The universe is just another game to this super hacker. No matter how thorny the defense system, Silver Wolf can crack it with ease. Her hacking battle with Screwllum of the Genius Society has become stuff of legends in the hacking world. How many more levels are there to beat in the universe? Silver Wolf looks forward to finding out.
To learn more about Silver Wolf 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.
Silver Wolf 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 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
November 8th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Silver Wolf 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.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
System Warning
Single Target
Energy gain: 20
Break: 10
Allow Changes?
Impair
Energy gain: 30
Break: 20
User Banned
Impair | 110 energy cost
Energy gain: 5
Break: 30
Awaiting System Response...
Impair
Energy gain: 0
Break: -
Force Quit Program
Energy gain: 0
Break: 20
Generate
Inject
Side Note
Social Engineering
Eidolon 1
After using her Ultimate to attack enemies, Silver Wolf regenerates 7 Energy for every debuff that the target enemy currently has. This effect can be triggered up to 5 time(s) in each use of her Ultimate.
Zombie Network
Eidolon 2
When an enemy enters battle, reduces their Effect RES by 20%.
Payload
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Bounce Attack
Eidolon 4
After using her Ultimate to attack enemies, deals Additional Quantum DMG equal to 20% of Silver Wolf's ATK for every debuff currently on the enemy target. This effect can be triggered for a maximum of 5 time(s) during each use of her Ultimate.
Brute Force Attack
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Overlay Network
Eidolon 6
For every debuff the target enemy has, the DMG dealt by Silver Wolf increases by 20%, up to a limit of 100%.
Review
Ridiculous debuffs that can hugely amplify damage,
Tons of Breaking,
Rare debuffs to enemy ATK and SPD,
Can implant enemies with new Weaknesses,
Enables Single-Type teams and Mono-Quantum team.
Potentially SP hungry if unlucky,
Requires investment for improved consistency.
Implant Weakness isn't as rare as it was back in the day,
Abilities that ignore weakness and deal Toughness damage also exist, further limiting the need to use Silver Wolf.
Silver Wolf is a great support character who can circumvent enemy Weaknesses and dramatically debilitate her opponents. She is exclusively single-target focused, which limits her usage and teams that she can be used in, but she totally can ruin's an enemy day by applying all her debuffs on him.
Because of how Silver Wolf’s abilities function, she essentially punishes enemies by simply existing within the same space as them. Her Talent has a moderately high base chance to inflict a Bug debuff onto any enemy that she attacks, up to 72% at max Trace level. These Bugs can reduce an enemy’s ATK, DEF, and even their SPD, whilst not being mutually exclusive with each other; you can potentially have all three of these Bugs on a single enemy at the same time. Even more ridiculous perhaps, these last for a hilarious 3 turns, so maintaining these debuffs is hardly a challenge for our spry hacker.
The Bug debuff strength is not particularly huge, but considering it costs nothing to apply, and can be applied by literally any of Silver Wolf’s attacks, this is a very generous boost, especially once we talk about the rest of her kit.
Silver Wolf’s Skill deals modest damage and has a high base chance to add 1 Weakness of an on-field ally’s Type to an enemy you target. This means the regular limitations of certain teams can be potentially ignored by including Silver Wolf in the party. Not only can you just point at an enemy and say ‘You are now weak to [insert element here]’, you also reduce their RES to that element by 20%, meaning it’s truly as though they had that Weakness inherently.
Clearly, this isn’t strong enough already, so there is a separate chance to reduce the enemy’s RES to all damage by up to a further 10% so that everyone in the party can benefit from the debuff. However, it’s important to note that both the Weakness implant as well as the RES reductions only last for 2 turns by default, and the base chances to inflict them are modest at best, so Silver Wolf will need a healthy supply of SP to continue to refresh these powerful effects. You cannot have more than one implanted Weakness per foe, so don’t try. You’ll just overwrite your previous implant, or refresh it if there’s only one choice.
