Trailblazer · Ice Build
Trailblazer · Ice is a 5★ Ice character on the Path of Remembrance 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 |
|---|---|---|---|
| Enoki Junya | Shaun Mendum | Qin Qiege | Kim Myung-jun (김명준) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
The Remembrance Trailblazer (Ice) is not a damage dealer — she's one of the best universal supports in the whole game, and she's 100% free (main character, unlocked through the story) yet performs on par with many limited 5-star units.
30-second build
Sub-stat priority: SPD > CRIT DMG > CRIT Rate > ATK%
Eidolons
×1
Shadow of Remembrance
×1
Shadow of Remembrance
×1
Shadow of Remembrance
×1
Shadow of Remembrance
×1
Shadow of Remembrance
×1
Shadow of Remembrance
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Ice DMG equal to 140% of Trailblazer's ATK to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Ice DMG equal to 50% of Trailblazer's ATK to one designated enemy. |
| Lv.2 | Deals Ice DMG equal to 60% of Trailblazer's ATK to one designated enemy. |
| Lv.3 | Deals Ice DMG equal to 70% of Trailblazer's ATK to one designated enemy. |
| Lv.4 | Deals Ice DMG equal to 80% of Trailblazer's ATK to one designated enemy. |
| Lv.5 | Deals Ice DMG equal to 90% of Trailblazer's ATK to one designated enemy. |
| Lv.6 | Deals Ice DMG equal to 100% of Trailblazer's ATK to one designated enemy. |
| Lv.7 | Deals Ice DMG equal to 110% of Trailblazer's ATK to one designated enemy. |
| Lv.8 | Deals Ice DMG equal to 120% of Trailblazer's ATK to one designated enemy. |
| Lv.9 | Deals Ice DMG equal to 130% of Trailblazer's ATK to one designated enemy. |
| Lv.10 (max) | Deals Ice DMG equal to 140% of Trailblazer's ATK to one designated enemy. |
▾
Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 75% of Mem's Max HP, and grants Mem 10% Charge.
| Level | Effect |
|---|---|
| Lv.1 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 30% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.2 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 33% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.3 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 36% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.4 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 39% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.5 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 42% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.6 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 45% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.7 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 49% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.8 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 53% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.9 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 56% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.10 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 60% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.11 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 63% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.12 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 66% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.13 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 69% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.14 | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 72% of Mem's Max HP, and grants Mem 10% Charge. |
| Lv.15 (max) | Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 75% of Mem's Max HP, and grants Mem 10% Charge. |
▾
Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 300% of Mem's ATK to all enemies.
| Level | Effect |
|---|---|
| Lv.1 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 120% of Mem's ATK to all enemies. |
| Lv.2 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 132% of Mem's ATK to all enemies. |
| Lv.3 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 144% of Mem's ATK to all enemies. |
| Lv.4 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 156% of Mem's ATK to all enemies. |
| Lv.5 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 168% of Mem's ATK to all enemies. |
| Lv.6 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 180% of Mem's ATK to all enemies. |
| Lv.7 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 195% of Mem's ATK to all enemies. |
| Lv.8 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 210% of Mem's ATK to all enemies. |
| Lv.9 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 225% of Mem's ATK to all enemies. |
| Lv.10 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 240% of Mem's ATK to all enemies. |
| Lv.11 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 252% of Mem's ATK to all enemies. |
| Lv.12 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 264% of Mem's ATK to all enemies. |
| Lv.13 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 276% of Mem's ATK to all enemies. |
| Lv.14 | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 288% of Mem's ATK to all enemies. |
| Lv.15 (max) | Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 300% of Mem's ATK to all enemies. |
▾
Memosprite Mem has an initial SPD of 130 and a Max HP equal to 95% of Trailblazer's Max HP plus 760. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge.
| Level | Effect |
|---|---|
| Lv.1 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 50% of Trailblazer's Max HP plus 400. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.2 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 53% of Trailblazer's Max HP plus 424. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.3 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 56% of Trailblazer's Max HP plus 448. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.4 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 59% of Trailblazer's Max HP plus 472. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.5 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 62% of Trailblazer's Max HP plus 496. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.6 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 65% of Trailblazer's Max HP plus 520. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.7 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 69% of Trailblazer's Max HP plus 550. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.8 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 73% of Trailblazer's Max HP plus 580. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.9 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 76% of Trailblazer's Max HP plus 610. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.10 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 80% of Trailblazer's Max HP plus 640. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.11 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 83% of Trailblazer's Max HP plus 664. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.12 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 86% of Trailblazer's Max HP plus 688. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.13 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 89% of Trailblazer's Max HP plus 712. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.14 | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 92% of Trailblazer's Max HP plus 736. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
| Lv.15 (max) | Memosprite Mem has an initial SPD of 130 and a Max HP equal to 95% of Trailblazer's Max HP plus 760. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
After using Technique, creates a Special Dimension that lasts for 10 second(s). Enemies within the Special Dimension are placed in a Time Stop state, halting all their actions. After entering battle against enemies afflicted with the Time Stop state, delays the action of all enemies by 50%, and then deals Ice DMG to all enemies equal to 100% of Trailblazer's ATK. Only 1 Dimension Effect created by allies can exist at the same time.
