Gepard
★★★★★

Gepard Build

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

Released: 26/04/2023 · v1.0· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Furukawa Makoto Bryson Baugus Ma Yang Min Seung-woo (민승우)
Community usage · phase 4.4.2
Memory of Chaos0.1%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Gepard — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Gepard is a FREE 5-star Preservation sustain (given out via early events/login), perfect for newer players who need a rock-solid wall.

1

30-second build

In a hurry? This box is all you need — details below
BodyDEF% FeetSPD SphereDEF% RopeEnergy Regeneration Rate

Sub-stat priority: SPD > DEF% > Effect RES > Effect Hit Rate

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 3/5
Pure Fiction 3/5
Apocalyptic Shadow 3/5
Ice (Gepard's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Gepard is notably weaker in Memory of Chaos (only 3/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Gepard?

Gepard is a FREE 5-star Preservation sustain (given out via early events/login), perfect for newer players who need a rock-solid wall.

Don't pull a dedicated banner for him since stronger tanks exist now (Aventurine, Fu Xuan, Huohuo), but if you lack any healer/shielder he single-handedly carries the early game.

Pros
  • Massive 3-turn team-wide shield that trivializes normal hits
  • Freeze CC adds both defensive and offensive value
  • Self-Enshrouded Recluse + Broken Keel now grant the whole team CRIT DMG
  • Free to obtain, cheap to build, easy relics to farm
Cons
  • No healing at all — helpless against DoT or percent-HP damage
  • Base SPD 92 is painfully slow for tempo and energy
  • Clearly outclassed by current meta sustains
  • Freeze relies on EHR investment until E1

How to play

Open by charging to 100 energy and firing his Ultimate to shield the whole team for 3 turns.

Other turns, use Skill on the strongest enemy to Freeze it and shield one ally; Basic Attack when you just need energy. Always keep shields up before a boss's big hit lands.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Gepard

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? Day One of My New Life (4★) is an easy-to-get pick that's still in Gepard's good-build group.

Best Relics

BodyDEF%
FeetSPD
SphereDEF%
RopeEnergy Regeneration Rate

Sub-stat priority: SPD > DEF% > Effect RES > Effect Hit Rate

Stat targets

Aim for SPD ~134 (110 minimum), in-combat DEF ~3500-4000 (panel ~800+), HP ~5000+, Effect RES 30-50%. Without E1, run ~50-67% Effect Hit Rate to land Freeze reliably.

4

Teams

Best teammates to pair with

Best teams for Gepard

Yanqing pairs beautifully with Gepard since Yanqing gains buffs while shielded, with Silver Wolf + Pela shredding defense.

Seele/Bronya/Tingyun is the classic hypercarry that just wants a stable body-blocker. Jing Yuan + Sunday is an AoE line-up that needs steady sustain to keep tempo.

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 all you need. E1 (100% Freeze, so you can drop EHR) and E4 (+20% Effect RES) are minor upgrades worth grabbing only from free dupes, never worth paying to pull.

E1
Due Diligence★★★★☆
When using Skill, increases the base chance to Freeze the attacked target enemy by 35%.
Adds 35% base Freeze chance to Skill, making Gepard's crowd control near-guaranteed.
Gepard's Eidolon×1 Gepard's Eidolon
E2
Lingering Cold★★☆☆☆
After an enemy Frozen by Skill is unfrozen, their SPD is reduced by 20% for 1 turn(s).
Only reduces an unfrozen enemy's SPD by 20% for 1 turn, a minor and short-lived side effect.
Gepard's Eidolon×1 Gepard's Eidolon
E3
Never Surrender★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up Ultimate and Talent, adding no new effects.
Gepard's Eidolon×1 Gepard's Eidolon
E4
Faith Moves Mountains★★★★☆
When Gepard is in battle, all allies' Effect RES increases by 20%.
Grants the whole team +20% Effect RES while Gepard is in battle, a very useful team-wide defensive buff.
Gepard's Eidolon×1 Gepard's Eidolon
E5
Cold Iron Fist★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up Skill and Basic ATK, adding no new effects.
Gepard's Eidolon×1 Gepard's Eidolon
E6
Unyielding Resolve★★★★★
When his Talent is triggered, Gepard immediately takes action and restores extra HP equal to 50% of his Max HP.
When Talent triggers, Gepard immediately takes action and heals an extra 50% Max HP, a huge boost to survivability and support value.
Gepard's Eidolon×1 Gepard's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ Ultimate is Gepard's core power source, shielding the whole team, so it should be leveled first.
Skill ★★★★☆ Skill deals Ice DMG with a high Freeze chance, providing crowd control, making it the second priority.
Talent ★★☆☆☆ Talent is a passive survival effect that only triggers once per battle, so it doesn't need heavy investment.
Basic ATK ★☆☆☆☆ Basic ATK is mainly for generating energy, so it remains the lowest priority as usual.
Trace priority: A6 > A4 > A2 Eidolon priority: E1 > E4 > E6 > E2 > E3 = E5

