Time Thence Blurs
[Single Target]Deals Ice DMG equal to 70% of Evernight’s Max HP to one designated enemy.
“The third month of Amphoreus is the month reserved for the Veil of Evernight… Then let us call this incarnation, the shadow of her, ‘Evernight.'”
Evernight is an Ice Remembrance DPS whose damage scales off Max HP. She builds up Memoria, and once she has 16 points her memosprite Evey jumps in, hits the whole enemy field and then disappears. She can carry a team on her own and is also very strong as a sub-DPS next to Castorice, so she is well worth pulling.
She suits you best if you play Castorice or need an Ice DPS. Her CRIT DMG buffs go almost only to memosprites and get stronger with more Remembrance characters on the team, so think it over if you own few Remembrance characters.
Evernight scales with Max HP and CRIT DMG. Stack CRIT DMG, keep CRIT Rate at the target, then add HP. You don't need to worry about SPD.
To Evernight's Stars
Best
Make Farewells More Beautiful
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Sweat Now, Cry Less
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The Flower Remembers
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The Story's Next Page
Stopgap
Go CRIT DMG on the body because her buffs scale off that stat, and she already gets plenty of CRIT Rate from the Dark the Night, Still the Moon Trace. Take HP% on the feet and skip SPD, since Evey already has 160 SPD. On the Planar Sphere, Ice DMG Boost and HP% both work. On the Link Rope, HP% comes first, then Energy Regeneration Rate.
CRIT Rate and CRIT DMG matter equally. Once your CRIT Rate reaches the target, put everything into CRIT DMG, and only then HP%.
Her Skill sets how big the memosprite CRIT DMG buff is. Her Ultimate raises the DMG boost and how much extra DMG enemies take. Her Talent raises the CRIT DMG buff for Evernight and Evey. Level Evey's Memosprite Skill early too, alongside the Ultimate and Skill, since it raises the DMG Evey deals, and the Memosprite Talent raises the DMG buff for both Evernight and Evey. Leave Basic ATK for last because she uses her Skill much more.
All three Traces are very important, so unlock them early. Dark the Night, Still the Moon gives 35% CRIT Rate, extra CRIT DMG, and a Skill Point refund. Rouse the Flame, Lull the Light gives Energy and Memoria every time Evernight or an ally memosprite uses an ability. Kindle the Morn, Drop the Rain adds more memosprite CRIT DMG, and it gets bigger the more Remembrance characters you have on the team.
E1 greatly raises the DMG of every ally memosprite, and the fewer enemies there are, the bigger the boost, up to 150% of their original DMG when only 1 enemy is left on the field. E2 gives 40% CRIT DMG, adds 2 extra Memoria every time she gains Memoria, and gives 2 extra Charges on Ultimate, so Darkest Riddle stays up for nearly the whole fight. E6 gives the whole team 20% All-Type RES PEN and lets her keep 30% of the Memoria spent on each Dream, Dissolving, as Dew, so it gets stronger the longer the fight lasts.
This is the most-used team for Evernight. Castorice drains her teammates' HP, so Evernight and Evey keep losing HP and build Memoria very fast. In return, Evernight can summon Evey every turn, and all of Evey's HP gets drained and turned into Ultimate charge for Castorice. Evernight's Skill raises the CRIT DMG of every ally memosprite and her Ultimate makes enemies take more DMG. Cyrene buffs Evernight directly, while Hyacine heals and adds extra Memoria.
Evernight is also great as the only DPS. Keep at least 2 Remembrance supports on the team so the CRIT DMG buff from her Skill stays high. Robin • Summeretto boosts the DMG of both Cyrene and Evernight, gives Evernight Energy, and her Ultimate's well-timed Action Advance lets Evernight use her Skill twice before Evey spends 1 Darkest Riddle Charge. Cyrene makes Evernight's CRIT DMG buff stronger and speeds up her Memoria gain, and Hyacine handles healing.
If you don't have Castorice or Cyrene yet, pair Evernight with Trailblazer (Remembrance) and Lynx, and fill the last slot with any CRIT DPS you own. Trailblazer (Remembrance) still counts as a Remembrance character for Evernight's buff, adds CRIT stats and gives the odd Action Advance. Evernight's Skill costs no Skill Points, so Trailblazer (Remembrance) can use their Skill freely.
The character who gains the most from Evernight. Castorice's HP drain helps Evernight build Memoria, draining Evey charges Castorice's Ultimate much faster, and Castorice's memosprite also gets Evernight's CRIT DMG buff.
