Arlan Build
Arlan is a 4★ Lightning character on the Path of Destruction in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Shiraishi Ryoko | Dani Chambers | Tao Dian | Kim Yul (김율) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Arlan is a bottom-tier Lightning/Destruction self-harm DPS — only worth it for early players short on units or hardcore fans. Anyone pushing endgame should skip him and invest elsewhere.
30-second build
Sub-stat priority: CRIT > ATK% > SPD > Flat ATK
Eidolons
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Arlan's Eidolon
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Arlan's Eidolon
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Arlan's Eidolon
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Arlan's Eidolon
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Arlan's Eidolon
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Arlan's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Lightning DMG equal to 140% of Arlan's ATK to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Lightning DMG equal to 50% of Arlan's ATK to one designated enemy. |
| Lv.2 | Deals Lightning DMG equal to 60% of Arlan's ATK to one designated enemy. |
| Lv.3 | Deals Lightning DMG equal to 70% of Arlan's ATK to one designated enemy. |
| Lv.4 | Deals Lightning DMG equal to 80% of Arlan's ATK to one designated enemy. |
| Lv.5 | Deals Lightning DMG equal to 90% of Arlan's ATK to one designated enemy. |
| Lv.6 | Deals Lightning DMG equal to 100% of Arlan's ATK to one designated enemy. |
| Lv.7 | Deals Lightning DMG equal to 110% of Arlan's ATK to one designated enemy. |
| Lv.8 | Deals Lightning DMG equal to 120% of Arlan's ATK to one designated enemy. |
| Lv.9 | Deals Lightning DMG equal to 130% of Arlan's ATK to one designated enemy. |
| Lv.10 (max) | Deals Lightning DMG equal to 140% of Arlan's ATK to one designated enemy. |
▾
Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 300% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill.
| Level | Effect |
|---|---|
| Lv.1 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 120% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.2 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 132% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.3 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 144% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.4 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 156% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.5 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 168% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.6 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 180% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.7 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 195% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.8 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 210% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.9 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 225% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.10 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 240% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.11 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 252% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.12 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 264% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.13 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 276% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.14 | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 288% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
| Lv.15 (max) | Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 300% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill. |
▾
Deals Lightning DMG equal to 384% of Arlan's ATK to one designated enemy and Lightning DMG equal to 192% of Arlan's ATK to enemies adjacent to it.
| Level | Effect |
|---|---|
| Lv.1 | Deals Lightning DMG equal to 192% of Arlan's ATK to one designated enemy and Lightning DMG equal to 96% of Arlan's ATK to enemies adjacent to it. |
| Lv.2 | Deals Lightning DMG equal to 205% of Arlan's ATK to one designated enemy and Lightning DMG equal to 102% of Arlan's ATK to enemies adjacent to it. |
| Lv.3 | Deals Lightning DMG equal to 218% of Arlan's ATK to one designated enemy and Lightning DMG equal to 109% of Arlan's ATK to enemies adjacent to it. |
| Lv.4 | Deals Lightning DMG equal to 230% of Arlan's ATK to one designated enemy and Lightning DMG equal to 115% of Arlan's ATK to enemies adjacent to it. |
| Lv.5 | Deals Lightning DMG equal to 243% of Arlan's ATK to one designated enemy and Lightning DMG equal to 122% of Arlan's ATK to enemies adjacent to it. |
| Lv.6 | Deals Lightning DMG equal to 256% of Arlan's ATK to one designated enemy and Lightning DMG equal to 128% of Arlan's ATK to enemies adjacent to it. |
| Lv.7 | Deals Lightning DMG equal to 272% of Arlan's ATK to one designated enemy and Lightning DMG equal to 136% of Arlan's ATK to enemies adjacent to it. |
| Lv.8 | Deals Lightning DMG equal to 288% of Arlan's ATK to one designated enemy and Lightning DMG equal to 144% of Arlan's ATK to enemies adjacent to it. |
| Lv.9 | Deals Lightning DMG equal to 304% of Arlan's ATK to one designated enemy and Lightning DMG equal to 152% of Arlan's ATK to enemies adjacent to it. |
| Lv.10 | Deals Lightning DMG equal to 320% of Arlan's ATK to one designated enemy and Lightning DMG equal to 160% of Arlan's ATK to enemies adjacent to it. |
| Lv.11 | Deals Lightning DMG equal to 333% of Arlan's ATK to one designated enemy and Lightning DMG equal to 166% of Arlan's ATK to enemies adjacent to it. |
| Lv.12 | Deals Lightning DMG equal to 346% of Arlan's ATK to one designated enemy and Lightning DMG equal to 173% of Arlan's ATK to enemies adjacent to it. |
| Lv.13 | Deals Lightning DMG equal to 358% of Arlan's ATK to one designated enemy and Lightning DMG equal to 179% of Arlan's ATK to enemies adjacent to it. |
| Lv.14 | Deals Lightning DMG equal to 371% of Arlan's ATK to one designated enemy and Lightning DMG equal to 186% of Arlan's ATK to enemies adjacent to it. |
| Lv.15 (max) | Deals Lightning DMG equal to 384% of Arlan's ATK to one designated enemy and Lightning DMG equal to 192% of Arlan's ATK to enemies adjacent to it. |
▾
Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 90% DMG dealt by Arlan.
