Relic Sets
This page gathers every Relic set currently available in Honkai: Star Rail into one LIVE grid, but before you pick a set, split the two types clearly apart: Cavern Relics (4 slots — Head/Hands/Body/Feet, with both a 2-piece and a 4-piece bonus) and Planar Ornaments (only 2 slots — Planar Sphere/Link Rope, always a single 2-piece bonus). Once you know which slot has a fixed main stat, which slot you actually choose stats for, and where each type drops, you can read the grid below on your own instead of picking by set name alone.
All 60 Honkai: Star Rail relic sets, see 2-piece/4-piece effects, farm locations and best-fit characters below to build the optimal damage or survival set.
Last updated: 12/08/2026
The figures on this page come directly from gamevika's internal game data store (counted/read straight from the real records), not an estimate or copy from elsewhere.
Quick lookup per set — effects, farm spot, best users
2pc Increases Outgoing Healing by 10%.
4pc At the start of the battle, immediately regenerates 1 Skill Point.
2pc Increases ATK by 12%.
4pc The wearer's SPD increases by 6% and DMG dealt by Basic ATK increases by 10%.
2pc Increases DEF by 15%.
4pc Increases the max DMG that can be absorbed by the Shield created by the wearer by 20%.
2pc Increases Ice DMG by 10%.
4pc After the wearer uses their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).
2pc Increases Physical DMG by 10%.
4pc After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).
2pc Reduces DMG taken by 8%.
4pc At the beginning of the turn, if the wearer's HP percentage is equal to or less than 50%, restores HP equal to 8% of their Max HP and regenerates 5 Energy.
2pc Increases Fire DMG by 10%.
4pc Increases DMG by the wearer's Skill by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for the next attack.
2pc Increases Quantum DMG by 10%.
4pc When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
2pc Increases Lightning DMG by 10%.
4pc When the wearer uses their Skill, increases the wearer's ATK by 20% for 1 turn(s).
2pc Increases Wind DMG by 10%.
4pc After the wearer uses their Ultimate, their action is Advanced Forward by 25%.
2pc Increases Break Effect by 16%.
4pc Increases the wearer's Break Effect by 16%. After the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
2pc Increases Imaginary DMG by 10%.
4pc When dealing DMG to debuffed enemy targets, the wearer has their CRIT Rate increased by 10%. And when they deal DMG to Imprisoned enemy targets, their CRIT DMG increases by 20%.
2pc Increases Max HP by 12%.
4pc When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
2pc Increases SPD by 6%.
4pc When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
2pc Increases the DMG dealt by Follow-Up ATK by 20%.
4pc When the wearer uses a Follow-Up ATK, increases the wearer's ATK by 6% for every time the Follow-Up ATK deals DMG. This effect can stack up to 8 time(s) and lasts for 3 turn(s). This effect is removed the next time the wearer uses a Follow-Up ATK.
2pc Increases ATK by 12%.
4pc For every DoT the enemy target is afflicted with, the wearer will ignore 6% of its DEF when dealing DMG to it. This effect is valid for a max of 3 DoTs.
2pc Increases DMG dealt to enemies with debuffs by 12%.
4pc Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn(s).
2pc Increases Break Effect by 16%.
4pc When the wearer uses their Ultimate on an ally, all allies' Break Effect increases by 30% for 2 turn(s). This effect cannot be stacked.
2pc Increases Break Effect by 16%.
4pc If the wearer's Break Effect is 150% or higher, the Break DMG dealt to the enemy target ignores 10% of their DEF. If the wearer's Break Effect is 250% or higher, the Super Break DMG dealt to the enemy target additionally ignores 15% of their DEF.
2pc Increases ATK by 12%.
4pc Increases the wearer's CRIT Rate by 6%. After the wearer uses a Follow-Up ATK, increases DMG dealt by Ultimate by 36%, lasting for 1 turn(s).
2pc Increases SPD by 6%.
4pc When using Skill or Ultimate on one ally target, increases the ability target's CRIT DMG by 18%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
2pc Increases CRIT Rate by 8%.
4pc Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
2pc Increases ATK by 12%.
4pc While the wearer's memosprite is on the field, increases the wearer's SPD by 6%. When the wearer's memosprite attacks, increases the wearer's and memosprite's CRIT DMG by 30%, lasting for 2 turn(s).
2pc Increases Quantum DMG by 10%.
4pc Decreases the wearer's SPD by 8%. Before entering battle, if the wearer's SPD is lower than 110/95, increases the wearer's CRIT Rate by 20%/32%. This effect applies to the wearer's memosprite at the same time.
