's Weakness Break Efficiency additionally increases by 25%.
Is it worth getting?
Side-grade: Boosts Weakness Break Efficiency on Enhanced attacks. Happy if it drops; not a planned stopping point.
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.
Is it worth getting?
Ultimate + Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
While Evernight is on the field, all ally targets' All-Type RES PEN increases by 20%. After the memosprite Evey uses "Dream, Dissolving, as Dew," Evernight gains 30% of the amount of "Memoria" consumed in this attack.
Is it worth getting?
Whale ceiling: Adds RES PEN (or ignore) during the burst window. Only chase if Evernight is your dedicated Remembrance main and E0–E2 already feel finished.
Evernight is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
Not sure Evernight is right for you? Compare against similar characters to find your best pull.

You need a Lightning Remembrance unit and Aglaea's kit matches your account gap.

You need a Quantum Remembrance unit and Castorice's kit matches your account gap.

You need a Ice Remembrance unit and Cyrene's kit matches your account gap.

You need a Wind Remembrance unit and Hyacine's kit matches your account gap.

You need a Ice Remembrance unit and Trailblazer (Remembrance)'s kit matches your account gap.