Sparkle A Grounded Ascent Guide: Worth Pulling? HSR 3.0

A Grounded Ascent provides 6-8 Energy regeneration and 15-24% DMG stacks when using Skills/Ultimates, plus Skill Point recovery every two uses. While designed for Sunday, Sparkle can utilize this through frequent Skill and Ultimate casts. But 4-star alternatives like Past and Future (16-32% single-target DMG) and Dance! Dance! Dance! (16-24% team advance) compete without requiring Stellar Jade investment. Does the performance gap justify pulling for Sparkle players?

Author: BitTopup Publish at: 2026/02/06

A Grounded Ascent Overview: Stats and Mechanics

Released December 03, 2026 during Version 2.7 Phase 1. Level 80 stats: HP 1164, ATK 476, DEF 529.

Passive Ability:

  • Regenerates 6 Energy (8 at S5) to allies per Skill/Ultimate use
  • Grants 1 Hymn stack: 15% DMG (24% at S5) for 3 turns
  • Max 3 stacks = 45% DMG at S1, 72% at S5
  • Recovers 1 SP every 2 Skill/Ultimate uses

Superimposition Scaling:

  • S1: 6 Energy, 15% DMG per stack
  • S2: 6.5 Energy, 17% DMG
  • S3: 7 Energy, 19% DMG
  • S4: 7.5 Energy, 21% DMG
  • S5: 8 Energy, 24% DMG

SP recovery stays constant across all levels—always 1 SP per 2 uses.

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Designed for Sunday, Not Sparkle

Sunday's kit revolves around frequent single-target buffing with repeated Skill/Ultimate applications—perfect for Hymn stacking. His SP consumption patterns benefit from the SP recovery mechanic, creating self-sustaining support loops.

However, any Harmony character with frequent Skill/Ultimate usage can activate the passive. Synergy strength varies by individual kit mechanics.

Sparkle Compatibility Analysis

Sparkle (5-star Quantum Harmony): HP 1397, ATK 523, DEF 485, SPD 101 at Level 80.

Honkai Star Rail Sparkle 5-star Quantum Harmony character artwork with level 80 stats

Kit Mechanics:

  • Talent Red Herring: +2 max Skill Points (3→5 cap)
  • Skill Dreamdiver: CRIT DMG buff (24% of Sparkle's CRIT DMG + 45%) + 50% action advance for 1 turn
  • Ultimate: Recovers 4 SP, grants Cipher status
  • Trace A4: Extends Skill buff duration to ally's next turn
  • Trace A6: +15% ATK to all, +15-45% ATK to Quantum allies

Optimal Speed: 160 (hyperspeed) or 134 (synchronized with DPS).

Energy Regeneration vs Ultimate Frequency

A Grounded Ascent's 6-8 Energy per Skill/Ultimate accelerates Sparkle's Ultimate rotation. Since she uses Skills frequently, Energy compounds over turns.

But Sparkle's Ultimate already recovers 4 SP—A Grounded Ascent's SP recovery adds incremental value, not transformative impact. More valuable in extended Pure Fiction/Apocalyptic Shadow encounters.

Hymn Stack Limitation: Stacks apply to individual allies. Sparkle must buff the same target 3 times for maximum 45% DMG. This single-target focus suits hypercarry teams but reduces effectiveness in dual-DPS setups.

Action Advance Interactions

Sparkle's 50% action advance creates complex turn order. A Grounded Ascent's Energy regeneration compensates for Energy loss from reduced turn count, maintaining Ultimate frequency despite fewer natural turns.

If Sparkle advances her DPS multiple times quickly, Hymn stacks build rapidly—front-loading damage for burst-oriented characters.

Damage Calculation: A Grounded Ascent vs 4-Star Alternatives

Honkai Star Rail light cone comparison chart A Grounded Ascent vs Past and Future DMG buffs

A Grounded Ascent S1: 45% DMG at max stacks (3×15%). For DPS with 100% base DMG%, this increases total to 145%—a 22.5% damage increase (145/120 = 1.208).

