Bailu Build
Bailu is a 5★ Lightning character on the Path of Abundance 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 |
|---|---|---|---|
| Kato Emiri | Su Ling Chan | Duoduo | Jo Hyeon-jeong (조현정) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Bailu is the game's original pure healer — full-team heals plus a free auto-revive make her a rock-solid safety net for newer players.
30-second build
Sub-stat priority: SPD > HP% > Effect RES > DEF%
Eidolons
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Bailu's Eidolon
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Bailu's Eidolon
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Bailu's Eidolon
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Bailu's Eidolon
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Bailu's Eidolon
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Bailu's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Lightning DMG equal to 140% of Bailu's ATK to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Lightning DMG equal to 50% of Bailu's ATK to one designated enemy. |
| Lv.2 | Deals Lightning DMG equal to 60% of Bailu's ATK to one designated enemy. |
| Lv.3 | Deals Lightning DMG equal to 70% of Bailu's ATK to one designated enemy. |
| Lv.4 | Deals Lightning DMG equal to 80% of Bailu's ATK to one designated enemy. |
| Lv.5 | Deals Lightning DMG equal to 90% of Bailu's ATK to one designated enemy. |
| Lv.6 | Deals Lightning DMG equal to 100% of Bailu's ATK to one designated enemy. |
| Lv.7 | Deals Lightning DMG equal to 110% of Bailu's ATK to one designated enemy. |
| Lv.8 | Deals Lightning DMG equal to 120% of Bailu's ATK to one designated enemy. |
| Lv.9 | Deals Lightning DMG equal to 130% of Bailu's ATK to one designated enemy. |
| Lv.10 (max) | Deals Lightning DMG equal to 140% of Bailu's ATK to one designated enemy. |
▾
Heals a single ally for 13.7% of Bailu's Max HP plus 400. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%.
| Level | Effect |
|---|---|
| Lv.1 | Heals a single ally for 7.8% of Bailu's Max HP plus 78. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.2 | Heals a single ally for 8.3% of Bailu's Max HP plus 125. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.3 | Heals a single ally for 8.8% of Bailu's Max HP plus 160. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.4 | Heals a single ally for 9.3% of Bailu's Max HP plus 195. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.5 | Heals a single ally for 9.8% of Bailu's Max HP plus 218. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.6 | Heals a single ally for 10.1% of Bailu's Max HP plus 242. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.7 | Heals a single ally for 10.5% of Bailu's Max HP plus 259. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.8 | Heals a single ally for 10.9% of Bailu's Max HP plus 277. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.9 | Heals a single ally for 11.3% of Bailu's Max HP plus 294. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.10 | Heals a single ally for 11.7% of Bailu's Max HP plus 312. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.11 | Heals a single ally for 12.1% of Bailu's Max HP plus 330. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.12 | Heals a single ally for 12.5% of Bailu's Max HP plus 347. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.13 | Heals a single ally for 12.9% of Bailu's Max HP plus 365. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.14 | Heals a single ally for 13.3% of Bailu's Max HP plus 382. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
| Lv.15 (max) | Heals a single ally for 13.7% of Bailu's Max HP plus 400. Bailu then heals random allies 2 time(s). After each healing, HP restored from the next healing is reduced by 15%. |
▾
Heals all allies for 15.8% of Bailu's Max HP plus 461. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack.
| Level | Effect |
|---|---|
| Lv.1 | Heals all allies for 9% of Bailu's Max HP plus 90. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.2 | Heals all allies for 9.6% of Bailu's Max HP plus 144. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.3 | Heals all allies for 10.1% of Bailu's Max HP plus 185. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.4 | Heals all allies for 10.7% of Bailu's Max HP plus 225. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.5 | Heals all allies for 11.3% of Bailu's Max HP plus 252. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.6 | Heals all allies for 11.7% of Bailu's Max HP plus 279. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.7 | Heals all allies for 12.2% of Bailu's Max HP plus 299. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.8 | Heals all allies for 12.6% of Bailu's Max HP plus 320. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.9 | Heals all allies for 13.1% of Bailu's Max HP plus 340. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.10 | Heals all allies for 13.5% of Bailu's Max HP plus 360. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.11 | Heals all allies for 14% of Bailu's Max HP plus 380. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.12 | Heals all allies for 14.4% of Bailu's Max HP plus 401. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.13 | Heals all allies for 14.9% of Bailu's Max HP plus 421. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.14 | Heals all allies for 15.3% of Bailu's Max HP plus 441. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
| Lv.15 (max) | Heals all allies for 15.8% of Bailu's Max HP plus 461. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for 2 turn(s). This effect cannot stack. |
▾
After an ally target with Invigoration is hit, restores the ally's HP for 6.3% of Bailu's Max HP plus 185. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 21% of Bailu's Max HP plus 615 HP. This effect can be triggered 1 time per battle.
