Hook
★★★★

Hook Build

Hook is a 4★ Fire character on the Path of Destruction in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 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
Tokui Sora Felecia Angelle Wang Xiaotong Lee Jae-hyun (이재현)
Community usage · phase 4.4.2
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Hook — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Hook is a free 4-star Fire DPS, ideal for newer players who need a hard-hitting carry early on. If you already own a 5-star DPS, you can safely skip her — she fades at high-end endgame.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT Rate / CRIT DMG FeetSPD SphereFire DMG RopeATK%

Sub-stat priority: CRIT > ATK% > SPD > EHR

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 2.5/5
Pure Fiction 2/5
Apocalyptic Shadow 2.5/5
Fire (Hook's element) is a listed Weakness in 3 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Hook 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 Hook?

Hook is a free 4-star Fire DPS, ideal for newer players who need a hard-hitting carry early on. If you already own a 5-star DPS, you can safely skip her — she fades at high-end endgame.

Pros
  • Free 4-star DPS, easy to obtain and level
  • Deals damage while applying Burn and self-healing, very durable
  • Enhanced Skill after Ult gives strong AoE
Cons
  • Base SPD 94 is very slow, heavily reliant on speed buffs
  • Noticeably falls off in higher-difficulty endgame
  • Weak in Pure Fiction due to single-target focus

How to play

Open with Skill to apply Burn, then fire Ultimate once you have energy (Ult turns your next Skill into an Enhanced AoE hit). Always target Burning enemies to trigger her Talent bonus damage and self-heal.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Hook

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? Woof! Walk Time! (4★) is an easy-to-get pick that's still in Hook's good-build group.

Best Relics

BodyCRIT Rate / CRIT DMG
FeetSPD
SphereFire DMG
RopeATK%

Sub-stat priority: CRIT > ATK% > SPD > EHR

Stat targets

Aim for SPD 120+ (base SPD is only 94, so SPD boots + Asta are near-mandatory), ATK around 2800-3200, and a CRIT Rate of 65-75% with 120%+ CRIT DMG at a 1:2 ratio. EHR not needed.

4

Teams

Best teammates to pair with

Best teams for Hook

Double-buff: Hook + Sparkle + Tingyun + Gallagher for near-endless turns. Classic: Hook + Asta + Pela + Luocha. Budget mono-Fire: Hook + Asta + Guinaifen + Gallagher.

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 fully playable. E1 (+20% Enhanced Skill DMG) and E2 (Burn lasts 1 extra turn) are the standout breakpoints. E4/E6 only if you truly want to invest.

E1
Early to Bed, Early to Rise★★★☆☆
Enhanced Skill deals 20% increased DMG.
Boosts the Enhanced Skill used after Ultimate by 20% DMG, a solid but single-hit damage increase limited to that follow-up attack.
Hook's Eidolon×1 Hook's Eidolon
E2
Happy Tummy, Happy Body★★☆☆☆
Extends the duration of Burn caused by Skill by 1 turn(s).
Extends the Burn applied by Skill by 1 turn, a minor uptime improvement for the DoT effect.
Hook's Eidolon×1 Hook's Eidolon
E3
Don't Be Picky, Nothing's Icky★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Purely levels up Skill and Basic ATK, a plain stat increase that doesn't change gameplay.
Hook's Eidolon×1 Hook's Eidolon
E4
It's Okay to Not Know★★★★☆
When Talent is triggered, there is a 100% base chance to Burn enemies adjacent to the designated enemy target, equivalent to that of Skill.
When Talent triggers, it has a 100% chance to spread Burn to enemies adjacent to the target, greatly improving Hook's ability to apply AoE DoT.
Hook's Eidolon×1 Hook's Eidolon
E5
Let the Moles' Deeds Be Known★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Purely levels up Ultimate and Talent, a plain stat increase that doesn't change gameplay.
Hook's Eidolon×1 Hook's Eidolon
E6
Always Ready to Punch and Kick★★★★★
Hook deals 20% more DMG to enemies afflicted with Burn.
Deals 20% more DMG to Burned enemies, and since Hook consistently applies Burn to most targets this functions as a near-universal damage boost, a huge power spike.
Hook's Eidolon×1 Hook's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ Ultimate deals the biggest single-target hit (480% ATK) and unlocks the AoE Enhanced Skill, so it should be leveled early.
Skill ★★★★★ Skill (300% ATK) is used repeatedly, underlies the post-Ultimate Enhanced Skill, and applies Burn, making it top priority.
Talent ★★★★☆ Talent adds extra DMG against Burned targets and restores Energy, directly supporting the Burn playstyle, so it's a fairly high priority.
Basic ATK ★☆☆☆☆ Basic ATK is mainly a fallback filler action rarely central to the rotation, so it stays lowest priority as usual.
Trace priority: A6 > A2 = A4 Eidolon priority: E6 > E1 > E4 > E2 > E3 = E5

