Robin Build
Robin is a 5★ Physical character on the Path of Harmony 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 |
|---|---|---|---|
| Nazuka Kaori (名塚 佳織) Song Vocals: Chevy |
Alice Himora<br />Song Vocals: Chevy | Qian Chen (钱琛) Song Vocals: Chevy |
Shin Onyu (신온유) Song Vocals: Chevy |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Robin is a top-tier Harmony support who buffs the whole team's ATK and CRIT DMG and grants everyone an extra turn.
30-second build
Sub-stat priority: ATK% > SPD > CRIT DMG / Energy Regen
Eidolons
×1
Robin's Eidolon
×1
Robin's Eidolon
×1
Robin's Eidolon
×1
Robin's Eidolon
×1
Robin's Eidolon
×1
Robin's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
▾
Deals Physical DMG equal to 140% of Robin's ATK to one designated enemy target.
| Level | Effect |
|---|---|
| Lv.1 | Deals Physical DMG equal to 50% of Robin's ATK to one designated enemy target. |
| Lv.2 | Deals Physical DMG equal to 60% of Robin's ATK to one designated enemy target. |
| Lv.3 | Deals Physical DMG equal to 70% of Robin's ATK to one designated enemy target. |
| Lv.4 | Deals Physical DMG equal to 80% of Robin's ATK to one designated enemy target. |
| Lv.5 | Deals Physical DMG equal to 90% of Robin's ATK to one designated enemy target. |
| Lv.6 | Deals Physical DMG equal to 100% of Robin's ATK to one designated enemy target. |
| Lv.7 | Deals Physical DMG equal to 110% of Robin's ATK to one designated enemy target. |
| Lv.8 | Deals Physical DMG equal to 120% of Robin's ATK to one designated enemy target. |
| Lv.9 | Deals Physical DMG equal to 130% of Robin's ATK to one designated enemy target. |
| Lv.10 (max) | Deals Physical DMG equal to 140% of Robin's ATK to one designated enemy target. |
▾
Increase DMG dealt by all allies by 63%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn.
| Level | Effect |
|---|---|
| Lv.1 | Increase DMG dealt by all allies by 25%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.2 | Increase DMG dealt by all allies by 28%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.3 | Increase DMG dealt by all allies by 30%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.4 | Increase DMG dealt by all allies by 33%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.5 | Increase DMG dealt by all allies by 35%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.6 | Increase DMG dealt by all allies by 38%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.7 | Increase DMG dealt by all allies by 41%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.8 | Increase DMG dealt by all allies by 44%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.9 | Increase DMG dealt by all allies by 47%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.10 | Increase DMG dealt by all allies by 50%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.11 | Increase DMG dealt by all allies by 53%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.12 | Increase DMG dealt by all allies by 55%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.13 | Increase DMG dealt by all allies by 57%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.14 | Increase DMG dealt by all allies by 60%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
| Lv.15 (max) | Increase DMG dealt by all allies by 63%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin's every turn. |
▾
Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 26.6% of Robin's ATK plus 275. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 144% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90.
| Level | Effect |
|---|---|
| Lv.1 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 15.2% of Robin's ATK plus 50. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 72% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.2 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 16% of Robin's ATK plus 65. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 77% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.3 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 16.7% of Robin's ATK plus 80. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 82% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.4 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 17.5% of Robin's ATK plus 95. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 86% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.5 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 18.2% of Robin's ATK plus 110. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 91% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.6 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 19% of Robin's ATK plus 125. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 96% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.7 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 20% of Robin's ATK plus 144. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 102% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.8 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 20.9% of Robin's ATK plus 163. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 108% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.9 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 21.9% of Robin's ATK plus 181. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 114% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.10 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 22.8% of Robin's ATK plus 200. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 120% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.11 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 23.6% of Robin's ATK plus 215. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 125% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.12 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 24.3% of Robin's ATK plus 230. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 130% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.13 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 25.1% of Robin's ATK plus 245. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 134% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.14 | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 25.8% of Robin's ATK plus 260. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 139% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
| Lv.15 (max) | Robin enters the "Concerto" state and makes all teammates (i.e., excluding this unit) immediately take action. While in the "Concerto" state, increases all allies' ATK by 26.6% of Robin's ATK plus 275. Moreover, after every attack by ally targets, Robin deals Physical Additional DMG equal to 144% of her ATK for 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%. While in the "Concerto" state, Robin is immune to Crowd Control debuffs and cannot enter her turn or take action until the "Concerto" state ends. A "Concerto" countdown appears in the Action Order. When the countdown's turn begins, Robin exits the "Concerto" state and immediately takes action. The countdown has its own fixed SPD of 90. |
▾
Increase all allies' CRIT DMG by 27.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself.
| Level | Effect |
|---|---|
| Lv.1 | Increase all allies' CRIT DMG by 5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.2 | Increase all allies' CRIT DMG by 6.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.3 | Increase all allies' CRIT DMG by 8%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.4 | Increase all allies' CRIT DMG by 9.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.5 | Increase all allies' CRIT DMG by 11%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.6 | Increase all allies' CRIT DMG by 12.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.7 | Increase all allies' CRIT DMG by 14.4%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.8 | Increase all allies' CRIT DMG by 16.3%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.9 | Increase all allies' CRIT DMG by 18.1%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.10 | Increase all allies' CRIT DMG by 20%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.11 | Increase all allies' CRIT DMG by 21.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.12 | Increase all allies' CRIT DMG by 23%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.13 | Increase all allies' CRIT DMG by 24.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.14 | Increase all allies' CRIT DMG by 26%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
| Lv.15 (max) | Increase all allies' CRIT DMG by 27.5%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself. |
▾
Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
▾
After using Technique, creates a Special Dimension around the character that lasts for 15 seconds. Enemies within this dimension will not attack Robin and will follow Robin while the dimension is active. After entering battle while the dimension is active, Robin regenerates 5 Energy at the start of each wave. Only 1 Dimension Effect created by allies can exist at the same time.
Major Traces
When the battle begins, action advances this character by 25%.
While the "Concerto" state is active, the CRIT DMG dealt when all allies launch Follow-Up ATK increases by 25%.
When using Skill, additionally regenerates 5 Energy.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Wingflip White Noise | Basic ATK | 30 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Robin breaks 30 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | this move deals no Toughness reduction |
| Elite | 360 | 12 | this move deals no Toughness reduction |
| Elite Boss | 540 | 18 | this move deals no Toughness reduction |
| Boss | 540 | 18 | this move deals no Toughness reduction |
122/231 enemies in our bestiary are weak to Physical — Robin's own element. View the Bestiary → · View Physical-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Robin FAQ
What is the best Light Cone for Robin?
The best Light Cone for Robin is Flowing Nightglow (top pick). See F2P options in the Light Cones section above.
Is Robin worth pulling?
Robin is a top-tier Harmony support who buffs the whole team's ATK and CRIT DMG and grants everyone an extra turn. Roll her if you own a strong carry (Feixiao, Dr. Ratio, any multi-target DPS); skip her if you mainly run Acheron/Nihility teams or lack a worthy carry.
What is the best team for Robin?
Feixiao and Dr. Ratio follow-up teams squeeze maximum value from her ATK buff and extra turn; a The Herta Pure Fiction team uses the extra action to wipe waves. Aventurine/Huohuo cover survivability and energy.
How much Energy does Robin's Ultimate cost?
Robin's Ultimate costs 160 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Robin 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★
5★
4★
4★
4★
4★
4★
4★
4★
4★
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.



























