Yukong
★★★★

Yukong Build

Yukong is a 4★ Imaginary 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.

Released: 28/06/2023 · v1.1· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Touma Yumi Dawn M. Bennett Zhong Ke Jeon Sook-kyeong (전숙경)
Community usage · phase 4.4.2
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Yukong — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Yukong is a free 4★ buffer that shines on single-target burst teams (Jing Yuan, Imbibitor Lunae). Skip her if you already own Sparkle/Robin/Tingyun, but she's a superb budget support for newer players.

1

30-second build

In a hurry? This box is all you need — details below
BodyHP% FeetSPD SphereHP% RopeEnergy Regeneration Rate

Sub-stat priority: SPD > Effect RES > HP% > DEF%

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 1/5
Pure Fiction 2.5/5
Apocalyptic Shadow 1/5
Imaginary (Yukong's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Yukong is notably weaker in Memory of Chaos (only 1/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Yukong?

Yukong is a free 4★ buffer that shines on single-target burst teams (Jing Yuan, Imbibitor Lunae). Skip her if you already own Sparkle/Robin/Tingyun, but she's a superb budget support for newer players.

Pros
  • Free unit, easy E6
  • Ult gives huge CRIT Rate AND CRIT DMG to one carry
  • Excellent for single-target burst comps
Cons
  • Very speed-tune reliant, tricky to pilot
  • Targeted buff, weak in AoE / Pure Fiction
  • Outclassed by Sparkle/Robin/Tingyun in many teams

How to play

Skill turn 1 to reach 2 stacks of Roaring Bowstrings, then Ultimate immediately on your DPS. Afterward, re-Skill to keep stacks and hold the Ult so it lands right before your carry acts. Speed-tune her to move just before the DPS.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Yukong

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? Carve the Moon, Weave the Clouds (4★) is an easy-to-get pick that's still in Yukong's good-build group.

Best Relics

BodyHP%
FeetSPD
SphereHP%
RopeEnergy Regeneration Rate

Sub-stat priority: SPD > Effect RES > HP% > DEF%

Stat targets

She needs no personal CRIT/ATK. Aim for SPD ≥120 (to trigger Fleet of the Ageless / Sprightly Vonwacq), Effect RES ≥30% if running Broken Keel, and ~4000+ HP for survivability. Use an Energy Regen rope.

4

Teams

Best teammates to pair with

Best teams for Yukong

Team 1 funnels buffs into Imbibitor Lunae (best with an all-Imaginary lineup). Team 2 is the classic Jing Yuan single-target nuke. Team 3 leans on Yanqing to exploit Yukong's CRIT-boosting Ult.

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. As a 4★ her eidolons come easily, so pushing to E6 (extra Imaginary DMG for the team) is realistic and worthwhile.

E1
Aerial Marshal★★★☆☆
At the start of battle, increases the SPD of all allies by 10% for 2 turn(s).
A 10% team-wide SPD buff for the first 2 turns helps early turn order but the magnitude and duration are small.
Yukong's Eidolon×1 Yukong's Eidolon
E2
Skyward Command★★☆☆☆
When any ally's current energy is equal to its energy limit, Yukong regenerates an additional 5 energy. This effect can only be triggered once for each ally. The trigger count is reset after Yukong uses her Ultimate.
Only grants 5 extra energy when an ally is already at full energy, a minor and conditional utility.
Yukong's Eidolon×1 Yukong's Eidolon
E3
Torrential Fusillade★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Skill and Basic ATK levels with no new effects added.
Yukong's Eidolon×1 Yukong's Eidolon
E4
Zephyrean Echoes★★★★☆
When "Roaring Bowstrings" is active, Yukong deals 30% more DMG to enemies.
While "Roaring Bowstrings" is active, Yukong deals 30% more DMG, a significant personal damage increase.
Yukong's Eidolon×1 Yukong's Eidolon
E5
August Deadshot★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Ultimate and Talent levels with no new effects added.
Yukong's Eidolon×1 Yukong's Eidolon
E6
Bowstring Thunderclap★★★★★
When Yukong uses her Ultimate, she immediately gains 1 stack(s) of "Roaring Bowstrings."
Using her Ultimate immediately grants a stack of "Roaring Bowstrings," allowing near-permanent buff uptime and greatly stabilizing her kit.
Yukong's Eidolon×1 Yukong's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Skill ★★★★★ Her Skill generates and maintains "Roaring Bowstrings," a 100% team-wide ATK buff, making it Yukong's core support source.
Ultimate ★★★★★ While "Roaring Bowstrings" is active, her Ultimate grants a large team-wide CRIT Rate and CRIT DMG boost, making it the second key ability to prioritize alongside her Skill.
Talent ★★★☆☆ Her Talent boosts Yukong's own Basic ATK damage, a helpful but secondary source of value compared to her team-buffing Skill and Ultimate.
Basic ATK ★★☆☆☆ Basic ATK is mainly a filler action to sustain energy and proc her Talent, not her core power source, so it stays the lowest priority as usual.
Trace priority: A4 > A6 > A2 Eidolon priority: E1 = E6 > E4 > E2 > E3 = E5

