Welt Build
Welt is a 5★ Imaginary character on the Path of Nihility 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 |
|---|---|---|---|
| Hosoya Yoshimasa | Corey Landis | Peng Bo | Han-sin (한신) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
Welt is a flexible Imaginary DPS/support hybrid — dealing AoE damage while also controlling the fight via Slow and Imprison, one of the few characters that performs well both as a main DPS and as a debuff/control sub-DPS depending on team needs. Great if you like a genuinely multi-role character; less ideal if you need the absolute ceiling of single-target damage.
30-second build
Sub-stat priority: CRIT Rate/DMG > Effect Hit Rate > SPD > ATK%
Eidolons
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Welt's Eidolon
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Welt's Eidolon
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Welt's Eidolon
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Welt's Eidolon
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Welt's Eidolon
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Welt's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
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Deals Imaginary DMG equal to 140% of Welt's ATK to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Imaginary DMG equal to 50% of Welt's ATK to one designated enemy. |
| Lv.2 | Deals Imaginary DMG equal to 60% of Welt's ATK to one designated enemy. |
| Lv.3 | Deals Imaginary DMG equal to 70% of Welt's ATK to one designated enemy. |
| Lv.4 | Deals Imaginary DMG equal to 80% of Welt's ATK to one designated enemy. |
| Lv.5 | Deals Imaginary DMG equal to 90% of Welt's ATK to one designated enemy. |
| Lv.6 | Deals Imaginary DMG equal to 100% of Welt's ATK to one designated enemy. |
| Lv.7 | Deals Imaginary DMG equal to 110% of Welt's ATK to one designated enemy. |
| Lv.8 | Deals Imaginary DMG equal to 120% of Welt's ATK to one designated enemy. |
| Lv.9 | Deals Imaginary DMG equal to 130% of Welt's ATK to one designated enemy. |
| Lv.10 (max) | Deals Imaginary DMG equal to 140% of Welt's ATK to one designated enemy. |
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Deals Imaginary DMG equal to 90% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 90% of Welt's ATK to a random enemy. On hit, there is a 80% base chance to reduce the enemy's SPD by 10% for 2 turn(s).
| Level | Effect |
|---|---|
| Lv.1 | Deals Imaginary DMG equal to 36% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 36% of Welt's ATK to a random enemy. On hit, there is a 65% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.2 | Deals Imaginary DMG equal to 40% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 40% of Welt's ATK to a random enemy. On hit, there is a 66% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.3 | Deals Imaginary DMG equal to 43% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 43% of Welt's ATK to a random enemy. On hit, there is a 67% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.4 | Deals Imaginary DMG equal to 47% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 47% of Welt's ATK to a random enemy. On hit, there is a 68% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.5 | Deals Imaginary DMG equal to 50% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 50% of Welt's ATK to a random enemy. On hit, there is a 69% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.6 | Deals Imaginary DMG equal to 54% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 54% of Welt's ATK to a random enemy. On hit, there is a 70% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.7 | Deals Imaginary DMG equal to 59% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 59% of Welt's ATK to a random enemy. On hit, there is a 71% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.8 | Deals Imaginary DMG equal to 63% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 63% of Welt's ATK to a random enemy. On hit, there is a 73% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.9 | Deals Imaginary DMG equal to 68% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 68% of Welt's ATK to a random enemy. On hit, there is a 74% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.10 | Deals Imaginary DMG equal to 72% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 72% of Welt's ATK to a random enemy. On hit, there is a 75% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.11 | Deals Imaginary DMG equal to 76% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 76% of Welt's ATK to a random enemy. On hit, there is a 76% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.12 | Deals Imaginary DMG equal to 79% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 79% of Welt's ATK to a random enemy. On hit, there is a 77% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.13 | Deals Imaginary DMG equal to 83% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 83% of Welt's ATK to a random enemy. On hit, there is a 78% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.14 | Deals Imaginary DMG equal to 86% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 86% of Welt's ATK to a random enemy. On hit, there is a 79% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
| Lv.15 (max) | Deals Imaginary DMG equal to 90% of Welt's ATK to one designated enemy and additionally deals 2 instances of DMG, with each time dealing Imaginary DMG equal to 90% of Welt's ATK to a random enemy. On hit, there is a 80% base chance to reduce the enemy's SPD by 10% for 2 turn(s). |
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Deals Imaginary DMG equal to 180% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 44% and SPD reduced by 10%.
