The Dahlia
★★★★★

The Dahlia Build

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

Released: 07/12/2025 · v3.7· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Sasaki Mikoi Cristina Vee Ruan Congqing Kim Do-hee (김도희)
Community usage · phase 4.4.2
Memory of Chaos38.6%
Pure Fiction21.8%
Apocalyptic Shadow38.2%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building The Dahlia — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

The Dahlia is a T0 Break support on the Nihility Path. If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

1

30-second build

In a hurry? This box is all you need — details below
BodyDEF% FeetSPD SphereDEF% RopeBreak Effect%

Sub-stat priority: Break Effect > SPD > DEF%/HP% > Effect Hit Rate

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 5/5
Pure Fiction 4/5
Apocalyptic Shadow 5/5
Fire (The Dahlia's element) is a listed Weakness in 3 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

The Dahlia has no clear weak point based on current data, but needs the right build (see the Build section below) to reach full potential.

Should you pull The Dahlia?

The Dahlia is a T0 Break support on the Nihility Path. If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

Pros
  • Converts Toughness into Super Break even before enemies are Broken
  • T0 for every Break team, hugely uplifts Firefly
  • Skill-point friendly
  • Self-implants Weakness and shreds DEF via Ultimate
Cons
  • Only shines in Break teams, near-useless elsewhere
  • Needs meaningful Break Effect and SPD investment
  • Gets the most value with a Fire DPS (Firefly)

How to play

She auto-assigns a Dance Partner at battle start. Each cycle: cast Skill to lay her Zone and keep it up, then Ultimate on energy to implant a Weakness and shred DEF.

Letting the Dance Partner act triggers her Super Break follow-up, so play around the partner's turn.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for The Dahlia

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? Resolution Shines As Pearls of Sweat (4★) is an easy-to-get pick that's still in The Dahlia's good-build group.

Best Relics

BodyDEF%
FeetSPD
SphereDEF%
RopeBreak Effect%

Sub-stat priority: Break Effect > SPD > DEF%/HP% > Effect Hit Rate

Stat targets

SPD 134-160, Break Effect 200-250%+ on a Break rope, or ~160-180% if running an Energy Regen rope. No CRIT needed. EHR only matters with the DEF-shred cone (Resolution Shines As Pearls of Sweat).

4

Teams

Best teammates to pair with

Best teams for The Dahlia

Firefly or Rappa + Fugue + Lingsha is the textbook hyper-Break shell. Single-target Boothill pairs with Ruan Mei + Gallagher. Bonus: she can replace Ruan Mei in Break comps, freeing Ruan Mei for other teams.

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 already excellent. E1 (extends Super Break to the whole team) and E2 (All-Type RES shred on her Ultimate debuff) are both very worthwhile if you love her; E4+ is whale-only polish.