Skills

Hehe! Don't Get Burned!
Basic ATK Single Target Lv.10 +20 30

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

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

Deals Fire DMG equal to 300% of Hook's ATK to one designated enemy. In addition, there is a 100% base chance to inflict Burn for 2 turn(s). When afflicted with Burn, enemies will take Fire DoT equal to 81% of Hook's ATK at the beginning of each turn.

LevelEffect
Lv.1 Deals Fire DMG equal to 140% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 40% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 25% of Hook's ATK at the beginning of each turn.
Lv.2 Deals Fire DMG equal to 154% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 44% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 28% of Hook's ATK at the beginning of each turn.
Lv.3 Deals Fire DMG equal to 168% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 48% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 30% of Hook's ATK at the beginning of each turn.
Lv.4 Deals Fire DMG equal to 182% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 52% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 33% of Hook's ATK at the beginning of each turn.
Lv.5 Deals Fire DMG equal to 196% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 56% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 35% of Hook's ATK at the beginning of each turn.
Lv.6 Deals Fire DMG equal to 210% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 60% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 39% of Hook's ATK at the beginning of each turn.
Lv.7 Deals Fire DMG equal to 228% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 65% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 44% of Hook's ATK at the beginning of each turn.
Lv.8 Deals Fire DMG equal to 245% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 70% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 50% of Hook's ATK at the beginning of each turn.
Lv.9 Deals Fire DMG equal to 263% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 75% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 57% of Hook's ATK at the beginning of each turn.
Lv.10 Deals Fire DMG equal to 280% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 80% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 65% of Hook's ATK at the beginning of each turn.
Lv.11 Deals Fire DMG equal to 294% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 84% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 68% of Hook's ATK at the beginning of each turn.
Lv.12 Deals Fire DMG equal to 308% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 88% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 72% of Hook's ATK at the beginning of each turn.
Lv.13 Deals Fire DMG equal to 322% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 92% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 75% of Hook's ATK at the beginning of each turn.
Lv.14 Deals Fire DMG equal to 336% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 96% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 78% of Hook's ATK at the beginning of each turn.
Lv.15 (max) Deals Fire DMG equal to 350% of Hook's ATK to one designated enemy, with a 100% base chance to Burn them for 2 turn(s). Additionally, deals Fire DMG equal to 100% of Hook's ATK to enemies adjacent to it. When afflicted with Burn, enemies will take Fire DoT equal to 81% of Hook's ATK at the beginning of each turn.
Boom! Here Comes the Fire!
Ultimate Single Target Lv.15 +5 90 120

Deals Fire DMG equal to 480% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.