Past and Future S5: 32% DMG per Skill for 1 turn. Provides 15.7% damage increase for DPS with 100% base DMG% (132/115 = 1.148).

But the Battle Isn't Over S1: 30% DMG + 10% Energy Regeneration Rate + 1 SP per 2 Ultimates.

Dance! Dance! Dance!: 16-24% team-wide action advance after Ultimate. No direct DMG buff but increased turn frequency.

Real Performance Gap

The 13% DMG difference (45% vs 32%) translates to approximately 6-8% team DPS increase in practice. For DPS with 100% base DMG%, going from 132% (Past and Future) to 145% (A Grounded Ascent) = 9.8% damage increase (145/132 = 1.098).

Energy regeneration adds 3-5% team DPS through additional Ultimates in 5-cycle encounters.

SP recovery contributes minimally for Sparkle given her strong SP generation.

Combined: A Grounded Ascent S1 provides 10-15% team DPS improvement over Past and Future S5. Gap narrows in short encounters (stack accumulation limits), widens in extended battles (Energy enables extra Ultimates).

Memory of Chaos 12 Performance

Honkai Star Rail Memory of Chaos 12 endgame screenshot showing cycle clears

MoC 12 requires 2-3 cycle clears. A Grounded Ascent needs 3 uses to reach max stacks—potentially 2-3 cycles.

Past and Future S5 provides immediate 32% DMG from turn one, better for speed-clears despite lower peak DMG%.

In 4-5 cycle battles, A Grounded Ascent's Energy regeneration enables additional Ultimates, compounding damage.

Pure Fiction and Apocalyptic Shadow

Pure Fiction: Multi-wave format favors SP sustainability. A Grounded Ascent's SP recovery helps maintain aggressive Skill usage. Dance! Dance! Dance! excels here with team-wide action advance for synchronized AoE.

Apocalyptic Shadow: Extended 8-10 cycle boss encounters maximize A Grounded Ascent value. Full stack uptime once established, 2-3 additional Ultimates over encounter duration.

Turn Economy Analysis

Skill Points: Sparkle starts with 5 SP (3 base + 2 from Talent). Her Ultimate recovers 4 SP, making her strongly SP-positive.

A Grounded Ascent adds 1.5 SP per 3-turn rotation (2 Skills + 1 Ultimate = 3 uses / 2). Combined with Ultimate's 4 SP: +5.5 SP over 3 turns while consuming 2 SP for Skills = net +3.5 SP.

Past and Future: +4 SP from Ultimate, -2 SP for Skills = net +2 SP. The 1.5 SP difference accumulates in extended encounters.

Energy Breakpoint for 3-Turn Ultimate

Sparkle with base Energy Regeneration Rate generates ~6.6 Energy/turn. Over 3 turns: 19.8 Energy—insufficient for Ultimate.

A Grounded Ascent adds 18-24 Energy (3 uses × 6-8). Total: 37.8-43.8 Energy—still insufficient.

Solution: Rope Energy Regeneration Rate main stat (19.36%) increases generation to ~8 Energy/turn. Over 3 turns: 24 natural + 18-24 from light cone = 42-48 Energy, approaching Ultimate threshold.

Past and Future requires 140-150% total Energy Regeneration Rate for 3-turn Ultimates without light cone support—demanding perfect substats.

Complete 4-Star Alternatives Ranked

1. Past and Future

Best for: Single-target teams, F2P players

  • S1: 16% DMG per Skill (1 turn)
  • S5: 32% DMG per Skill (1 turn)
  • Obtainable: Herta's Store, events
  • Immediate value, no stack accumulation
  • 100% scaling from S1→S5 makes superimposition highly valuable

2. Dance! Dance! Dance!

Best for: AoE content, dual DPS teams

  • 16-24% team-wide action advance after Ultimate
  • No direct DMG buff but increased turn frequency
  • Transforms Sparkle's Ultimate into team-wide damage amplifier
  • Excels in Pure Fiction

3. But the Battle Isn't Over

Best for: Balanced support needs

  • S1: 30% DMG + 10% Energy Regeneration Rate + 1 SP per 2 Ultimates
  • Middle ground between A Grounded Ascent and Past and Future
  • Requires gacha investment
  • Energy Regeneration Rate accelerates Ultimate frequency

4. Memories of the Past

Niche use cases, generally lower priority for Sparkle's CRIT-focused playstyle.