▾
Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 168% of Trailblazer's ATK and 168% of Mem's ATK respectively. Then, Mem gains 10% Charge.
| Level | Effect |
|---|---|
| Lv.1 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 60% of Trailblazer's ATK and 60% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.2 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 72% of Trailblazer's ATK and 72% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.3 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 84% of Trailblazer's ATK and 84% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.4 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 96% of Trailblazer's ATK and 96% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.5 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 108% of Trailblazer's ATK and 108% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.6 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 120% of Trailblazer's ATK and 120% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.7 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 132% of Trailblazer's ATK and 132% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.8 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 144% of Trailblazer's ATK and 144% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.9 | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 156% of Trailblazer's ATK and 156% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
| Lv.10 (max) | Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 168% of Trailblazer's ATK and 168% of Mem's ATK respectively. Then, Mem gains 10% Charge. |
▾
Deals 4 instance(s) of DMG, with each instance dealing Ice DMG equal to 50.4% of Mem's ATK to one random enemy. At the end, deals Ice DMG equal to 126% of Mem's ATK to all enemies.
▾
Increases all allies' CRIT DMG by an amount equal to 16.8% of Mem's CRIT DMG plus 33.6%. If the Charge has yet to reach 100%, Mem automatically uses "Baddies! Trouble!" when taking action. When the Charge reaches 100%, Mem immediately takes action. In the next action, can select one ally and use "Lemme! Help You!".
▾
When Mem is summoned, immediately gains 50% Charge.
▾
When Mem disappears, Trailblazer's action advances by 25%.
▾
Advances the action of one designated ally by 100% and grants them "Mem's Support," lasting for 3 turn(s). For every 1 instance of DMG dealt by a target that has "Mem's Support," additionally deals 1 instance of True DMG equal to 36% of the original DMG. When using this ability on this unit, cannot trigger the action advance effect.
Major Traces
When the battle starts, Trailblazer's action advances by 30%. When Mem is first summoned, grants Mem 40% Charge.
When using "Baddies! Trouble!," Mem immediately gains 5% Charge.
When the Max Energy of an ally target that has "Mem's Support" exceeds 100, for every 10 excess Energy, additionally increases the multiplier of the True DMG dealt via "Mem's Support" by 2%, up to a max increase of 20%.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Leave It to Me! | Basic ATK | 30 |
| Together, Mem! | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
| Together, We Script Tomorrow! | Basic ATK | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Trailblazer · Ice breaks 120 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 2 | this move deals no Toughness reduction |
| Elite | 360 | 6 | this move deals no Toughness reduction |
| Elite Boss | 540 | 9 | this move deals no Toughness reduction |
| Boss | 540 | 9 | this move deals no Toughness reduction |
119/231 enemies in our bestiary are weak to Ice — Trailblazer · Ice's own element. View the Bestiary → · View Ice-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Trailblazer · Ice FAQ
What is the best Light Cone for Trailblazer · Ice?
The best Light Cone for Trailblazer · Ice is Fly Into a Pink Tomorrow (top pick). See F2P options in the Light Cones section above.
Is Trailblazer · Ice worth pulling?
The Remembrance Trailblazer (Ice) is not a damage dealer — she's one of the best universal supports in the whole game, and she's 100% free (main character, unlocked through the story) yet performs on par with many limited 5-star units. She summons a companion spirit called 'Mem' that auto-attacks and, once its own Charge bar fills up, lets you pick one ally to instantly advance their turn while granting them a CRIT DMG buff plus 3 turns of bonus 'True DMG' (damage that ignores DEF/RES) on every hit they land. Because that True DMG effect works on ANY damage type (basic hits, crits, Break DMG, DoT), she slots into almost any team, and shines brightest alongside energy-hungry Ultimate-dependent DPS like Argenti or The Herta.
What is the best team for Trailblazer · Ice?
Team 1 (Herta AoE nuke): The Herta as main DPS, RMC for Action Advance + True DMG, Robin for team-wide DMG buffs, Aventurine as a tanky shielder. Team 2 (Argenti energy loop): Argenti as the very energy-hungry main DPS who benefits massively from RMC, Tingyun for extra energy, Huohuo for healing plus more energy. Team 3 (Cyrene flex): Cyrene as Ice DPS/sub-DPS, Sunday for CRIT and action advance buffs, Gallagher for shielding and sustain. RMC fits into basically any comp built around a DPS that wants to fire off Ultimates often.
How much Energy does Trailblazer · Ice's Ultimate cost?
Trailblazer · Ice's Ultimate costs 160 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Trailblazer · Ice need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
5★
5★
5★
5★
5★
5★
4★
4★
4★
4★
4★
4★
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.






