| Level | Effect |
|---|---|
| Lv.1 | Deals Imaginary DMG equal to 90% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 32% and SPD reduced by 10%. |
| Lv.2 | Deals Imaginary DMG equal to 96% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 32.8% and SPD reduced by 10%. |
| Lv.3 | Deals Imaginary DMG equal to 102% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 33.6% and SPD reduced by 10%. |
| Lv.4 | Deals Imaginary DMG equal to 108% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 34.4% and SPD reduced by 10%. |
| Lv.5 | Deals Imaginary DMG equal to 114% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 35.2% and SPD reduced by 10%. |
| Lv.6 | Deals Imaginary DMG equal to 120% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 36% and SPD reduced by 10%. |
| Lv.7 | Deals Imaginary DMG equal to 127% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 37% and SPD reduced by 10%. |
| Lv.8 | Deals Imaginary DMG equal to 135% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 38% and SPD reduced by 10%. |
| Lv.9 | Deals Imaginary DMG equal to 143% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 39% and SPD reduced by 10%. |
| Lv.10 | Deals Imaginary DMG equal to 150% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 40% and SPD reduced by 10%. |
| Lv.11 | Deals Imaginary DMG equal to 156% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 40.8% and SPD reduced by 10%. |
| Lv.12 | Deals Imaginary DMG equal to 162% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 41.6% and SPD reduced by 10%. |
| Lv.13 | Deals Imaginary DMG equal to 168% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 42.4% and SPD reduced by 10%. |
| Lv.14 | Deals Imaginary DMG equal to 174% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 43.2% and SPD reduced by 10%. |
| Lv.15 (max) | Deals Imaginary DMG equal to 180% of Welt's ATK to all enemies, with a 100% base chance for enemies hit by this ability to be Imprisoned for 1 turn. Imprisoned enemies have their actions delayed by 44% and SPD reduced by 10%. |
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When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 75% of his ATK to the enemy.
| Level | Effect |
|---|---|
| Lv.1 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 30% of his ATK to the enemy. |
| Lv.2 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 33% of his ATK to the enemy. |
| Lv.3 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 36% of his ATK to the enemy. |
| Lv.4 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 39% of his ATK to the enemy. |
| Lv.5 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 42% of his ATK to the enemy. |
| Lv.6 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 45% of his ATK to the enemy. |
| Lv.7 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 49% of his ATK to the enemy. |
| Lv.8 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 53% of his ATK to the enemy. |
| Lv.9 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 56% of his ATK to the enemy. |
| Lv.10 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 60% of his ATK to the enemy. |
| Lv.11 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 63% of his ATK to the enemy. |
| Lv.12 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 66% of his ATK to the enemy. |
| Lv.13 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 69% of his ATK to the enemy. |
| Lv.14 | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 72% of his ATK to the enemy. |
| Lv.15 (max) | When hitting an enemy that is already Slowed, Welt deals Imaginary Additional DMG equal to 75% of his ATK to the enemy. |
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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After using Welt's Technique, create a Special Dimension that lasts for 15 second(s). Enemies in this Special Dimension have their movement speed reduced by 50%. After entering battle with enemies in the Special Dimension, there is a 100% base chance to Imprison the enemies for 1 turn. Imprisoned enemies have their actions delayed by 20% and SPD reduced by 10%. Only 1 Dimension Effect created by allies can exist at the same time.
Major Traces
When using Ultimate, there is a 100% base chance to increase the DMG taken by the targets by 12% for 2 turn(s).
Using Ultimate additionally regenerates 10 Energy.