2pc Increases SPD by 6%.
4pc When the wearer or their memosprite provides healing to ally targets other than themselves, the wearer gains "Gentle Rain," which lasts for 2 turn(s) and can only trigger once per turn. While the wearer has "Gentle Rain," SPD increases by 6% and all allies' CRIT DMG increases by 15%. This effect cannot stack.
2pc Increases CRIT DMG by 16%.
4pc When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).
2pc Increases CRIT Rate by 8%.
4pc After the wearer uses Basic ATK or Skill, if the wearer's memosprite is on the field, increases Max HP of the wearer and their memosprite by 24%, and increases all allies' DMG dealt by 15%, lasting until after the wearer's next use of Basic ATK or Skill.
2pc The provided Shield Effect increases by 10%.
4pc Increases the Shield Effect provided by the wearer by 12%. When an ally target holds a Shield provided by the wearer, the ally target's CRIT DMG increases by 15%.
2pc Increases CRIT DMG by 16%.
4pc The Elation DMG dealt by the wearer and their memosprites ignores 10% of targets' DEF. For every 5 accumulated Punchline allies gain, the Elation DMG dealt additionally ignores 1% of targets' DEF, stacking up to 10 time(s).
2pc Increases SPD by 6%.
4pc Before entering combat, if the wearer's SPD is greater than or equal to 120/160, increases the wearer's CRIT Rate by 10%/18%. When the wearer uses Elation Skill for the first time in each battle, increases all allies' Elation by 10%. This effect cannot stack.
2pc Increases ATK by 12%.
4pc When the wearer enters combat or uses Skill, the DMG dealt by their Skill and Ultimate increases by 18%, stacking up to 3 time(s). At the start of the wearer's turn or after using Ultimate, removes 1 stack(s) of this effect.
2pc Increases Max HP by 12%.
4pc Increases the wearer's CRIT DMG dealt to enemy targets in the DEF reduction state by 28%. After the wearer inflicts the DEF reduction state on an enemy target, all allies gain "Comburent" for 2 turn(s). This effect cannot be stacked. The DMG dealt by ally targets with "Comburent" increases by 15%. This effect can be triggered again after the wearer uses an attack.
2pc Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
2pc Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
2pc Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum increase of 25%.
2pc Increases the wearer's DEF by 15%. When the wearer's Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.
2pc Increases the wearer's CRIT DMG by 16%. When the wearer's current CRIT DMG reaches 120% or higher, after entering battle, the wearer's CRIT Rate increases by 60% until the end of their first attack.
2pc Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the DMG dealt by the wearer's Ultimate and Follow-Up ATK increases by 15%.
2pc Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break Effect increases by an extra 20%.
2pc Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
2pc Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, DMG dealt by Basic ATK and Skill increases by 20%.
2pc Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
2pc Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
2pc Increases wearer's Energy Regeneration Rate by 5%. Increases DMG by 10% for all other allies that are of the same Type as the wearer.
2pc Increases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).
2pc Increases the wearer's ATK by 12%. When entering battle, if at least one teammate follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
2pc When an ally character uses a Follow-Up ATK, the wearer gains 1 stack of "Merit," stacking up to 5 time(s). Each stack of "Merit" increases the DMG dealt by the wearer's Follow-Up ATKs by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
2pc Increases the wearer's SPD by 6%. When the wearer hits an enemy target that has Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
2pc Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increases the ATK of the first character in the team lineup by 12%.
2pc Increases the wearer's CRIT DMG by 16%. When a target summoned by the wearer is on the field, CRIT DMG additionally increases by 32%.
2pc Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.
2pc Increases the wearer's SPD by 6%. When the wearer's SPD is 135/180 or higher, the wearer and their memosprite's Outgoing Healing increases by 12%/20%.
2pc When the number of ally targets on the field is not equal to 4, for every 1 additional/missing ally target, increases the DMG dealt by the wearer and their memosprite by 9%/12%, stacking up to 4/3 time(s).
2pc Increases the wearer's ATK by 12%. When the wearer's ATK is higher than or equal to 2400/3600, increases the DoT DMG dealt by 12%/24% respectively.
2pc Increases the wearer's CRIT Rate by 8%. While the wearer's memosprite is on the field, increases all allies' SPD by 8%. This effect cannot be stacked.
2pc Increases the wearer's CRIT DMG by 16%. If 3 or more Skill Points are consumed in the same turn, additionally increases the wearer's CRIT DMG by 32%, lasting for 3 turns.