Already Silver Wolf is appearing to be a highly competitive and strong support option, but here comes her Ultimate with the strength of a freight train to make sure we know for sure how good she is. Her Ultimate has up to a 100% base chance to decrease a target enemy’s DEF by up to 45% for 3 turns. It also has a surprisingly generous multiplier on it too, dealing up to 380% of her ATK to said enemy on top.
Since you can safely ignore the intrinsic weaknesses of an enemy if you get to just implant a new one, you can construct your ‘perfect team’ and take it pretty much wherever you damn well, please. Obviously, there are situations in which this is still less preferable than just making a different team that’s more tailored to specific enemies, especially since Silver Wolf can get very SP-hungry very quickly.
Silver Wolf can get even better thanks to her Bonus Traces. Her A2 extends her Bugs’ duration by an extra turn, for a new total of 4 turns. It also lets Silver Wolf piggyback off of Weakness Break to potentially inflict a random Bug onto the enemy for free. This becomes quite relevant for her A6, where she will gain an extra 3% All-Type RES shred on her Skill if the enemy she attacks has at least 3 debuffs on them.
The big one is her A4, which extends the duration of the Weakness implant from her Skill by an extra turn, for a new total of 3 turns. This very significantly reduces Silver Wolf’s SP expenditure, and so this now extra SP can instead be used by the rest of her team.
Because so much of Silver Wolf’s kit revolves around applying debuffs, Effect Hit Rate is an incredibly valuable stat, and is likely a stat she wants to prioritize in order to consistently fill her support debuffer role. If you spend most of her turns throwing valuable SP at an enemy that keeps resisting everything, you’re looking at an easy ‘retreat and reset’ scenario.
Silver Wolf does get a few Minor Traces that improve her Effect Hit Rate for free, but this is not enough for the high-level foes you’re likely to see in Memory of Chaos. Without her debuffs, Silver Wolf is not going to be contributing much damage of her own, but even if you only get to apply debuffs intermittently, their extremely generous durations mean you won’t need to worry about reapplying them often.
Silver Wolf has absolutely no need of her Eidolons, but if you really feel the need to go for more, Silver Wolf’s Eidolons transform her into a decent damage dealer, that shines especially in Break-focused teams.
She can elevate a team to reach new heights, but you must not forget that Silver Wolf is exclusively single-target focused. There are times when Pela may be more beneficial for your team setup due to having an AoE DEF shred on her Ultimate that isn’t notably weaker than Silver Wolf’s Ultimate, or perhaps you’d benefit more from turbo-buffing a single character who has AoE capabilities with Tingyun.
As good as Silver Wolf’s debuffing is, the most important part is being able to build a team to make proper use of what she can offer; she’s not going to be very useful if she’s spending valuable SP to apply a Physical weakness when your only Physical unit is Natasha and you desperately need to apply an Ice weakness for your Yanqing, for example. Carefully choosing your teammates to maximize the likelihood of applying the correct weaknesses with her Skill is the key to success, because otherwise, she’ll be hemorrhaging Skill Points for no discernable benefit.
While back in the day, when the game was new, Silver Wolf was the core member of many teams, mainly thanks to her Weakness Implant - as we lacked damage dealers from various elements - nowadays, Silver Wolf struggles to find a home. She's still working well in the Mono-Quantum team, but compared to many, many other teams available now, it's nothing special. She still works well with Dr. Ratio (who relies on debuffs to work) or Acheron (same as Dr. Ratio), but outside of that, Pela actually performs better because she's not limited to a single-target like Silver Wolf. The fact that there's a trend among the newer damage dealers to have the ability to apply a Weakness Implant to the enemies - Firefly and Boothill come to mind here - or deal Toughness damage regardless of the enemy's weakness - Acheron for example - isn't helping Silver Wolf either.
Overall, Silver Wolf had insane potential and was one of the most coveted characters to have on her release, but sadly, the game changed a lot since then and you don't need her anymore.
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
1
Increases the wearer's Effect Hit Rate by 20/25/30/35/40%. When the wearer attacks enemies that have reduced DEF, regenerates 4/5/6/7/8 Energy.