Skills

Arrowslinger
Basic ATK Single Target Lv.10 +20 30

Deals 140% of Yukong's ATK as Imaginary DMG to a target enemy.

LevelEffect
Lv.1 Deals 50% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.2 Deals 60% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.3 Deals 70% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.4 Deals 80% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.5 Deals 90% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.6 Deals 100% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.7 Deals 110% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.8 Deals 120% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.9 Deals 130% of Yukong's ATK as Imaginary DMG to a target enemy.
Lv.10 (max) Deals 140% of Yukong's ATK as Imaginary DMG to a target enemy.
Emboldening Salvo
Skill Support Lv.15 +30

Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 100%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.

LevelEffect
Lv.1 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 40%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.2 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 44%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.3 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 48%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.4 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 52%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.5 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 56%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.6 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 60%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.7 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 65%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.8 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 70%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.9 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 75%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.10 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 80%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.11 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 84%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.12 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 88%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.13 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 92%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.14 Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 96%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Lv.15 (max) Obtains 2 stack(s) of "Roaring Bowstrings" (to a maximum of 2 stacks). When "Roaring Bowstrings" is active, the ATK of all allies increases by 100%, and every time an ally's turn (including Yukong's) ends, Yukong loses 1 stack of "Roaring Bowstrings." When it's the turn where Yukong gains "Roaring Bowstrings" by using Skill, "Roaring Bowstrings" will not be removed.
Diving Kestrel
Ultimate Single Target Lv.15 +5 90 130

If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 31.5% and CRIT DMG by 78%. At the same time, deals Imaginary DMG equal to 456% of Yukong's ATK to one designated enemy.

LevelEffect
Lv.1 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 21% and CRIT DMG by 39%. At the same time, deals Imaginary DMG equal to 228% of Yukong's ATK to one designated enemy.
Lv.2 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 21.7% and CRIT DMG by 42%. At the same time, deals Imaginary DMG equal to 243% of Yukong's ATK to one designated enemy.
Lv.3 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 22.4% and CRIT DMG by 44%. At the same time, deals Imaginary DMG equal to 258% of Yukong's ATK to one designated enemy.
Lv.4 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 23.1% and CRIT DMG by 47%. At the same time, deals Imaginary DMG equal to 274% of Yukong's ATK to one designated enemy.
Lv.5 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 23.8% and CRIT DMG by 49%. At the same time, deals Imaginary DMG equal to 289% of Yukong's ATK to one designated enemy.
Lv.6 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 24.5% and CRIT DMG by 52%. At the same time, deals Imaginary DMG equal to 304% of Yukong's ATK to one designated enemy.
Lv.7 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 25.4% and CRIT DMG by 55%. At the same time, deals Imaginary DMG equal to 323% of Yukong's ATK to one designated enemy.
Lv.8 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 26.3% and CRIT DMG by 59%. At the same time, deals Imaginary DMG equal to 342% of Yukong's ATK to one designated enemy.
Lv.9 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 27.1% and CRIT DMG by 62%. At the same time, deals Imaginary DMG equal to 361% of Yukong's ATK to one designated enemy.
Lv.10 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 28% and CRIT DMG by 65%. At the same time, deals Imaginary DMG equal to 380% of Yukong's ATK to one designated enemy.
Lv.11 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 28.7% and CRIT DMG by 68%. At the same time, deals Imaginary DMG equal to 395% of Yukong's ATK to one designated enemy.
Lv.12 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 29.4% and CRIT DMG by 70%. At the same time, deals Imaginary DMG equal to 410% of Yukong's ATK to one designated enemy.
Lv.13 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 30.1% and CRIT DMG by 73%. At the same time, deals Imaginary DMG equal to 426% of Yukong's ATK to one designated enemy.
Lv.14 If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 30.8% and CRIT DMG by 75%. At the same time, deals Imaginary DMG equal to 441% of Yukong's ATK to one designated enemy.
Lv.15 (max) If "Roaring Bowstrings" is active on Yukong when her Ultimate is used, additionally increases all allies' CRIT Rate by 31.5% and CRIT DMG by 78%. At the same time, deals Imaginary DMG equal to 456% of Yukong's ATK to one designated enemy.
Seven Layers, One Arrow
Talent Enhance Lv.15