2pc Increases the wearer's Elation by 8%. When Elation reaches 40%/80% for the first time in combat, increases the wearer's CRIT DMG by 20%/32%.
2pc When the wearer uses Follow-Up ATK, increases ATK by 24% for 2 turn(s). When an enemy target gets defeated, increases CRIT DMG for all allies by 12% in the current battle. This effect cannot stack.
2pc Increases the wearer's CRIT Rate by 8%. When entering combat, if the wearer and another teammate are both Trailblaze Companions characters, increases the wearer's CRIT DMG by 32%.
2pc When entering combat, if the wearer's Max Energy is greater than or equal to 200, for every 1 excess point, increases the wearer's DMG dealt by 0.2%, up to a max increase of 32%.
Cavern Relics vs Planar Ornaments — two relic types from the ground up
Every character wears exactly 6 Relics, split into two groups that can never swap slots with each other. Cavern Relics take up 4 fixed slots — Head, Hands, Body, Feet — and drop from the Cavern of Corrosion. Planar Ornaments take up only 2 slots — Planar Sphere and Link Rope — and drop ONLY from the Simulated Universe; caverns never carry this type at all.
- Cavern Relics carry both a 2-piece and a 4-piece bonus: wearing 2 pieces of the same set unlocks a lighter bonus, wearing all 4 unlocks a much stronger one. Since there are only 4 slots, you pick one of two splits: commit all 4 to a single set, or split 2+2 across two different sets.
- Planar Ornaments only ever give a 2-piece bonus: with exactly 2 slots total, you always wear one complete 2-piece set here — there is no 4-piece option, and it never mixes with Cavern sets.
Put simply: a character's full 6-piece loadout is always a 4-piece Cavern set (or 2+2 from two Cavern sets) plus a fixed 2-piece Planar Ornament set — you never get to freely mix all 6 slots the way some other games let you.
Passerby of Wandering Cloud
Musketeer of Wild Wheat
Knight of Purity Palace
Hunter of Glacial Forest
Recommended Relic set by character
The table below takes the exact 4-piece Cavern set, 2-piece Planar Ornament, and first-recommended main stats from each character's meta data, so it updates automatically whenever the meta does. Click an avatar to open that character's full build page, including Light Cone picks and the reasoning behind the set choice.
Main stat per slot — which are fixed, which you actually choose
The first two Cavern slots are always locked, no choice involved: Head always rolls flat HP, Hands always rolls flat ATK. The other four slots are where the main stat rolls randomly from its own pool:
- Body: 7 options — HP%, ATK%, DEF%, Crit Rate, Crit DMG, Effect Hit Rate, Outgoing Healing Boost.
- Feet: 4 options — HP%, ATK%, DEF%, SPD. This is the ONLY slot that can roll SPD as a main stat.
- Planar Sphere: 10 options — HP%, ATK%, DEF% plus all 7 Elemental DMG Boosts (Physical, Fire, Ice, Lightning, Wind, Quantum, Imaginary). This is the ONLY slot that can roll Elemental DMG.
- Link Rope: 5 options — HP%, ATK%, DEF%, Break Effect, Energy Regeneration Rate. This is the ONLY slot that can roll Break Effect or Energy Regeneration Rate.
Pick by role: standard DPS wants ATK% or Elemental DMG on the Sphere plus Crit Rate or Crit DMG on the Body. Super Break teams prioritize SPD on Feet and Break Effect on the Rope instead of Crit. Supports or tanks usually want DEF%/HP%, and healers should hunt Outgoing Healing Boost on the Body.
Champion of Streetwise Boxing
Guard of Wuthering Snow
Firesmith of Lava-Forging
Genius of Brilliant Stars
Sub-stat priority and how to upgrade without wasting resources
Each Relic holds up to 4 sub-stats, none duplicating its own main stat. A 5-star Relic can be leveled up to +15, and every 3 levels (the +3, +6, +9, +12, +15 checkpoints) adds or upgrades one sub-stat — 5 checkpoints total for a piece taken all the way up. If a piece drops with only 3 sub-stats rolled, one of those 5 checkpoints is spent rolling in a brand-new 4th line instead.
- Standard/Crit DPS: prioritize Crit Rate, Crit DMG, then SPD for an earlier turn.
- Super Break: prioritize Break Effect and SPD, largely skipping Crit entirely.
- DoT or RES-shred roles: prioritize Effect Hit Rate so debuffs land reliably.
- Support or healer: prioritize SPD and Energy Regeneration Rate to fire Ultimates more often.