Gives Evernight a permanent buff: an extra 12% on her CRIT DMG scaling, faster Memoria gain, and more Memosprite Skill DMG for Evey.
Evernight's and Evey's abilities consume HP, which triggers healing from Hyacine's memosprite Little Ica. Little Ica acts often, so it adds a good amount of Memoria, and Hyacine's Ultimate raises Evernight's HP. With Long May Rainbows Adorn the Sky, Hyacine also drains Evernight's HP for even more Memoria.
Boosts the DMG of both Cyrene and Evernight and restores Energy for Evernight. Her Ultimate's on-demand Action Advance lets Evernight use her Skill twice within one Darkest Riddle Charge.
Adds CRIT stats, Action Advance, and counts toward the number of Remembrance characters. When Evernight is the main DPS, Evey also gets Trailblazer's extra True DMG effect, at the full 50% since Evernight's Max Energy is high enough.
A strong support who helps the team deal more DMG to Elite enemies. She can replace Cyrene or Robin • Summeretto.
Raises Break Efficiency and slows down how fast enemies recover from Weakness Break.
A 4-star who lowers enemy DEF with her Ultimate, and can replace one support in the Evernight main DPS team.
Gives steady healing and can also dispel enemy buffs.
A 4-star healer who uses his own debuff to heal the team, and can take Hyacine's slot.
Everything in Evernight's kit revolves around Memoria. Her Skill gives 2 points. Each time Evernight or Evey loses HP, whether from enemy hits or from spending their own HP, she gains 2 Memoria and both of them get a CRIT DMG boost for 2 turns. Each time Evey uses Remembrance, Whirling, Like Rain, Evernight gains 1 more point, and that attack gets stronger for every 4 Memoria Evernight has. The Rouse the Flame, Lull the Light Trace adds 1 point at the start of combat and 1 point each time Evernight or an ally memosprite uses an ability. That is why teammates who drain HP, like Castorice or Hyacine with Long May Rainbows Adorn the Sky, help her build Memoria much faster.
When she has 16 or more Memoria, Evernight dispels and becomes immune to Crowd Control debuffs, and Evey immediately takes action with Dream, Dissolving, as Dew. This attack deals damage for every point of Memoria, hitting the primary target hard and the other enemies too. Afterward it consumes all Memoria and Evey's HP, Evey disappears, and your team recovers 1 Skill Point. Evernight gets 10% SPD plus another 1% for each Memoria spent (counting up to 40 points), and the boost is removed at the start of her next turn. Use that early turn to cast her Skill, summon Evey again and start the next cycle.
Her Ultimate costs 240 Energy. It summons Evey to hit all enemies and puts Evernight into the Darkest Riddle state. During this state all enemies take more DMG, Evernight and Evey deal more DMG, and both are immune to Crowd Control debuffs. Most importantly, each Skill use gives 12 extra Memoria, 14 in total, so Evey keeps exploding for huge damage. The Ultimate gives 2 Charges, each Dream, Dissolving, as Dew uses 1, and if no Charges are left at the start of Evernight's turn, she exits the state. You can tell she is in Darkest Riddle when her character portrait gives off a dark aura. The Rouse the Flame, Lull the Light Trace gives her 70 Energy at the start of combat.
Her Skill consumes 10% of her current HP to summon Evey, and raises the CRIT DMG of all ally memosprites based on Evernight's own CRIT DMG for 2 turns. If Evey is already on the field, the Skill restores 50% of Evey's Max HP. The Kindle the Morn, Drop the Rain Trace adds another 5%/15%/50%/65% CRIT DMG when the team has 1/2/3/4 or more Remembrance characters, so the more Remembrance characters you bring, the bigger the buff. Use her Technique before a fight so you start combat with this buff already active.
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.”

This ability automatically selects a target, prioritizing the enemy target that Evernight last attacked. Deals Ice DMG equal to 70% of Evey’s Max HP to one enemy. For every 4 point(s) of “Memoria” Evernight currently has, additionally deals Ice DMG equal to 14.0% of Evey’s Max HP. Gains 1 point(s) of “Memoria” after use.

Evey is immune to Crowd Control debuffs and has an increased chance of getting attacked. While Evey is on the field, Evernight and Evey deal 70% increased DMG.
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.
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.”
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.
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%.
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.
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.
Evernight is a damage dealer who can summon the memosprite “Long Night” to fight, and she can raise the damage of every memosprite on the team. Using her Ultimate also puts her into the “Dark Enigma” state, which grants several layers of buffs. Once she has enough “Memory Essence,” “Long Night” can act immediately and spend all of its HP to launch an attack.