Investment Value Analysis

Cost: 80-90 pulls average for S1 = 12,800-14,400 Stellar Jade. Without guaranteed pity: 25,600-28,800 Jade.

Opportunity Cost: 80-90% of guaranteed character pull (160 pulls). Alternatively: character Eidolons providing 15-25% improvements.

Monthly Income:

  • F2P: 8,000-10,000 Jade/month
  • Monthly Pass: 12,000-14,000 Jade/month

A Grounded Ascent consumes 1.5-1.8 months F2P income, 1-1.2 months monthly pass income.

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Performance Gain vs Investment

10-15% team DPS improvement rarely determines content completion. Most players clearing endgame with Past and Future S5 will continue clearing with A Grounded Ascent—just faster.

Investment-to-Performance Ratio: Unfavorable vs character acquisitions. New DPS provides 100%+ team improvement through new compositions. 10-15% improvement on one team provides far less value.

Exception: Leaderboard rankings where every percentage point matters.

Recommendations by Player Type

Free-to-Play: Skip. Past and Future S5 provides 85-90% performance at zero gacha cost. Prioritize character acquisitions over light cone optimization.

Exception: Own all desired characters, no upcoming banners interest you for 2-3 patches.

Monthly Pass Holders: Consider only if: (1) Own Sparkle, use her in most teams, (2) Own all desired characters, (3) No upcoming characters for 2-3 patches, (4) Obtained key Eidolons, (5) Pursue high scores/rankings.

Budget: 70-80% Jade to characters/Eidolons, 20-30% to light cones.

Whales: Acquire for optimization. Stop at S1—S2-S5 scaling doesn't justify exponential cost. Prioritize character Eidolons before light cone superimposition.

Best Teams and Scenarios

Honkai Star Rail Sparkle hypercarry team composition guide

Hypercarry Teams (Optimal)

Hymn stacking requires buffing same ally 3 times—perfect for hypercarry where Sparkle repeatedly buffs one DPS.

Template: Sparkle + CRIT Quantum DPS + sustain + flex support

Best DPS: Seele, Qingque (Quantum synergy with Trace A6), high CRIT Rate characters (70-80%)

Dual DPS Compositions (Reduced Effectiveness)

Sparkle must choose which DPS receives Hymn stacks. Alternating targets prevents max stack value (15-30% DMG vs 45%).

Strategies:

  • Primary/secondary: Stack all buffs on primary DPS
  • Alternating: Maintain 1-2 stacks on both (reduced effectiveness)

Dance! Dance! Dance! superior here through team-wide action advance.

Content-Specific

Memory of Chaos: Past and Future S5 better for 2-3 cycle speed-clears (immediate 32% DMG). A Grounded Ascent better for 4-5 cycle battles (stack maintenance, extra Ultimates).

Pure Fiction: Dance! Dance! Dance! superior (team-wide advance for AoE). A Grounded Ascent's single-target focus underperforms.

Apocalyptic Shadow: A Grounded Ascent optimal. Extended 8-10 cycle encounters allow full stack uptime, 2-3 additional Ultimates.

Common Misconceptions

Myth: Supports always need signature light cones Reality: Supports gain 10-20% improvement from signatures vs DPS gaining 25-40%. Lower priority. Sparkle functions excellently with Past and Future S5 (85-90% performance).