E1
When a Bud Readies to Bloom★★★★★
The Super Break DMG multiplier provided by Talent to "Dance Partners" now applies to all ally characters, with "Dance Partners" additionally receiving a 40% boost. After "Dance Partners" use an attack, additionally deals the attacked enemy targets a fixed amount of Toughness Reduction equal to 25% of their Max Toughness (minimum 10, maximum 300). This effect can only trigger once per enemy target, and this trigger count resets after the enemy target receives a killing blow.
Extends the Talent's Super Break DMG multiplier to the whole team and adds extra DMG after Dance Partner attacks, turning her into a team-wide buffer.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
E2
Fresh, Ethereal, and Beloved★★★★★
When The Dahlia is on the field, decreases all enemies' All-Type RES by 20%. When an enemy target enters the field, immediately inflicts "Wilt" on them, lasting for 3 turn(s).
Reduces all enemies' All-Type RES by 20% while on field and auto-applies Wilt to newly entered enemies, a huge team DMG boost.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
E3
Pity Its Petals Thin as Mist★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up Ultimate and Basic ATK with no new effects, so it's low-impact utility.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
E4
Pity Its Heart Gnawed by Worms★★★☆☆
Increases the number of DMG instances dealt by Talent's Follow-Up ATK by 5. Upon its use, the DMG taken by all enemy targets increases by 12%, lasting for 2 turn(s).
Adds 5 more DMG instances to Talent's Follow-Up ATK and increases enemies' DMG taken by 12% for 2 turns, a moderate damage buff.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
E5
Fallen, Decayed, and Despised★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up Skill and Talent with no new effects, so it's low-impact utility.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
E6
And Yet, Always, Deathly Beautiful★★★★★
Increases Dance Partners' Break Effect by 150%. When using Talent's Follow-Up ATK, advances the next action of all "Dance Partners" by 20%.
Boosts Dance Partners' Break Effect by 150% and advances their next action by 20% on Follow-Up ATK use, a massive power spike.
The Dahlia's Eidolon×1 The Dahlia's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Talent ★★★★★ Talent drives the "Dance Partner" Follow-Up ATK, which is The Dahlia's core damage source, so it should be leveled first.
Skill ★★★★☆ Skill deploys the Zone that boosts the team's Weakness Break Efficiency and deals AoE damage every turn, making it the second priority.
Ultimate ★★★☆☆ Ultimate applies the DEF-reducing, weakness-implanting "Wilt" state to all enemies - valuable but used less often than Skill/Talent, so it ranks lower.
Basic ATK ★☆☆☆☆ Basic ATK is just a fallback action when Skill Points are unavailable, keeping it the lowest priority as with most characters.
Trace priority: A6 > A4 > A2 Eidolon priority: E2 = E6 > E1 > E4 > E3 = E5

Skills

Fiddle... Fissured Memory
Basic ATK Single Target Lv.10 +20 30

Deals Fire DMG equal to 140% of The Dahlia's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Fire DMG equal to 50% of The Dahlia's ATK to one designated enemy.
Lv.2 Deals Fire DMG equal to 60% of The Dahlia's ATK to one designated enemy.
Lv.3 Deals Fire DMG equal to 70% of The Dahlia's ATK to one designated enemy.
Lv.4 Deals Fire DMG equal to 80% of The Dahlia's ATK to one designated enemy.
Lv.5 Deals Fire DMG equal to 90% of The Dahlia's ATK to one designated enemy.
Lv.6 Deals Fire DMG equal to 100% of The Dahlia's ATK to one designated enemy.
Lv.7 Deals Fire DMG equal to 110% of The Dahlia's ATK to one designated enemy.
Lv.8 Deals Fire DMG equal to 120% of The Dahlia's ATK to one designated enemy.
Lv.9 Deals Fire DMG equal to 130% of The Dahlia's ATK to one designated enemy.
Lv.10 (max) Deals Fire DMG equal to 140% of The Dahlia's ATK to one designated enemy.
Lick... Enkindled Betrayal
Skill Blast Lv.15 +30 30

Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 200% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.

LevelEffect
Lv.1 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 80% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.2 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 88% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.3 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 96% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.4 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 104% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.5 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 112% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.6 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 120% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.7 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 130% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.8 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 140% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.9 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 150% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.10 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 160% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.11 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 168% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.12 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 176% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.13 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 184% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.14 Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 192% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Lv.15 (max) Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 200% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Wallow... Entombed Ash
Ultimate AoE Lv.15 +5 60 130

Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 360% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 23% and will be implanted with Weakness of all Dance Partners' Types.

LevelEffect
Lv.1 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 180% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 8% and will be implanted with Weakness of all Dance Partners' Types.
Lv.2 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 192% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 9% and will be implanted with Weakness of all Dance Partners' Types.
Lv.3 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 204% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 10% and will be implanted with Weakness of all Dance Partners' Types.
Lv.4 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 216% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 11% and will be implanted with Weakness of all Dance Partners' Types.
Lv.5 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 228% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 12% and will be implanted with Weakness of all Dance Partners' Types.
Lv.6 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 240% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 13% and will be implanted with Weakness of all Dance Partners' Types.
Lv.7 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 255% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 14.2% and will be implanted with Weakness of all Dance Partners' Types.
Lv.8 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 270% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 15.5% and will be implanted with Weakness of all Dance Partners' Types.
Lv.9 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 285% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 16.8% and will be implanted with Weakness of all Dance Partners' Types.
Lv.10 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 300% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 18% and will be implanted with Weakness of all Dance Partners' Types.
Lv.11 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 312% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 19% and will be implanted with Weakness of all Dance Partners' Types.
Lv.12 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 324% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 20% and will be implanted with Weakness of all Dance Partners' Types.
Lv.13 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 336% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 21% and will be implanted with Weakness of all Dance Partners' Types.
Lv.14 Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 348% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 22% and will be implanted with Weakness of all Dance Partners' Types.
Lv.15 (max) Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 360% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 23% and will be implanted with Weakness of all Dance Partners' Types.
Who's Afraid of Constance?
Talent Bounce Lv.15 +2 9