LevelEffect
Lv.1 Deals Fire DMG equal to 240% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.2 Deals Fire DMG equal to 256% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.3 Deals Fire DMG equal to 272% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.4 Deals Fire DMG equal to 288% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.5 Deals Fire DMG equal to 304% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.6 Deals Fire DMG equal to 320% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.7 Deals Fire DMG equal to 340% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.8 Deals Fire DMG equal to 360% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.9 Deals Fire DMG equal to 380% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.10 Deals Fire DMG equal to 400% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.11 Deals Fire DMG equal to 416% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.12 Deals Fire DMG equal to 432% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.13 Deals Fire DMG equal to 448% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.14 Deals Fire DMG equal to 464% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Lv.15 (max) Deals Fire DMG equal to 480% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
Ha! Oil to the Flames!
Talent Enhance Lv.15

When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 125% of Hook's ATK and regenerates 5 extra Energy.

LevelEffect
Lv.1 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 50% of Hook's ATK and regenerates 5 extra Energy.
Lv.2 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 55% of Hook's ATK and regenerates 5 extra Energy.
Lv.3 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 60% of Hook's ATK and regenerates 5 extra Energy.
Lv.4 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 65% of Hook's ATK and regenerates 5 extra Energy.
Lv.5 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 70% of Hook's ATK and regenerates 5 extra Energy.
Lv.6 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 75% of Hook's ATK and regenerates 5 extra Energy.
Lv.7 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 81% of Hook's ATK and regenerates 5 extra Energy.
Lv.8 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 88% of Hook's ATK and regenerates 5 extra Energy.
Lv.9 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 94% of Hook's ATK and regenerates 5 extra Energy.
Lv.10 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 100% of Hook's ATK and regenerates 5 extra Energy.
Lv.11 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 105% of Hook's ATK and regenerates 5 extra Energy.
Lv.12 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 110% of Hook's ATK and regenerates 5 extra Energy.
Lv.13 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 115% of Hook's ATK and regenerates 5 extra Energy.
Lv.14 When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 120% of Hook's ATK and regenerates 5 extra Energy.
Lv.15 (max) When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 125% of Hook's ATK and regenerates 5 extra Energy.
Attack
30

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

Ack! Look at This Mess!
Technique 60

Immediately attacks the enemy. Upon entering battle, Hook deals Fire DMG equal to 50% of her ATK to a random enemy. In addition, there is a 100% base chance to inflict Burn on every enemy for 3 turn(s). When afflicted with Burn, enemies will take Fire DoT equal to 50% of Hook's ATK at the beginning of each turn.

Major Traces

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

Hook restores HP equal to 5% of her Max HP whenever her Talent is triggered.

A4
Naivete

Increases the chance to resist Crowd Control debuffs by 35%.

A6
Playing With Fire

After using her Ultimate, Hook has her action advanced by 20% and additionally regenerates 5 Energy.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+28%ATK
+18%HP
+13.3%CRIT DMG

Weakness Break

How much Toughness each of Hook's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Hehe! Don't Get Burned!Basic ATK30
Hey! Remember Hook?Skill60
Boom! Here Comes the Fire!Ultimate90
AttackOverworld Attack30
Ack! Look at This Mess!Technique60

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

131/231 enemies in our bestiary are weak to Fire — Hook'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
1,341
#16 of 90
ATK
617
#42 of 90
DEF
353
#86 of 90
SPD
94
#86 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Hook FAQ

What is the best Light Cone for Hook?

The best Light Cone for Hook is On the Fall of an Aeon (top pick). See F2P options in the Light Cones section above.

Is Hook worth pulling?

Hook is a free 4-star Fire DPS, ideal for newer players who need a hard-hitting carry early on. If you already own a 5-star DPS, you can safely skip her — she fades at high-end endgame.

What is the best team for Hook?

Double-buff: Hook + Sparkle + Tingyun + Gallagher for near-endless turns. Classic: Hook + Asta + Pela + Luocha. Budget mono-Fire: Hook + Asta + Guinaifen + Gallagher.

How much Energy does Hook's Ultimate cost?

Hook's Ultimate costs 120 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Hook need to reach max Ascension?

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

Matching Light Cones

Path of Destruction — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.

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