Myth: 5-star always better than S5 4-star Reality: S5 4-stars provide 70-90% of S1 5-star performance. Past and Future S5 (32% DMG) compares favorably to A Grounded Ascent S1 (45% max stacks), especially in short encounters.

Myth: Energy Regeneration from light cone essential Reality: Proper relic optimization (ERR rope + substats) typically provides sufficient Energy. A Grounded Ascent offers convenience, not necessity.

Diminishing Returns

Power progression: Base kit (100%) → Relics (+30%) → 4-star LC (+15%) → 5-star LC (+10%) → Eidolons (+5-15%) → LC superimposition (+3-5%).

Early investments (characters, relics) provide largest improvements. Late-stage optimization (5-star LC, Eidolons, superimposition) offers smaller gains at higher costs.

Strategy: Build 8-10 characters with relics and 4-star LCs before investing in any signature 5-stars.

Final Verdict

A Grounded Ascent provides measurable improvements but the 10-15% team DPS increase over Past and Future S5 doesn't justify 12,800-14,400 Jade for most players.

Pull If You Meet ALL:

  1. Own Sparkle, use her in most endgame teams
  2. Own all desired characters for next 2-3 patches
  3. Obtained key character Eidolons
  4. Pursue leaderboard rankings/perfect scores
  5. Have surplus Jade after accounting for future banners
  6. Primarily play hypercarry compositions

Skip If You Meet ANY:

  1. F2P or low-spending
  2. Lack desired characters from current/upcoming banners
  3. Haven't obtained key Eidolons
  4. Primarily play dual DPS or AoE teams
  5. Comfortably clear all endgame with Past and Future S5

Superimposition: Stop at S1. S1→S5 requires 4 additional copies (320-360 pulls) for 15-20% improvement—extremely inefficient. Prioritize character Eidolons instead.

Banner: January 28 - February 12, 2025 (Version 3.8 Phase 3).

FAQ

What does A Grounded Ascent do for Sparkle? Regenerates 6-8 Energy per Skill/Ultimate, grants 15-24% DMG stacks (max 3 for 45-72% total), recovers 1 SP every 2 uses. Accelerates Ultimate rotations and increases ally damage. Single-target Hymn stacking requires buffing same ally 3 times—optimal for hypercarry, not dual DPS.

Is it better than Past and Future? A Grounded Ascent S1 provides 10-15% team DPS improvement over Past and Future S5 through higher DMG (45% vs 32%), Energy regeneration, SP recovery. But Past and Future S5 costs zero Jade (Herta's Store), provides immediate 32% DMG without stacks, performs competitively in short encounters. Better resource efficiency for most players.

How much damage increase? 10-15% team DPS over Past and Future S5 in optimal scenarios. Varies by encounter length (longer favors A Grounded Ascent), team comp (hypercarry maximizes value), DPS stats (high investment benefits more). Short 2-3 cycle encounters: 5-8% improvement due to limited stack time.

Best 4-star light cones for Sparkle?

  1. Past and Future: 16-32% DMG (S1-S5), best for single-target
  2. Dance! Dance! Dance!: 16-24% team advance, best for AoE/dual DPS
  3. But the Battle Isn't Over: 30-50% DMG + 10-18% ERR, balanced option (requires gacha)

Pull or save for characters? Save unless you meet all pull criteria above. New characters provide 100%+ versatility improvement vs 10-15% performance improvement. Resource efficiency strongly favors character acquisitions for F2P/low-spenders. Only high-investment players with complete rosters should prioritize LC optimization.

How does it compare to other 5-star Harmony LCs?

  • Earthly Escapade: 32-60% CRIT DMG + ally CRIT buffs, best for CRIT-focused teams
  • But the Battle Isn't Over: 10-18% ERR + 30-50% DMG, balanced support
  • A Grounded Ascent: 6-8 Energy/use + 45-72% stacking DMG, best for hypercarry in extended encounters

Choose based on team: Earthly Escapade (CRIT teams), But the Battle Isn't Over (balanced), A Grounded Ascent (hypercarry).

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