





"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.
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:
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
Lament, Nethersea's Ripple
Single Target
Energy gain: 0
Break: 10
Silence, Wraithfly's Caress
Blast
Energy gain: 0
Break: 20 + 10 adjacent
Boneclaw, Doomdrake's Embrace
AoE
Energy gain: 0
Break: 20
Doomshriek, Dawn's Chime
Summon | 0 energy cost
Energy gain: 0
Break: -
Desolation Across Palms
Enhance
Energy gain: 0
Break: -
Wail, Death's Herald
Energy gain: 0
Break: -
Sanctuary of Mooncocoon
Unique
Energy gain: 0
Break: -
Claw Splits the Veil
AoE
Energy gain: 0
Break: 10
Breath Scorches the Shadow
AoE
Energy gain: 0
Break: 10
Mooncocoon Shrouds the Form
Support
Energy gain: 0
Break: -
Roar Rumbles the Realm
Support
Energy gain: 0
Break: -
Wings Sweep the Ruins
Bounce
Energy gain: 0
Break: 5
Contained Dark Tide
Inverted Torch
Where The West Wind Dwells
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.
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.
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.
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.
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.
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).
Castorice images aren't available yet. They will be added when the character is released.
Review
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.
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.
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.
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:
MoC
PF
AS
Build and teams
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)
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
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
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
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
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
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.
100%
Increases Quantum DMG by 10%.
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.
87.75%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
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:
100%
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%.
92.7%
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%
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%
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%
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%.
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.
HP: 7000-8000+
DEF: 700+
CRIT Rate: 80-100% (Including Poet)
CRIT DMG: 200-220%+
SPD: Base Speed OR <95
Memo Skill = Memo Talent > Ultimate = Talent > Skill > Basic
Contained Dark Tide (A2) > Where The West Wind Dwells (A6) > Inverted Torch (A4)
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
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.
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.
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.
Below you can find a list of some of the stronger synergies between this character and others.
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
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.
MoC/PF/AS Statistics
Castorice Memory of Chaos stats aren't available yet.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
General:
Enemies:
Units:
Increases Quantum DMG by 10%.
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.
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%.
CRIT Rate (32.1%), CRIT DMG (88.2%), HP (23%)
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