To compare two pieces fast without doing the math yourself, use Crit Value = 2 x Crit Rate% + Crit DMG% (counting only that piece's own Crit sub-stats), or plug the stats straight into the site's Relic Score (CV) tool for an instant score and grade.
Picking a set by role — read the real effect, don't pick by name
The most common formula is one main 4-piece Cavern set plus the fixed 2-piece Planar Ornament — four pieces for the big bonus, and when you need extra base stats instead, split into two different 2-piece Cavern sets. But which set actually helps depends on the role of whoever wears it, not how strong the name sounds:
- Crit DPS: look for a 4-piece that directly adds Crit DMG or boosts damage from one specific attack type.
- Follow-Up or DoT: look for a set whose trigger condition matches the mechanic you're actually running (bonus attacks, or stacking damage-over-time).
- Super Break: look for a set that directly adds Break Effect or amplifies Break damage.
- Support: look for a set that restores Energy or buffs the whole team on Ultimate use — its value is feeding the team's rhythm, not personal damage.
- Healer or tank: look for a set that boosts Outgoing Healing, or raises shields/reduces damage taken for the team.
Since every 4-piece bonus has its own trigger condition, read the exact percentage in the table above before committing — a set that's great on one character can be dead weight on another if the trigger doesn't match its playstyle.
Band of Sizzling Thunder
Eagle of Twilight Line
Thief of Shooting Meteor
Wastelander of Banditry Desert
Where to farm — Cavern of Corrosion for Cavern Relics, Simulated Universe for Planar Ornaments
The two Relic groups drop from two completely separate sources, both spending Trailblaze Power but in different ways:
- Cavern Relics drop from the Cavern of Corrosion, gated by your account's Equilibrium Level — lower tiers still mix in plenty of 3 and 4-star filler, so push Equilibrium Level up before farming seriously to avoid wasting Trailblaze Power.
- Planar Ornaments drop ONLY from the Simulated Universe, and only from World 3 onward — after beating an Elite or Boss on a floor, interact with the terminal and spend 40 Trailblaze Power to claim the full set shown on screen.
To target the exact Cavern set you need instead of farming blind, use Self-Modeling Resin: gather 10 spare 5-star Relics (salvaged from pieces you don't use) to craft one piece of the exact set and slot you want, a feature that unlocks from Equilibrium Level 3 onward. General advice: don't rush Relic farming early in the game — spend Trailblaze Power on leveling characters and raising Equilibrium Level first, since higher tiers drop noticeably better gear and farming too early tends to waste your effort.
Longevous Disciple
Messenger Traversing Hackerspace
The Ashblazing Grand Duke
Prisoner in Deep Confinement
FAQ
What's the difference between Cavern Relics and Planar Ornaments?
Cavern Relics take up 4 slots (Head/Hands/Body/Feet), carry both a 2-piece and 4-piece bonus, and drop from the Cavern of Corrosion. Planar Ornaments take up only 2 slots (Planar Sphere/Link Rope), always give a single 2-piece bonus, and drop ONLY from the Simulated Universe. The two groups never swap slots.
Which slots have a fixed main stat, and which do I choose?
Head always rolls flat HP and Hands always rolls flat ATK — no choice needed. Body (7 options), Feet (4 options, including SPD), Planar Sphere (10 options, including all 7 Elemental DMG Boosts) and Link Rope (5 options, including Break Effect and Energy Regeneration Rate) are where the main stat rolls randomly.
How should I upgrade Relics without wasting resources?
Check the main stat first — if it's wrong for the build, salvage the piece instead of gambling upgrade materials on it. If the main stat is right, level cautiously through +3 and +6 to see whether the sub-stats trend the right way before committing all the way to +15.
Where and when can I farm Planar Ornaments?
There is exactly one source: the Simulated Universe, from World 3 onward, claimed at a terminal after beating an Elite or Boss for 40 Trailblaze Power. Cavern Relics are farmed separately at the Cavern of Corrosion, a completely different source.
Why isn't there one single best Relic set for every character?
Because a set's value depends on the role of whoever wears it and the trigger condition of its 4-piece bonus. A Break Effect set is dead weight on a standard Crit DPS, and an Outgoing Healing set is wasted on a character who never heals. Always read the effect description in the table before committing.
When is it worth farming Relics seriously?
Wait until your Equilibrium Level is fairly high, since lower tiers still mix in plenty of disposable 3 and 4-star gear. Before that, spend Trailblaze Power on leveling characters, unlocking Traces, and upgrading Light Cones instead — Relic farming is the last step of a build, not the first.