Deals 20% more DMG to enemies inflicted with Weakness Break.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Gravity Suppression | Basic ATK | 30 |
| Edge of the Void | Skill | 30 |
| Synthetic Black Hole | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
One full combo (Basic ATK + Skill + Ultimate) from Welt breaks 120 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | 4 |
| Elite | 360 | 12 | 12 |
| Elite Boss | 540 | 18 | 18 |
| Boss | 540 | 18 | 18 |
134/231 enemies in our bestiary are weak to Imaginary — Welt's own element. View the Bestiary → · View Imaginary-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Welt FAQ
What is the best Light Cone for Welt?
The best Light Cone for Welt is Before the Tutorial Mission Starts (top pick). See F2P options in the Light Cones section above.
Is Welt worth pulling?
Welt is a flexible Imaginary DPS/support hybrid — dealing AoE damage while also controlling the fight via Slow and Imprison, one of the few characters that performs well both as a main DPS and as a debuff/control sub-DPS depending on team needs. Great if you like a genuinely multi-role character; less ideal if you need the absolute ceiling of single-target damage. His kit revolves around the "Slowed" status: Skill "Edge of the Void" deals 36%→90% (level 1→15) ATK main damage to one target plus 2 extra random-target hits at the same scaling, with a 65%→80% base chance to reduce enemy SPD by 10% for 2 turns. Talent "Time Distortion" adds a further 30%→75% ATK bonus damage whenever Welt hits an already-Slowed enemy — meaning as long as Slow is kept up, EVERY hit from Welt (even Basic ATK) gets a stacking damage bonus, not just his Skill. Ultimate "Synthetic Black Hole" deals 90%→180% ATK AoE damage with a 100% base chance to Imprison every hit enemy for 1 turn — Imprisoned enemies get both an action delay (32%→44% depending on level) and a 10% SPD reduction, making it a strong tool to lock down the enemy team's turns right before an ally's AoE combo lands.
What is the best team for Welt?
Current core teams: Ashveil + Welt + Tribbie + Huohuo (elemental-resonance Imaginary team); Acheron + Welt + Pela + Aventurine (Welt as a RES-shred/control sub-DPS); or Acheron + Jiaoqiu + Welt + Fu Xuan for a triple-layer RES-shred variant. Welt pairs especially well with DPS units that need a "combo window" (enemies standing still or slowed to eat a full AoE) rather than pure single-target attackers — his role in most 2026 teams leans closer to a setup tool than a true main carry. Compared to most other Nihility sub-DPS on the site (usually only ONE of two things: pure RES-shred/control, or pure AoE damage), Welt rarely combines both into a single kit — that's the biggest role difference when placed side by side, not a matter of raw damage being higher or lower. The tradeoff is a more complex build (two stat axes: Effect Hit Rate + CRIT) and no other character exactly replaces that combined AoE-plus-control package if a team is missing him.
How much Energy does Welt's Ultimate cost?
Welt's Ultimate costs 120 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Welt need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
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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.
Damage Calculation (self-computed from the game's own data)
Formula: Damage = skill's DMG% (at max level) × ATK × (1 + CRIT DMG if it crits). The "crit" column assumes CRIT DMG = 150% (a common mid-investment benchmark, NOT a fixed number — your actual CRIT DMG can be much higher or lower).
| Skill | Stat | 2.400 | 3.200 | 4.000 |
|---|---|---|---|---|
| Edge of the Void | Non-crit | 2.160 | 2.880 | 3.600 |
| Crit | 5.400 | 7.200 | 9.000 | |
| Synthetic Black Hole | Non-crit | 4.320 | 5.760 | 7.200 |
| Crit | 10.800 | 14.400 | 18.000 |
Assumptions (read before using these numbers): ignores enemy RES/DEF (treated as 0%), ignores any other ally buffs/debuffs — this is the PURE skill damage, not full real-combat damage. The 3 stat tiers are illustrative only, not a build recommendation.




