Source: Mission Reward
Specialty Cone only useful when the enemy already has a DEF% reduction applied to them. Benefits characters looking for Effect Hit Rating and substantial amounts of additional Energy generation. Easiest to use on characters that apply a DEF% reduction in their kit.
2
Increases the wearer's Effect Hit Rate by 24/28/32/36/40%. When the wearer deals DMG to an enemy with 3 or more debuffs, increases CRIT Rate by 12/14/16/18/20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random target that does not have it yet. Targets with Aether Code receive 12/14/16/18/20% increased DMG for 1 turn.
Source: Event Warp (limited)
Combines solid Effect Hit Rate, a damage boost and a solid on hit debuff to boost the teams damage, resulting in a good all-around Cone usable by most Nihility supports who can benefit from all most of the stats.
3
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
Source: Stellar Warp
One of the top Nihility supportive options available. Must be played around effectively due to its 1 turn duration - aim to apply this during the enemies turn or right after it. Becomes more powerful when combined with other sources of DEF% reduction.
Best Relic Sets show the best sets that support the main character playstyle and work out of the box while the Special Relic Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. 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.
1
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
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:
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
Strong pure and Break damage option when facing off against enemies with Quantum weakness - especially powerful when combined with other sources of DEF% reduction. Most suitable for Quantum damage dealers as they are most likely to be up against Quantum Weak enemies. Silver Wolf can implant the Quantum Weakness, making this sets full power far more consistent. Primarily an option for those looking to boost Silver Wolf's Break or direct damage potential.
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
Allows characters with accessible Ultimates to reach higher Speed (and cycle) breakpoints compared to just stacking Speed. Strongest on characters with powerful ultimate related effects or who can access their ultimate at least once every 3 (but ideally 2) actions. Particularly strong when combined with other action advancement effects.
1
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
An option for supports stacking Effect RES, while also increasing the entire team's CRIT DMG. Requires at least 30% Effect RES to activate.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
Option for Effect Hit Rate focused characters searching for additional accessible source of Effect Hit Rating. When factoring the bonus Effect Hit Rating, alongside the ATK% boost can be a competitive damage option as well.
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
Incredibly potent option for buff/debuff based characters. The advance from this set allows the wearer to apply their buffs/debuffs before the rest of the team acts, accelerate rotations, allows access to ultimates closer to the start of the fight and also grants Energy Regen - a valuable stat for many supports.
EHR% (Until Cap) = SPD (Until breakpoint) > HP = DEF = Break Effect% > EFF RES% (30% If Keel)
HP: 3500 - 4000+
DEF: 1000+
SPD: 134 / 143 (Recommended) / 160+
ENERGY REGEN: 19.44%+
EFFECT HIT RATE: 68% - 96% (Recommended)
Skill > Ultimate > Talent > Basic
Generate (A2) > Inject (A4) > Side Note (A6)
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.
MoC/PF/AS Statistics
This section contains information about Silver Wolf performance in the latest Memory of Chaos cycle (2.5), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Silver Wolf in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Silver Wolf in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Silver Wolf in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Silver Wolf in the current MoC cycle (810), in the current PF cycle (101) or in the current AS cycle (756) and had the character placed in their Profile.
62.67%
8.47 cyc.Eidolon 0
14.38%
8.04 cyc.After using her Ultimate to attack enemies, Silver Wolf regenerates 7 Energy for every debuff that the target enemy currently has. This effect can be triggered up to 5 time(s) in each use of her Ultimate.
15%
6.64 cyc.When an enemy enters battle, reduces their Effect RES by 20%.
2.69%
7.6 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
1.09%
9.33 cyc.After using her Ultimate to attack enemies, deals Additional Quantum DMG equal to 20% of Silver Wolf's ATK for every debuff currently on the enemy target. This effect can be triggered for a maximum of 5 time(s) during each use of her Ultimate.
0.29%
99.99 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
4.34%
4.1 cyc.For every debuff the target enemy has, the DMG dealt by Silver Wolf increases by 20%, up to a limit of 100%.
Light Cones are ranked with usage rate among the players we have scanned who used Silver Wolf in the current MoC cycle (810), in the current PF cycle (101) or in the current AS cycle (756) and had the character placed in their Profile.
