Blade
★★★★★

Blade Build

Blade is a 5★ Wind 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.

Released: 19/07/2023 · v1.2· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Miki Shin-ichiro Daman Mills Liu Yijia Kwak Yoon-sang (곽윤상)
Community usage · phase 4.4.2
Memory of Chaos0.1%
Pure Fiction0.1%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Blade — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Blade is a Wind Destruction self-sustain DPS who spends his own HP to hit hard, staying alive and dealing steady damage.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT DMG FeetSPD SphereWind DMG RopeHP%

Sub-stat priority: CRIT Rate/DMG > HP% > SPD > ATK%

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 3.5/5
Pure Fiction 2.5/5
Apocalyptic Shadow 3/5
Wind (Blade's element) is not a listed Weakness in this season's Anomaly Arbitration phases.
See this season's Anomaly Arbitration →
Note for beginners

Blade is notably weaker in Pure Fiction (only 2.5/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Blade?

Blade is a Wind Destruction self-sustain DPS who spends his own HP to hit hard, staying alive and dealing steady damage.

Worth pulling if you love him or lack a single-target DPS; newer players or anyone with a meta carry can skip, since Blade has been power-crept.

Pros
  • Self-heals, almost never dies
  • Steady, reliable sustained damage
  • Easy to play, needs no EHR
  • Tanky and low-maintenance
Cons
  • Noticeably power-crept
  • Weak AoE, poor in Pure Fiction
  • Reliant on a healer to offset self-damage
  • Mostly single-target output

How to play

Cast Skill (Hellscape) to enter his enhanced state: the next 3 Basics are stronger and cost HP to build charge. Reaching full charge triggers his follow-up attack.

Hold Ultimate to heal and burst damage based on HP lost. Loop: Skill → 3 Enhanced Basics → follow-up → Ultimate when energy is up.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Blade

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? A Secret Vow (4★) is an easy-to-get pick that's still in Blade's good-build group.

Best Relics

BodyCRIT DMG
FeetSPD
SphereWind DMG
RopeHP%

Sub-stat priority: CRIT Rate/DMG > HP% > SPD > ATK%

Stat targets

SPD ~134 (or a comfy 120+), total HP ~7000 or more, CRIT Rate 65-75% paired with CRIT DMG 130%+. No EHR needed, ATK is not a priority.

4

Teams

Best teammates to pair with

Best teams for Blade

Blade/Bronya/Ruan Mei/Luocha: Bronya advances his turns, Ruan Mei buffs, Luocha's infinite healing keeps him alive.

Blade/Ruan Mei/Luocha/Lynx: double sustain, Lynx raises Max HP which raises Blade's damage. Blade/Sunday/Tribbie/Luocha: a newer support core adding turns and crit.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

E0 already performs well. E1 greatly boosts Ultimate damage and is very worth it. E6 cuts follow-up charge to 4 stacks and maximizes DPS, but only for dedicated Blade fans.

E1
Blade Cuts the Deepest in Hell★★★★★
Blade's Ultimate deals additionally increased DMG to one designated enemy target, with the increased amount equal to 150% of the tally of Blade's HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. The tally value will be reset and re-accumulated after his Ultimate has been used.
Adds extra Ultimate DMG based on Blade's total HP lost in battle, making his Ultimate hit significantly harder.
Blade's Eidolon×1 Blade's Eidolon
E2
Ten Thousand Sorrows From One Broken Dream★★★☆☆
When Blade is in the Hellscape state, his CRIT Rate increases by 15%.
Grants +15% CRIT Rate while in the Hellscape state, a conditional but useful buff.
Blade's Eidolon×1 Blade's Eidolon
E3
Hardened Blade Bleeds Coldest Shade★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up the Ultimate and Talent, a weak pure utility upgrade.
Blade's Eidolon×1 Blade's Eidolon
E4
Rejected by Death, Infected With Life★★★★☆
When Blade's current HP percentage drops to 50% or lower of his Max HP, increases his Max HP by 20%. Stacks up to 2 time(s).
Increases Max HP by 20% (stacking twice, up to 40%) when HP drops below 50%, amplifying damage since Blade's attacks scale with Max HP.
Blade's Eidolon×1 Blade's Eidolon
E5
Death By Ten Lords' Gaze★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up the Skill and Basic ATK, a weak pure utility upgrade.
Blade's Eidolon×1 Blade's Eidolon
E6
Reborn Into an Empty Husk★★★★★
The maximum number of Charge stacks is reduced to 4. The Follow-Up ATK triggered by Talent deals additionally increased DMG, with the increased amount equal to 50% of Blade's Max HP.
Reduces the Charge stacks needed to 4 for a faster Follow-Up ATK and adds extra DMG to it based on Max HP, a major power spike.
Blade's Eidolon×1 Blade's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Basic ATK ★★★★★ Enhanced Basic ATK 'Forest of Swords' is Blade's core damage source, scaling off both ATK and Max HP, so it deserves top leveling priority.
Ultimate ★★★★☆ His Ultimate deals a large burst of damage based on total HP lost in battle, serving as his main nuke alongside Basic ATK.
Talent ★★★★☆ Talent automatically triggers a Follow-Up ATK when Charge is maxed, providing consistent extra damage, so it also needs high priority.
Skill ★★☆☆☆ Skill mainly consumes HP to enter Hellscape state and grants a DMG% buff, dealing no direct damage itself, making it the lowest priority.
Trace priority: A6 > A4 > A2 Eidolon priority: E1 = E6 > E2 > E4 > E3 = E5