Basic ATK additionally deals Imaginary DMG equal to 100% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).

LevelEffect
Lv.1 Basic ATK additionally deals Imaginary DMG equal to 40% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.2 Basic ATK additionally deals Imaginary DMG equal to 44% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.3 Basic ATK additionally deals Imaginary DMG equal to 48% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.4 Basic ATK additionally deals Imaginary DMG equal to 52% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.5 Basic ATK additionally deals Imaginary DMG equal to 56% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.6 Basic ATK additionally deals Imaginary DMG equal to 60% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.7 Basic ATK additionally deals Imaginary DMG equal to 65% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.8 Basic ATK additionally deals Imaginary DMG equal to 70% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.9 Basic ATK additionally deals Imaginary DMG equal to 75% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.10 Basic ATK additionally deals Imaginary DMG equal to 80% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.11 Basic ATK additionally deals Imaginary DMG equal to 84% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.12 Basic ATK additionally deals Imaginary DMG equal to 88% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.13 Basic ATK additionally deals Imaginary DMG equal to 92% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.14 Basic ATK additionally deals Imaginary DMG equal to 96% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Lv.15 (max) Basic ATK additionally deals Imaginary DMG equal to 100% of Yukong's ATK, and increases the Toughness Reduction of this attack by 100%. This effect can be triggered again after 1 turn(s).
Attack
30

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

Windchaser
Technique Enhance

After using her Technique, Yukong enters Sprint mode for 20 seconds. In Sprint mode, her movement speed increases by 35%, and Yukong gains 2 stack(s) of "Roaring Bowstrings" when she enters combat by attacking enemies.

Major Traces

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

Yukong can resist 1 debuff application for 1 time. This effect can be triggered again after 2 turn(s).

A4
Bowmaster

When Yukong is on the field, Imaginary DMG dealt by all allies increases by 12%.

A6
Majestas

When "Roaring Bowstrings" is active, Yukong regenerates 2 additional Energy every time an ally takes action.

Trace Bonuses

Total stats gained from unlocking the full trace tree
+22.4%Imaginary DMG Boost
+18%HP
+10%ATK

Weakness Break

How much Toughness each of Yukong's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
ArrowslingerBasic ATK30
Diving KestrelUltimate90
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Yukong breaks 120 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill 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

134/231 enemies in our bestiary are weak to Imaginary — Yukong's own element. View the Bestiary → · View Imaginary-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
917
#82 of 90
ATK
600
#50 of 90
DEF
375
#81 of 90
SPD
107
#13 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Yukong FAQ

What is the best Light Cone for Yukong?

The best Light Cone for Yukong is But the Battle Isn't Over (top pick). See F2P options in the Light Cones section above.

Is Yukong worth pulling?

Yukong is a free 4★ buffer that shines on single-target burst teams (Jing Yuan, Imbibitor Lunae). Skip her if you already own Sparkle/Robin/Tingyun, but she's a superb budget support for newer players.

What is the best team for Yukong?

Team 1 funnels buffs into Imbibitor Lunae (best with an all-Imaginary lineup). Team 2 is the classic Jing Yuan single-target nuke. Team 3 leans on Yanqing to exploit Yukong's CRIT-boosting Ult.

How much Energy does Yukong's Ultimate cost?

Yukong's Ultimate costs 130 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Yukong need to reach max Ascension?

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

Matching Light Cones

Path of Harmony — 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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