Skills

Fist of Conviction
Basic ATK Single Target Lv.10 +20 30

Deals Ice DMG equal to 140% of Gepard's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Ice DMG equal to 50% of Gepard's ATK to one designated enemy.
Lv.2 Deals Ice DMG equal to 60% of Gepard's ATK to one designated enemy.
Lv.3 Deals Ice DMG equal to 70% of Gepard's ATK to one designated enemy.
Lv.4 Deals Ice DMG equal to 80% of Gepard's ATK to one designated enemy.
Lv.5 Deals Ice DMG equal to 90% of Gepard's ATK to one designated enemy.
Lv.6 Deals Ice DMG equal to 100% of Gepard's ATK to one designated enemy.
Lv.7 Deals Ice DMG equal to 110% of Gepard's ATK to one designated enemy.
Lv.8 Deals Ice DMG equal to 120% of Gepard's ATK to one designated enemy.
Lv.9 Deals Ice DMG equal to 130% of Gepard's ATK to one designated enemy.
Lv.10 (max) Deals Ice DMG equal to 140% of Gepard's ATK to one designated enemy.
Daunting Smite
Skill Single Target Lv.15 +30 60

Deals Ice DMG equal to 250% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 75% of Gepard's ATK at the beginning of each turn.

LevelEffect
Lv.1 Deals Ice DMG equal to 100% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 30% of Gepard's ATK at the beginning of each turn.
Lv.2 Deals Ice DMG equal to 110% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 33% of Gepard's ATK at the beginning of each turn.
Lv.3 Deals Ice DMG equal to 120% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 36% of Gepard's ATK at the beginning of each turn.
Lv.4 Deals Ice DMG equal to 130% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 39% of Gepard's ATK at the beginning of each turn.
Lv.5 Deals Ice DMG equal to 140% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 42% of Gepard's ATK at the beginning of each turn.
Lv.6 Deals Ice DMG equal to 150% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 45% of Gepard's ATK at the beginning of each turn.
Lv.7 Deals Ice DMG equal to 163% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 49% of Gepard's ATK at the beginning of each turn.
Lv.8 Deals Ice DMG equal to 175% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 53% of Gepard's ATK at the beginning of each turn.
Lv.9 Deals Ice DMG equal to 188% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 56% of Gepard's ATK at the beginning of each turn.
Lv.10 Deals Ice DMG equal to 200% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 60% of Gepard's ATK at the beginning of each turn.
Lv.11 Deals Ice DMG equal to 210% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 63% of Gepard's ATK at the beginning of each turn.
Lv.12 Deals Ice DMG equal to 220% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 66% of Gepard's ATK at the beginning of each turn.
Lv.13 Deals Ice DMG equal to 230% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 69% of Gepard's ATK at the beginning of each turn.
Lv.14 Deals Ice DMG equal to 240% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 72% of Gepard's ATK at the beginning of each turn.
Lv.15 (max) Deals Ice DMG equal to 250% of Gepard's ATK to one designated enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Ice Additional DMG equal to 75% of Gepard's ATK at the beginning of each turn.
Enduring Bulwark
Ultimate Defense Lv.15 +5 100

Applies a Shield to all allies, absorbing DMG equal to 53% of Gepard's DEF plus 769 for 3 turn(s).

