Boothill
★★★★★

Boothill Build

Boothill is a 5★ Physical character on the Path of The Hunt in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 29/05/2024 · v2.2· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Konishi Katsuyuki Andrew Russell Peng Bo (彭博)
Kinsen
Kim Dan (김단)
Community usage · phase 4.4.2
Memory of Chaos0.2%
Apocalyptic Shadow0.9%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Boothill — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT DMG FeetSPD SpherePhysical DMG RopeBreak Effect

Sub-stat priority: Break Effect > SPD > CRIT DMG > ATK%

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 4.5/5
Pure Fiction 2/5
Apocalyptic Shadow 5/5
Physical (Boothill's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Boothill is notably weaker in Pure Fiction (only 2/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Boothill?

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

Pros
  • Top-tier single-target and Toughness shred
  • Self-implants Physical Weakness on any boss
  • King of Apocalyptic Shadow and boss fights
Cons
  • Weak in AoE / Pure Fiction
  • Team-dependent, wants Ruan Mei / Fugue
  • Needs high Break Effect and the right SPD to shine

How to play

Implant Physical Weakness with Skill, then fire the enhanced 3-hit Basic into a Standoff target to stack Break DMG. Keep Standoff active and hit after Toughness breaks; use Ult to reset Standoff or swap targets.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Boothill

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? Shadowed by Night (4★) is an easy-to-get pick that's still in Boothill's good-build group.

Best Relics

BodyCRIT DMG
FeetSPD
SpherePhysical DMG
RopeBreak Effect

Sub-stat priority: Break Effect > SPD > CRIT DMG > ATK%

Stat targets

Aim for 145 SPD (Talia breakpoint), 250-300%+ Break Effect, ~2800-3200 ATK, and 150%+ CRIT DMG. EHR is not needed.

4

Teams

Best teammates to pair with

Best teams for Boothill

Core is Boothill + Fugue + Ruan Mei + Lingsha (double Break support plus a Break-scaling healer). F2P swaps in Harmony Trailblazer + Gallagher and still shreds Toughness.

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 is complete and strong on its own. E1 and E2 are big upgrades (extra Standoff turns and damage), worth it only if you are seriously investing.

E1
Dusty Trail's Lone Star★★★★★
When the battle starts, obtains 1 stack of Pocket Trickshot. When Boothill deals DMG, ignores 16% of the enemy target's DEF.
Grants an instant Pocket Trickshot stack at battle start and ignores 16% of the target's DEF on every hit, a solid flat damage boost from turn one.
Boothill's Eidolon×1 Boothill's Eidolon
E2
Milestonemonger★★★☆☆
When in Standoff and gaining Pocket Trickshot, recovers 1 Skill Point(s) and increases Break Effect by 30%, lasting for 2 turn(s). Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit. But cannot trigger repeatedly within one turn.
Recovers 1 Skill Point and boosts Break Effect by 30% when entering Standoff and gaining Pocket Trickshot, useful but situational.
Boothill's Eidolon×1 Boothill's Eidolon
E3
Marble Orchard's Guard★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Ultimate and Basic ATK levels with no new effects, so its impact is minor.
Boothill's Eidolon×1 Boothill's Eidolon
E4
Cold Cuts Chef★★★☆☆
When the enemy target in the Standoff is attacked by Boothill, the DMG they receive additionally increases by 12%. When Boothill is attacked by the enemy target in the Standoff, the effect of him receiving increased DMG is offset by 12%.
Increases DMG dealt to the Standoff target by 12% when Boothill attacks it, while also reducing DMG taken from that enemy, a decent but not game-changing two-way buff.
Boothill's Eidolon×1 Boothill's Eidolon
E5
Stump Speech★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Skill and Talent levels with no new effects, so its impact is minor.
Boothill's Eidolon×1 Boothill's Eidolon
E6
Crowbar Hotel's Raccoon★★★★★
When triggering the Talent's Break DMG, additionally deals Break DMG to the target equal to 40% of the original DMG multiplier and additionally deals Break DMG to adjacent targets equal to 70% of the original DMG multiplier.
When triggering the Talent's Break DMG, deals extra Break DMG equal to 40% of the original multiplier to the target and 70% to adjacent targets, a major boost to burst and AoE break damage.
Boothill's Eidolon×1 Boothill's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Talent ★★★★★ Talent scales the Break DMG multiplier per Pocket Trickshot stack, making it Boothill's core damage source and top leveling priority.
Skill ★★★★★ Skill triggers the Standoff state and Enhanced Basic ATK, the gateway that unlocks his main damage combo, so it needs early investment.
Ultimate ★★★★☆ Ultimate deals big DMG and applies the Physical Weakness needed for Break, but it's used less often than Skill/Talent so ranks slightly lower.
Basic ATK ★★☆☆☆ Basic ATK, even its Enhanced form, mainly fills turns between Skill/Talent cycles, so it stays the lowest leveling priority.
Trace priority: A2 > A6 > A4 Eidolon priority: E6 > E2 > E1 = E4 > E3 = E5

Skills

Skullcrush Spurs
Basic ATK Single Target Lv.10 +20 30

Deals Physical DMG equal to 140% of Boothill's ATK to one designated enemy target.