62.08%
8.86 cyc.Increases the wearer's Effect Hit Rate by 20/25/30/35/40%. When the wearer attacks enemies that have reduced DEF, regenerates 4/5/6/7/8 Energy.
Source: Mission Reward
26.98%
8.11 cyc.Increases the wearer's Effect Hit Rate by 24/28/32/36/40%. When the wearer deals DMG to an enemy with 3 or more debuffs, increases CRIT Rate by 12/14/16/18/20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random target that does not have it yet. Targets with Aether Code receive 12/14/16/18/20% increased DMG for 1 turn.
Source: Event Warp (limited)
7.08%
8.5 cyc.When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
Source: Stellar Warp
1.25%
99.99 cyc.For every debuff the target enemy has, the DMG dealt by the wearer increases by 12/15/18/21/24%, stacking up to 3 time(s). This effect also applies to DoT.
Source: Stellar Warp
0.84%
8.33 cyc.Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Source: Stellar Warp
0.74%
9 cyc.Increases the wearer's DMG to debuffed enemies by 24/28/32/36/40%. When the wearer uses their Skill, the Effect Hit Rate for this attack increases by 18/21/24/27/30%, and ATK increases by 24/28/32/36/40%.
Source: Stellar Warp
0.5%
99.99 cyc.Increases the wearer's CRIT DMG by 36/42/48/54/60%. When the wearer hits an enemy target, inflicts Mirage Fizzle on the enemy, lasting for 1 turn. Each time the wearer attacks, this effect can only trigger 1 time on each target. The wearer deals 24/28/32/36/40% increased DMG to targets afflicted with Mirage Fizzle, and the DMG dealt by the wearer's Ultimate additionally increases by 24/28/32/36/40%.
Source: Event Warp (limited)
0.21%
5 cyc.Increases the wearer's Effect Hit Rate by 60/70/80/90/100%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 10/12/14/16/18% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the target enemy receives by 14/16/18/20/22%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.
Source: Event Warp (limited)
0.1%
8 cyc.When the wearer inflicts a debuff on an enemy, they gain a stack of Trick. Every stack of Trick increases the wearer's DMG dealt by 6/7/8/9/10% for a max of 3 stack(s). This effect lasts for 1 turn(s). When the wearer's Effect Hit Rate is greater than or equal to 80%, increases ATK by 20/24/28/32/36%.
Source: Forgotten Hall Store
0.1%
5 cyc.Increases the wearer's Break Effect by 20/25/30/35/40%. When the wearer unleashes their Ultimate, increases DoT dealt by the wearer by 24/30/36/42/48% for 2 turn(s). Defeating the target suffering from the wearer's DoT allows the wearer to regenerate 4/4.5/5/5.5/6 Energy.
Source: Herta's Store
Relic Sets are ranked with usage rate among the players we have scanned who used Silver Wolf in the current MoC cycle (810), in the current PF cycle (101) or in the current AS cycle (756) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
42.93%
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
9.07%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
6.39%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
6.29%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
4.99%
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
28%
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
22.06%
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
11.33%
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
11.31%
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
2.72%
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Silver Wolf in the current MoC cycle (810), in the current PF cycle (101) or in the current AS cycle (756) and had the character placed in their Profile.
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.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
Disclaimer for this particular calculations:
The rules of this calculation (enemies vulnerable to attackers element) disable a portion of Silver Wolfs skill. Against neutral enemies she will have a competitive advantage over other characters not shown here.
And here are the Relics and the Light Cone used in the calculations above:
Increases the wearer's Effect Hit Rate by 20/25/30/35/40%. When the wearer attacks enemies that have reduced DEF, regenerates 4/5/6/7/8 Energy.
Source: Mission Reward
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
Crit Rate (11.7%), CRIT DMG (46.7%), EHR (31.1%), Speed (9.2)
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If you have Silver Wolf at E0 or E1, you are forced to build a lot of EHR on her if you want to increase the chance to land her debuffs in MoC.