LevelEffect
Lv.1 Applies a Shield to all allies, absorbing DMG equal to 30% of Gepard's DEF plus 150 for 3 turn(s).
Lv.2 Applies a Shield to all allies, absorbing DMG equal to 32% of Gepard's DEF plus 240 for 3 turn(s).
Lv.3 Applies a Shield to all allies, absorbing DMG equal to 34% of Gepard's DEF plus 308 for 3 turn(s).
Lv.4 Applies a Shield to all allies, absorbing DMG equal to 36% of Gepard's DEF plus 375 for 3 turn(s).
Lv.5 Applies a Shield to all allies, absorbing DMG equal to 38% of Gepard's DEF plus 420 for 3 turn(s).
Lv.6 Applies a Shield to all allies, absorbing DMG equal to 39% of Gepard's DEF plus 465 for 3 turn(s).
Lv.7 Applies a Shield to all allies, absorbing DMG equal to 41% of Gepard's DEF plus 499 for 3 turn(s).
Lv.8 Applies a Shield to all allies, absorbing DMG equal to 42% of Gepard's DEF plus 533 for 3 turn(s).
Lv.9 Applies a Shield to all allies, absorbing DMG equal to 44% of Gepard's DEF plus 566 for 3 turn(s).
Lv.10 Applies a Shield to all allies, absorbing DMG equal to 45% of Gepard's DEF plus 600 for 3 turn(s).
Lv.11 Applies a Shield to all allies, absorbing DMG equal to 47% of Gepard's DEF plus 634 for 3 turn(s).
Lv.12 Applies a Shield to all allies, absorbing DMG equal to 48% of Gepard's DEF plus 668 for 3 turn(s).
Lv.13 Applies a Shield to all allies, absorbing DMG equal to 50% of Gepard's DEF plus 701 for 3 turn(s).
Lv.14 Applies a Shield to all allies, absorbing DMG equal to 51% of Gepard's DEF plus 735 for 3 turn(s).
Lv.15 (max) Applies a Shield to all allies, absorbing DMG equal to 53% of Gepard's DEF plus 769 for 3 turn(s).
Unyielding Will
Talent Restore Lv.15

When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 63% of his Max HP. This effect can only trigger once per battle.

LevelEffect
Lv.1 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 25% of his Max HP. This effect can only trigger once per battle.
Lv.2 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 28% of his Max HP. This effect can only trigger once per battle.
Lv.3 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 30% of his Max HP. This effect can only trigger once per battle.
Lv.4 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 33% of his Max HP. This effect can only trigger once per battle.
Lv.5 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 35% of his Max HP. This effect can only trigger once per battle.
Lv.6 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 38% of his Max HP. This effect can only trigger once per battle.
Lv.7 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 41% of his Max HP. This effect can only trigger once per battle.
Lv.8 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 44% of his Max HP. This effect can only trigger once per battle.
Lv.9 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 47% of his Max HP. This effect can only trigger once per battle.
Lv.10 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 50% of his Max HP. This effect can only trigger once per battle.
Lv.11 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 53% of his Max HP. This effect can only trigger once per battle.
Lv.12 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 55% of his Max HP. This effect can only trigger once per battle.
Lv.13 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 57% of his Max HP. This effect can only trigger once per battle.
Lv.14 When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 60% of his Max HP. This effect can only trigger once per battle.
Lv.15 (max) When struck with a killing blow, instead of becoming knocked down, Gepard's HP immediately restores to 63% of his Max HP. This effect can only trigger once per battle.
Attack
30

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

Comradery
Technique Defense

After Gepard uses his Technique, when the next battle begins, a Shield will be applied to all allies, absorbing DMG equal to 24% of Gepard's DEF plus 150 for 2 turn(s).

Major Traces

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

Gepard has a higher chance to be attacked by enemies.

A4
Commander

When "Unyielding Will" is triggered, Gepard's Energy will be restored to 100%.

A6
Grit

Gepard's ATK increases by 35% of his current DEF. This effect will refresh at the start of each turn.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+22.4%Ice DMG Boost
+18%Effect RES
+12.5%DEF

Weakness Break

How much Toughness each of Gepard's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Fist of ConvictionBasic ATK30
Daunting SmiteSkill60
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Gepard breaks 90 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 2
Elite 360 12 6
Elite Boss 540 18 9
Boss 540 18 9

119/231 enemies in our bestiary are weak to Ice — Gepard's own element. View the Bestiary → · View Ice-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
1,397
#6 of 90
ATK
543
#67 of 90
DEF
655
#7 of 90
SPD
92
#89 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Gepard FAQ

What is the best Light Cone for Gepard?

The best Light Cone for Gepard is Moment of Victory (top pick). See F2P options in the Light Cones section above.

Is Gepard worth pulling?

Gepard is a FREE 5-star Preservation sustain (given out via early events/login), perfect for newer players who need a rock-solid wall. Don't pull a dedicated banner for him since stronger tanks exist now (Aventurine, Fu Xuan, Huohuo), but if you lack any healer/shielder he single-handedly carries the early game.

What is the best team for Gepard?

Yanqing pairs beautifully with Gepard since Yanqing gains buffs while shielded, with Silver Wolf + Pela shredding defense. Seele/Bronya/Tingyun is the classic hypercarry that just wants a stable body-blocker. Jing Yuan + Sunday is an AoE line-up that needs steady sustain to keep tempo.

How much Energy does Gepard's Ultimate cost?

Gepard's Ultimate costs 100 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Gepard need to reach max Ascension?

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

Matching Light Cones

Path of Preservation — 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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