LevelEffect
Lv.1 Deals Physical DMG equal to 50% of Boothill's ATK to one designated enemy target.
Lv.2 Deals Physical DMG equal to 60% of Boothill's ATK to one designated enemy target.
Lv.3 Deals Physical DMG equal to 70% of Boothill's ATK to one designated enemy target.
Lv.4 Deals Physical DMG equal to 80% of Boothill's ATK to one designated enemy target.
Lv.5 Deals Physical DMG equal to 90% of Boothill's ATK to one designated enemy target.
Lv.6 Deals Physical DMG equal to 100% of Boothill's ATK to one designated enemy target.
Lv.7 Deals Physical DMG equal to 110% of Boothill's ATK to one designated enemy target.
Lv.8 Deals Physical DMG equal to 120% of Boothill's ATK to one designated enemy target.
Lv.9 Deals Physical DMG equal to 130% of Boothill's ATK to one designated enemy target.
Lv.10 (max) Deals Physical DMG equal to 140% of Boothill's ATK to one designated enemy target.
Sizzlin' Tango
Skill Impair Lv.15

Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 38%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.

LevelEffect
Lv.1 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 15%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.2 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 17%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.3 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 18%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.4 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 20%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.5 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 21%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.6 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 23%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.7 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 24%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.8 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 26%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.9 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 28%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.10 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 30%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.11 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 32%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.12 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 33%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.13 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 35%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.14 Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 36%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Lv.15 (max) Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 38%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Dust Devil's Sunset Rodeo
Ultimate Single Target Lv.15 +5 90 115

Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 480% of Boothill's ATK to the target and delays their action by 45%.

LevelEffect
Lv.1 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 240% of Boothill's ATK to the target and delays their action by 30%.
Lv.2 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 256% of Boothill's ATK to the target and delays their action by 31%.
Lv.3 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 272% of Boothill's ATK to the target and delays their action by 32%.
Lv.4 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 288% of Boothill's ATK to the target and delays their action by 33%.
Lv.5 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 304% of Boothill's ATK to the target and delays their action by 34%.
Lv.6 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 320% of Boothill's ATK to the target and delays their action by 35%.
Lv.7 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 340% of Boothill's ATK to the target and delays their action by 36%.
Lv.8 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 360% of Boothill's ATK to the target and delays their action by 38%.
Lv.9 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 380% of Boothill's ATK to the target and delays their action by 39%.
Lv.10 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 400% of Boothill's ATK to the target and delays their action by 40%.
Lv.11 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 416% of Boothill's ATK to the target and delays their action by 41%.
Lv.12 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 432% of Boothill's ATK to the target and delays their action by 42%.
Lv.13 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 448% of Boothill's ATK to the target and delays their action by 43%.
Lv.14 Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 464% of Boothill's ATK to the target and delays their action by 44%.
Lv.15 (max) Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 480% of Boothill's ATK to the target and delays their action by 45%.
Five Peas in a Pod
Talent Enhance Lv.15

Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 88%/150%/213% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.

LevelEffect
Lv.1 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 35%/60%/85% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.2 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 39%/66%/94% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.3 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 42%/72%/102% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.4 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 46%/78%/111% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.5 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 49%/84%/119% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.6 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 53%/90%/127% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.7 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 57%/98%/138% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.8 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 61%/105%/149% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.9 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 66%/113%/159% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.10 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 70%/120%/170% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.11 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 74%/126%/179% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.12 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 77%/132%/187% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.13 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 81%/138%/196% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.14 Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 84%/144%/204% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Lv.15 (max) Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 88%/150%/213% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Attack
30

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

3-9× Smile
Technique Enhance

After the Technique is used, when casting the Skill for the first time in the next battle, applies the same Physical Weakness to the target as the one induced by the Ultimate, lasting for 2 turn(s).

Fanning the Hammer
Basic ATK Single Target Lv.10 +30 60

Deals Physical DMG equal to 308% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.

LevelEffect
Lv.1 Deals Physical DMG equal to 110% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.2 Deals Physical DMG equal to 132% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.3 Deals Physical DMG equal to 154% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.4 Deals Physical DMG equal to 176% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.5 Deals Physical DMG equal to 198% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.6 Deals Physical DMG equal to 220% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.7 Deals Physical DMG equal to 242% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.8 Deals Physical DMG equal to 264% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.9 Deals Physical DMG equal to 286% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Lv.10 (max) Deals Physical DMG equal to 308% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Ghost Load

Increase this character's CRIT Rate/CRIT DMG, by an amount equal to 10%/50% of Break Effect, up to a max increase of 30%/150%.

A4
Above Snakes

While Boothill is in the Standoff, reduces the DMG he receives from targets that are not in the Standoff by 30%.

A6
Point Blank

When in Standoff and gaining Pocket Trickshot, regenerates 10 Energy. Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit.

Weakness Break

How much Toughness each of Boothill's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Skullcrush SpursBasic ATK30
Dust Devil's Sunset RodeoUltimate90
AttackOverworld Attack30
Fanning the HammerBasic ATK60

One full combo (Basic ATK + Skill + Ultimate) from Boothill breaks 180 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

122/231 enemies in our bestiary are weak to Physical — Boothill's own element. View the Bestiary → · View Physical-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
1,203
#32 of 90
ATK
621
#38 of 90
DEF
437
#68 of 90
SPD
107
#14 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Boothill FAQ

What is the best Light Cone for Boothill?

The best Light Cone for Boothill is Sailing Towards a Second Life (top pick). See F2P options in the Light Cones section above.

Is Boothill worth pulling?

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

What is the best team for Boothill?

Core is Boothill + Fugue + Ruan Mei + Lingsha (double Break support plus a Break-scaling healer). F2P swaps in Harmony Trailblazer + Gallagher and still shreds Toughness.

How much Energy does Boothill's Ultimate cost?

Boothill's Ultimate costs 115 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Boothill need to reach max Ascension?

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

Matching Light Cones

Path of The Hunt — 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.

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