Skills

Shard Sword
Basic ATK Single Target Lv.10 +20 30

Deals 140% of Blade's ATK as Wind DMG to a target enemy.

LevelEffect
Lv.1 Deals 50% of Blade's ATK as Wind DMG to a target enemy.
Lv.2 Deals 60% of Blade's ATK as Wind DMG to a target enemy.
Lv.3 Deals 70% of Blade's ATK as Wind DMG to a target enemy.
Lv.4 Deals 80% of Blade's ATK as Wind DMG to a target enemy.
Lv.5 Deals 90% of Blade's ATK as Wind DMG to a target enemy.
Lv.6 Deals 100% of Blade's ATK as Wind DMG to a target enemy.
Lv.7 Deals 110% of Blade's ATK as Wind DMG to a target enemy.
Lv.8 Deals 120% of Blade's ATK as Wind DMG to a target enemy.
Lv.9 Deals 130% of Blade's ATK as Wind DMG to a target enemy.
Lv.10 (max) Deals 140% of Blade's ATK as Wind DMG to a target enemy.
Hellscape
Skill Enhance Lv.15

Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 54%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.

LevelEffect
Lv.1 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 12%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.2 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 15%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.3 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 18%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.4 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 20%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.5 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 23%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.6 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 26%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.7 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 30%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.8 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 33%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.9 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 37%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.10 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 40%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.11 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 43%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.12 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 46%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.13 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 48%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.14 Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 51%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Lv.15 (max) Consumes HP equal to 30% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by 54%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for 3 turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Death Sentence
Ultimate Blast Lv.15 +5 60 130

Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 48% of his ATK, 120% of his Max HP, and 120% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 19.2% of his ATK, 48% of his Max HP, and 48% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.

LevelEffect
Lv.1 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 24% of his ATK, 60% of his Max HP, and 60% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 9.6% of his ATK, 24% of his Max HP, and 24% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.2 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 26% of his ATK, 64% of his Max HP, and 64% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 10.2% of his ATK, 26% of his Max HP, and 26% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.3 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 27% of his ATK, 68% of his Max HP, and 68% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 10.9% of his ATK, 27% of his Max HP, and 27% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.4 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 29% of his ATK, 72% of his Max HP, and 72% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 11.5% of his ATK, 29% of his Max HP, and 29% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.5 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 30% of his ATK, 76% of his Max HP, and 76% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 12.2% of his ATK, 30% of his Max HP, and 30% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.6 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 32% of his ATK, 80% of his Max HP, and 80% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 12.8% of his ATK, 32% of his Max HP, and 32% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.7 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 34% of his ATK, 85% of his Max HP, and 85% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 13.6% of his ATK, 34% of his Max HP, and 34% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.8 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 36% of his ATK, 90% of his Max HP, and 90% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 14.4% of his ATK, 36% of his Max HP, and 36% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.9 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 38% of his ATK, 95% of his Max HP, and 95% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 15.2% of his ATK, 38% of his Max HP, and 38% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.10 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 40% of his ATK, 100% of his Max HP, and 100% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 16% of his ATK, 40% of his Max HP, and 40% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.11 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 42% of his ATK, 104% of his Max HP, and 104% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 16.6% of his ATK, 42% of his Max HP, and 42% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.12 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 43% of his ATK, 108% of his Max HP, and 108% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 17.3% of his ATK, 43% of his Max HP, and 43% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.13 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 45% of his ATK, 112% of his Max HP, and 112% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 17.9% of his ATK, 45% of his Max HP, and 45% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.14 Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 46% of his ATK, 116% of his Max HP, and 116% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 18.6% of his ATK, 46% of his Max HP, and 46% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Lv.15 (max) Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to one enemy equal to the sum of 48% of his ATK, 120% of his Max HP, and 120% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of 19.2% of his ATK, 48% of his Max HP, and 48% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Shuhu's Gift
Talent AoE Lv.15 +10 30

When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 55% of Blade's ATK plus 138% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.