When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 75%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 38% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 250%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.

LevelEffect
Lv.1 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 30%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 15% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 100%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.2 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 33%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 17% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 110%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.3 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 36%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 18% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 120%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.4 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 39%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 20% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 130%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.5 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 42%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 21% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 140%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.6 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 45%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 23% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 150%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.7 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 49%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 24% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 163%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.8 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 53%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 26% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 175%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.9 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 56%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 28% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 188%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.10 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 60%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 30% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 200%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.11 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 63%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 32% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 210%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.12 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 66%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 33% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 220%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.13 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 69%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 35% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 230%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.14 When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 72%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 36% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 240%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Lv.15 (max) When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 75%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 38% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 250%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
Attack
30

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

The Heart Makes the Finest Tomb
Technique Impair

After using Technique, creates a Special Dimension that lasts for 20 second(s). Enemies within this dimension will not actively attack ally targets. After entering combat with enemies in the Special Dimension, The Dahlia immediately deploys her Skill's Zone, and converts the combat-triggering Toughness Reduction into 1 instance of Super Break DMG at 60% against enemy targets that are Weakness Broken. Only 1 Dimension Effect created by allies can exist at the same time.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Yet Another Funeral

When entering combat, increases other characters' Break Effect by an amount equal to 24% of The Dahlia's Break Effect plus 50%, lasting for 1 turn(s). When The Dahlia receives healing or a Shield provided by a teammate, this effect triggers again, lasting for 3 turn(s). Cannot trigger repeatedly within one turn.

A4
Lament, Lost Soul

When using Talent's Follow-Up ATK, recovers 1 Skill Point for allies. For every 2 instance(s) of Talent's Follow-Up ATK used, this effect can trigger once.

A6
Outgrow the Old, Espouse the New

When an ally target adds Weakness to an enemy target, increases SPD by 30% for 2 turn(s). If a Fire ally character has implanted a Weakness when using an attack, then after the attack, additionally deals a fixed amount of 20 Fire Toughness Reduction to every target implanted with Weakness. Also, regenerates Energy equal to 10% of Max Energy. This effect can regenerate Energy up to 50% of Max Energy.

Weakness Break

How much Toughness each of The Dahlia's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Fiddle... Fissured MemoryBasic ATK30
Lick... Enkindled BetrayalSkill30
Wallow... Entombed AshUltimate60
Who's Afraid of Constance?Talent9
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from The Dahlia breaks 120 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 4
Elite 360 12 12
Elite Boss 540 18 18
Boss 540 18 18

131/231 enemies in our bestiary are weak to Fire — The Dahlia's own element. View the Bestiary → · View Fire-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
1,087
#50 of 90
ATK
679
#22 of 90
DEF
606
#15 of 90
SPD
96
#81 of 90
CRIT Rate
5%
CRIT DMG
50%
8

The Dahlia FAQ

What is the best Light Cone for The Dahlia?

The best Light Cone for The Dahlia is Never Forget Her Flame (top pick). See F2P options in the Light Cones section above.

Is The Dahlia worth pulling?

The Dahlia is a T0 Break support on the Nihility Path. If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

What is the best team for The Dahlia?

Firefly or Rappa + Fugue + Lingsha is the textbook hyper-Break shell. Single-target Boothill pairs with Ruan Mei + Gallagher. Bonus: she can replace Ruan Mei in Break comps, freeing Ruan Mei for other teams.

How much Energy does The Dahlia's Ultimate cost?

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

What materials does The Dahlia need to reach max Ascension?

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

Matching Light Cones

Path of Nihility — 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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