| Level | Effect |
|---|---|
| Lv.1 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 36% DMG dealt by Arlan. |
| Lv.2 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 40% DMG dealt by Arlan. |
| Lv.3 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 43% DMG dealt by Arlan. |
| Lv.4 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 47% DMG dealt by Arlan. |
| Lv.5 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 50% DMG dealt by Arlan. |
| Lv.6 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 54% DMG dealt by Arlan. |
| Lv.7 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 59% DMG dealt by Arlan. |
| Lv.8 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 63% DMG dealt by Arlan. |
| Lv.9 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 68% DMG dealt by Arlan. |
| Lv.10 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 72% DMG dealt by Arlan. |
| Lv.11 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 76% DMG dealt by Arlan. |
| Lv.12 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 79% DMG dealt by Arlan. |
| Lv.13 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 83% DMG dealt by Arlan. |
| Lv.14 | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 86% DMG dealt by Arlan. |
| Lv.15 (max) | Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 90% DMG dealt by Arlan. |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
Immediately attacks the enemy. After entering battle, deals Lightning DMG equal to 80% of Arlan's ATK to all enemies.
Major Traces
If the current HP percentage is 30% or lower when defeating an enemy, immediately restores HP equal to 20% of Max HP.
The chance to resist DoT Debuffs increases by 50%.
Upon entering battle, if Arlan's HP percentage is less than or equal to 50%, he can nullify all DMG received except for DoTs until he is attacked.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Lightning Rush | Basic ATK | 30 |
| Shackle Breaker | Skill | 60 |
| Frenzied Punishment | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
| Swift Harvest | Technique | 60 |
One full combo (Basic ATK + Skill + Ultimate) from Arlan breaks 150 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | 2 |
| Elite | 360 | 12 | 6 |
| Elite Boss | 540 | 18 | 9 |
| Boss | 540 | 18 | 9 |
142/231 enemies in our bestiary are weak to Lightning — Arlan's own element. View the Bestiary → · View Lightning-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Arlan FAQ
What is the best Light Cone for Arlan?
The best Light Cone for Arlan is Something Irreplaceable (top pick). See F2P options in the Light Cones section above.
Is Arlan worth pulling?
Arlan is a bottom-tier Lightning/Destruction self-harm DPS — only worth it for early players short on units or hardcore fans. Anyone pushing endgame should skip him and invest elsewhere.
What is the best team for Arlan?
Team 1: Tingyun damage buff + Gepard shield + Luocha light healing to survive. Team 2: Asta/Tingyun double buff with Fu Xuan for durability without over-healing. Team 3: heavy sustain via March 7th shields + Natasha, trading buffs for safety.
How much Energy does Arlan's Ultimate cost?
Arlan's Ultimate costs 110 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Arlan need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
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5★
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4★
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3★How to read this build page
Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.
Why the Light Cone and Relic picks make sense
Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.
- Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
- Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.
These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.
Trace/skill leveling order by role (a general guideline, not a fixed rule)
There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:
- DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
- Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
- Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
- Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.
Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.
Eidolons: how far E0 gets you, and which milestone is worth considering
General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.
How to think about SPD breakpoints
SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.
Where to dig deeper
This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:
- Tier list to see where this character stands against the full roster.
- Teams for full in-game comps with rotation order.
- Relic score to check how your current gear scores against the benchmark.






