LevelEffect
Lv.1 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 22% of Blade's ATK plus 55% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.2 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 24% of Blade's ATK plus 61% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.3 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 26% of Blade's ATK plus 66% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.4 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 29% of Blade's ATK plus 72% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.5 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 31% of Blade's ATK plus 77% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.6 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 33% of Blade's ATK plus 83% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.7 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 36% of Blade's ATK plus 89% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.8 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 39% of Blade's ATK plus 96% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.9 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 41% of Blade's ATK plus 103% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.10 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 44% of Blade's ATK plus 110% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.11 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 46% of Blade's ATK plus 116% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.12 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 48% of Blade's ATK plus 121% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.13 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 51% of Blade's ATK plus 126% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.14 When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 53% of Blade's ATK plus 132% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Lv.15 (max) When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a Follow-Up ATK on all enemies, dealing Wind DMG equal to 55% of Blade's ATK plus 138% of his Max HP. At the same time, restores Blade's HP by 25% of his Max HP. After the Follow-Up ATK, all Charges are consumed.
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Karma Wind
Technique 60

Immediately attacks the enemy. After entering combat, consumes 20% of Blade's Max HP while dealing Wind DMG equal to 40% of his Max HP to all enemies. If Blade's current HP is insufficient, his HP will be reduced to 1 when this Technique is used.

Forest of Swords
Basic ATK Blast Lv.10 +30 60

Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 56% of his ATK and 140% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 22% of Blade's ATK and 56% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.

LevelEffect
Lv.1 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 20% of his ATK and 50% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 8% of Blade's ATK and 20% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.2 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 24% of his ATK and 60% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 10% of Blade's ATK and 24% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.3 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 28% of his ATK and 70% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 11% of Blade's ATK and 28% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.4 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 32% of his ATK and 80% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 13% of Blade's ATK and 32% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.5 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 36% of his ATK and 90% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 14% of Blade's ATK and 36% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.6 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 40% of his ATK and 100% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 16% of Blade's ATK and 40% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.7 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 44% of his ATK and 110% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 18% of Blade's ATK and 44% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.8 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 48% of his ATK and 120% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 19% of Blade's ATK and 48% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.9 Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 52% of his ATK and 130% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 21% of Blade's ATK and 52% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.
Lv.10 (max) Consumes HP equal to 10% of Blade's Max HP and deals Wind DMG equal to the sum of 56% of his ATK and 140% of his Max HP to one designated enemy. In addition, deals Wind DMG equal to the sum of 22% of Blade's ATK and 56% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using "Forest of Swords." "Forest of Swords" cannot regenerate Skill Points.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Vita Infinita

When Blade's current HP percentage is at 50% of Max HP or lower, the HP restored when receiving healing increases by 20%.

A4
Neverending Deaths

If Blade hits a Weakness Broken enemy after using "Forest of Swords," he will restore HP equal to 5% of his Max HP plus 100.

A6
Cyclone of Destruction

Increases DMG dealt by the Talent's Follow-Up ATK by 20%.

Weakness Break

How much Toughness each of Blade's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Shard SwordBasic ATK30
Death SentenceUltimate60
Shuhu's GiftTalent30
AttackOverworld Attack30
Karma WindTechnique60
Forest of SwordsBasic ATK60

One full combo (Basic ATK + Skill + Ultimate) from Blade breaks 150 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 2 this move deals no Toughness reduction
Elite 360 4 this move deals no Toughness reduction
Elite Boss 540 6 this move deals no Toughness reduction
Boss 540 6 this move deals no Toughness reduction

104/231 enemies in our bestiary are weak to Wind — Blade's own element. View the Bestiary → · View Wind-weak enemies →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
1,358
#9 of 90
ATK
543
#68 of 90
DEF
485
#37 of 90
SPD
97
#72 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Blade FAQ

What is the best Light Cone for Blade?

The best Light Cone for Blade is The Unreachable Side (top pick). See F2P options in the Light Cones section above.

Is Blade worth pulling?

Blade is a Wind Destruction self-sustain DPS who spends his own HP to hit hard, staying alive and dealing steady damage. Worth pulling if you love him or lack a single-target DPS; newer players or anyone with a meta carry can skip, since Blade has been power-crept.

What is the best team for Blade?

Blade/Bronya/Ruan Mei/Luocha: Bronya advances his turns, Ruan Mei buffs, Luocha's infinite healing keeps him alive. Blade/Ruan Mei/Luocha/Lynx: double sustain, Lynx raises Max HP which raises Blade's damage. Blade/Sunday/Tribbie/Luocha: a newer support core adding turns and crit.

How much Energy does Blade's Ultimate cost?

Blade's Ultimate costs 130 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Blade need to reach max Ascension?

See the full Ascension Materials list above, pulled directly from the latest game data.

Matching Light Cones

Path of Destruction — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
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.

Related Characters

New to the mechanics? Read more

Up next for you…
Tap the wrong field…