| Level | Effect |
|---|---|
| Lv.1 | After an ally target with Invigoration is hit, restores the ally's HP for 3.6% of Bailu's Max HP plus 36. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 12% of Bailu's Max HP plus 120 HP. This effect can be triggered 1 time per battle. |
| Lv.2 | After an ally target with Invigoration is hit, restores the ally's HP for 3.8% of Bailu's Max HP plus 58. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 12.8% of Bailu's Max HP plus 192 HP. This effect can be triggered 1 time per battle. |
| Lv.3 | After an ally target with Invigoration is hit, restores the ally's HP for 4.1% of Bailu's Max HP plus 74. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 13.5% of Bailu's Max HP plus 246 HP. This effect can be triggered 1 time per battle. |
| Lv.4 | After an ally target with Invigoration is hit, restores the ally's HP for 4.3% of Bailu's Max HP plus 90. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 14.2% of Bailu's Max HP plus 300 HP. This effect can be triggered 1 time per battle. |
| Lv.5 | After an ally target with Invigoration is hit, restores the ally's HP for 4.5% of Bailu's Max HP plus 101. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 15% of Bailu's Max HP plus 336 HP. This effect can be triggered 1 time per battle. |
| Lv.6 | After an ally target with Invigoration is hit, restores the ally's HP for 4.7% of Bailu's Max HP plus 112. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 15.6% of Bailu's Max HP plus 372 HP. This effect can be triggered 1 time per battle. |
| Lv.7 | After an ally target with Invigoration is hit, restores the ally's HP for 4.9% of Bailu's Max HP plus 120. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 16.2% of Bailu's Max HP plus 399 HP. This effect can be triggered 1 time per battle. |
| Lv.8 | After an ally target with Invigoration is hit, restores the ally's HP for 5% of Bailu's Max HP plus 128. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 16.8% of Bailu's Max HP plus 426 HP. This effect can be triggered 1 time per battle. |
| Lv.9 | After an ally target with Invigoration is hit, restores the ally's HP for 5.2% of Bailu's Max HP plus 136. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 17.4% of Bailu's Max HP plus 453 HP. This effect can be triggered 1 time per battle. |
| Lv.10 | After an ally target with Invigoration is hit, restores the ally's HP for 5.4% of Bailu's Max HP plus 144. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 18% of Bailu's Max HP plus 480 HP. This effect can be triggered 1 time per battle. |
| Lv.11 | After an ally target with Invigoration is hit, restores the ally's HP for 5.6% of Bailu's Max HP plus 152. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 18.6% of Bailu's Max HP plus 507 HP. This effect can be triggered 1 time per battle. |
| Lv.12 | After an ally target with Invigoration is hit, restores the ally's HP for 5.8% of Bailu's Max HP plus 160. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 19.2% of Bailu's Max HP plus 534 HP. This effect can be triggered 1 time per battle. |
| Lv.13 | After an ally target with Invigoration is hit, restores the ally's HP for 5.9% of Bailu's Max HP plus 168. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 19.8% of Bailu's Max HP plus 561 HP. This effect can be triggered 1 time per battle. |
| Lv.14 | After an ally target with Invigoration is hit, restores the ally's HP for 6.1% of Bailu's Max HP plus 176. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 20.4% of Bailu's Max HP plus 588 HP. This effect can be triggered 1 time per battle. |
| Lv.15 (max) | After an ally target with Invigoration is hit, restores the ally's HP for 6.3% of Bailu's Max HP plus 185. This effect can trigger 2 time(s). When Bailu's teammate receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for 21% of Bailu's Max HP plus 615 HP. This effect can be triggered 1 time per battle. |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
After Technique is used, at the start of the next battle, all allies are granted Invigoration for 2 turn(s).
Major Traces
When Bailu heals a target ally above their normal Max HP, the target's Max HP increases by 10% for 2 turns.
Invigoration can trigger 1 more time(s).
Characters with Invigoration receive 10% less DMG.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Diagnostic Kick | Basic ATK | 30 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Bailu breaks 30 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | this move deals no Toughness reduction |
| Elite | 360 | 12 | this move deals no Toughness reduction |
| Elite Boss | 540 | 18 | this move deals no Toughness reduction |
| Boss | 540 | 18 | this move deals no Toughness reduction |
142/231 enemies in our bestiary are weak to Lightning — Bailu's own element. View the Bestiary → · View Lightning-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Bailu FAQ
What is the best Light Cone for Bailu?
The best Light Cone for Bailu is Time Waits for No One (top pick). See F2P options in the Light Cones section above.
Is Bailu worth pulling?
Bailu is the game's original pure healer — full-team heals plus a free auto-revive make her a rock-solid safety net for newer players. But she buffs no damage and grants no shields, so if you already own Huohuo, Lingsha, or Aventurine you can comfortably skip her. She's a standard-banner 5-star, so never hard-pull for her.
What is the best team for Bailu?
Team 1 (DHIL): Bailu keeps the fragile hypercarry alive while Sparkle feeds Skill Points and Tingyun buffs. Team 2 (Jing Yuan Lightning): on-element, Sunday boosts tempo, steady sustain. Team 3 (Seele): Bronya advances turns, Silver Wolf shreds RES, Bailu is the lone lifeline.
How much Energy does Bailu's Ultimate cost?
Bailu's Ultimate costs 100 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Bailu need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
5★
5★
5★
5★
4★
4★
4★
4★
4★
4★
4★
4★
4★
3★
3★
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.



























