Dan Heng Build
Dan Heng is a 4★ Wind 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.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Ito Kent | Nicholas Leung | Li Chunyin | Kim Hye-sung (김혜성) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Dan Heng is the free 4-star everyone owns, great for early game but heavily power-crept now. Skip investing if you already have a stronger DPS.
30-second build
Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD
Eidolons
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Dan Heng's Eidolon
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Dan Heng's Eidolon
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Dan Heng's Eidolon
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Dan Heng's Eidolon
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Dan Heng's Eidolon
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Dan Heng's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
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Deals Wind DMG equal to 140% of Dan Heng's ATK to one enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Wind DMG equal to 50% of Dan Heng's ATK to one enemy. |
| Lv.2 | Deals Wind DMG equal to 60% of Dan Heng's ATK to one enemy. |
| Lv.3 | Deals Wind DMG equal to 70% of Dan Heng's ATK to one enemy. |
| Lv.4 | Deals Wind DMG equal to 80% of Dan Heng's ATK to one enemy. |
| Lv.5 | Deals Wind DMG equal to 90% of Dan Heng's ATK to one enemy. |
| Lv.6 | Deals Wind DMG equal to 100% of Dan Heng's ATK to one enemy. |
| Lv.7 | Deals Wind DMG equal to 110% of Dan Heng's ATK to one enemy. |
| Lv.8 | Deals Wind DMG equal to 120% of Dan Heng's ATK to one enemy. |
| Lv.9 | Deals Wind DMG equal to 130% of Dan Heng's ATK to one enemy. |
| Lv.10 (max) | Deals Wind DMG equal to 140% of Dan Heng's ATK to one enemy. |
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Deals Wind DMG equal to 325% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s).
| Level | Effect |
|---|---|
| Lv.1 | Deals Wind DMG equal to 130% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.2 | Deals Wind DMG equal to 143% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.3 | Deals Wind DMG equal to 156% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.4 | Deals Wind DMG equal to 169% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.5 | Deals Wind DMG equal to 182% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.6 | Deals Wind DMG equal to 195% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.7 | Deals Wind DMG equal to 211% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.8 | Deals Wind DMG equal to 228% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.9 | Deals Wind DMG equal to 244% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.10 | Deals Wind DMG equal to 260% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.11 | Deals Wind DMG equal to 273% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.12 | Deals Wind DMG equal to 286% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.13 | Deals Wind DMG equal to 299% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.14 | Deals Wind DMG equal to 312% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
| Lv.15 (max) | Deals Wind DMG equal to 325% of Dan Heng's ATK to one designated enemy. When DMG dealt by Skill triggers CRIT Hit, there is a 100% base chance to reduce the target's SPD by 12%, lasting for 2 turn(s). |
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Deals Wind DMG equal to 480% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 144%.
| Level | Effect |
|---|---|
| Lv.1 | Deals Wind DMG equal to 240% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 72%. |
| Lv.2 | Deals Wind DMG equal to 256% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 77%. |
| Lv.3 | Deals Wind DMG equal to 272% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 82%. |
| Lv.4 | Deals Wind DMG equal to 288% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 86%. |
| Lv.5 | Deals Wind DMG equal to 304% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 91%. |
| Lv.6 | Deals Wind DMG equal to 320% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 96%. |
| Lv.7 | Deals Wind DMG equal to 340% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 102%. |
| Lv.8 | Deals Wind DMG equal to 360% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 108%. |
| Lv.9 | Deals Wind DMG equal to 380% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 114%. |
| Lv.10 | Deals Wind DMG equal to 400% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 120%. |
| Lv.11 | Deals Wind DMG equal to 416% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 125%. |
| Lv.12 | Deals Wind DMG equal to 432% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 130%. |
| Lv.13 | Deals Wind DMG equal to 448% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 134%. |
| Lv.14 | Deals Wind DMG equal to 464% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 139%. |
| Lv.15 (max) | Deals Wind DMG equal to 480% of Dan Heng's ATK to one designated enemy target. If the attacked enemy is Slowed, the multiplier for the DMG dealt by Ultimate increases by 144%. |
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When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 45%. This effect can be triggered again after 2 turn(s).
| Level | Effect |
|---|---|
| Lv.1 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 18%. This effect can be triggered again after 2 turn(s). |
| Lv.2 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 20%. This effect can be triggered again after 2 turn(s). |
| Lv.3 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 22%. This effect can be triggered again after 2 turn(s). |
| Lv.4 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 23%. This effect can be triggered again after 2 turn(s). |
| Lv.5 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 25%. This effect can be triggered again after 2 turn(s). |
| Lv.6 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 27%. This effect can be triggered again after 2 turn(s). |
| Lv.7 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 29%. This effect can be triggered again after 2 turn(s). |
| Lv.8 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 32%. This effect can be triggered again after 2 turn(s). |
| Lv.9 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 34%. This effect can be triggered again after 2 turn(s). |
| Lv.10 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 36%. This effect can be triggered again after 2 turn(s). |
| Lv.11 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 38%. This effect can be triggered again after 2 turn(s). |
| Lv.12 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 40%. This effect can be triggered again after 2 turn(s). |
| Lv.13 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 41%. This effect can be triggered again after 2 turn(s). |
| Lv.14 | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 43%. This effect can be triggered again after 2 turn(s). |
| Lv.15 (max) | When Dan Heng becomes the target of an ally's ability, his next attack's Wind RES PEN increases by 45%. This effect can be triggered again after 2 turn(s). |
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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After Dan Heng uses his Technique, his ATK increases by 40% at the start of the next battle for 3 turn(s).
Major Traces
When current HP percentage is 50% or lower, reduces the chance of being attacked by enemies.
After launching an attack, there is a 50% fixed chance to increase this unit's SPD by 20% for 2 turn(s).
Basic ATK deals 40% more DMG to Slowed enemies.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Cloudlancer Art: North Wind | Basic ATK | 30 |
| Cloudlancer Art: Torrent | Skill | 60 |
| Ethereal Dream | Ultimate | 90 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Dan Heng breaks 180 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | 2 |
| Elite | 360 | 12 | 6 |
| Elite Boss | 540 | 18 | 9 |
| Boss | 540 | 18 | 9 |
104/231 enemies in our bestiary are weak to Wind — Dan Heng's own element. View the Bestiary → · View Wind-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Dan Heng FAQ
What is the best Light Cone for Dan Heng?
The best Light Cone for Dan Heng is In the Night (top pick). See F2P options in the Light Cones section above.
Is Dan Heng worth pulling?
Dan Heng is the free 4-star everyone owns, great for early game but heavily power-crept now. Skip investing if you already have a stronger DPS.
What is the best team for Dan Heng?
Silver Wolf is near-mandatory to implant Wind Weakness and shred DEF; Tingyun feeds energy and ATK; Huohuo/Luocha sustain; Bronya/Sunday advance his turns for more actions.
How much Energy does Dan Heng's Ultimate cost?
Dan Heng's Ultimate costs 100 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Dan Heng need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
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5★
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4★
4★
3★
3★
3★How to read this build page
Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.
Why the Light Cone and Relic picks make sense
Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.
- Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
- Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.
These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.
Trace/skill leveling order by role (a general guideline, not a fixed rule)
There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:
- DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
- Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
- Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
- Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.
Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.
Eidolons: how far E0 gets you, and which milestone is worth considering
General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.
How to think about SPD breakpoints
SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.
Where to dig deeper
This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:
- Tier list to see where this character stands against the full roster.
- Teams for full in-game comps with rotation order.
- Relic score to check how your current gear scores against the benchmark.






























