HSR Elements, Weaknesses & Weakness Break Explained

Updated: 01/07/2026
Updated for version 4.3 · 02/07/2026
30-second summary

Honkai: Star Rail has 7 elements: Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary. An enemy's Toughness bar (the white gauge under its HP) only drops when you hit it with the element it's weak to; drain it to zero and it suffers a Weakness Break - its next action gets delayed (roughly 25% of its Action Value pushed back by default), it eats a hefty Break DMG hit, and it gets an element-specific effect on top (Fire applies Burn, Lightning applies Shock, and so on). Before it's broken, an enemy takes 10% less incoming damage (a 0.9x multiplier), so breaking early is a real damage gain, not just crowd control. Since version 2.2, Break Effect also unlocks Super Break - a separate damage type that only fires on an already-broken enemy, scaling off the Toughness you just knocked down instead of ATK or Crit. (🏭 official in-game figures.)

The 7 elements, and why hitting the right weakness matters

Star Rail splits all damage into 7 elements: Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary. Every character and every enemy attack carries exactly one of these, fixed for the whole fight.

Enemies (barring a few oddballs) come with 1-3 elements they're weak to, shown as icons above their head the moment a fight starts. That's their weakness - think of it like knowing exactly which punch actually staggers your opponent instead of just tickling them.

Hit an enemy with the 'wrong' element and it still loses HP normally, no penalty there. What you don't get is any progress on its Toughness bar - and that gap is the whole difference between a team that just mashes buttons and one that actually plays around Break.

Toughness: the white bar under enemy HP

Toughness is the white gauge sitting right under an enemy's HP bar. Only enemies have it, and it only drops when you connect with the element that enemy is weak to - hit the wrong element and the bar just sits there even as HP ticks down.

Every weakness hit chips away a set amount of Toughness depending on the attack (basic attacks chip less, skills and ultimates chip a lot more). Drain it to zero and the enemy suffers a Weakness Break.

On Break, the enemy's next turn gets pushed back - roughly 25% of its Action Value delayed by default - plus it eats one big burst of Break DMG. Something a lot of players miss: before an enemy is broken, it takes 10% less of all incoming damage (a flat 0.9x multiplier, break damage included), so the sooner you break it, the more total damage your team actually lands.

Once the enemy recovers from Break (usually right on its next turn), Toughness resets to full and you're grinding it down from scratch again. (🏭 official in-game figures.)

What Break actually does per element

Breaking isn't just a stun - each element also slaps on its own follow-up effect, usually a damage-over-time or extra crowd control.

Fire applies Burn: the enemy eats Fire damage at the start of each turn for several turns, like a burn that keeps stinging after the flame's gone. Physical applies Bleed: same idea, Physical DoT instead. Lightning applies Shock: Lightning DoT over several turns. Wind applies Wind Shear: Wind DoT over several turns.

Ice plays by different rules - it applies Freeze, which locks the enemy out of acting entirely until it thaws, way stronger than a plain DoT since the enemy basically vanishes from the fight for a turn or two. Quantum applies Entanglement: it delays the enemy's next action (on top of the base delay, scaling with Break Effect) and dumps extra damage on it at the start of its next turn - and that extra damage gets worse the more it's hit while entangled.

Imaginary applies Imprisonment: it slows the enemy's Speed and delays its next action on top of the base delay - so the enemy both gets pushed back on the timeline and moves noticeably slower, which is great for locking down a single tough target.

Break Effect: the stat that decides how hard your breaks hit

Break Effect is a character stat you find on Relics, Planar Ornaments, some Light Cones, and certain Traces. The higher it is, the bigger the initial Break DMG burst, the harder the follow-up DoTs (Burn, Shock, Bleed, etc.) hit, and for Quantum/Imaginary, the longer the action delay you inflict.

Because Break Effect has nothing to do with ATK or Crit Rate, it opens up a whole separate build path: a Toughness-focused team that stacks huge Break Effect and barely cares about Crit can still clear content fast, and it's especially strong against enemies with high crit resistance or evasion, since Break damage doesn't care about either.

If you're running a standard ATK/Crit DPS instead, you don't need to chase Break Effect hard - just enough to knock the Toughness bar down in a turn or two is plenty; put the rest into ATK and Crit for your main damage.

Super Break: the newer way to build around breaking

Version 2.2 (launched alongside the Harmony Trailblazer) added a brand-new damage type called Super Break. The catch: it only fires on an enemy that's already been broken - not on the initial break hit - and its damage scales off how much Toughness the attack just removed, multiplied by Break Effect, with zero regard for the attacker's ATK or Crit.

Since it can't crit and doesn't benefit from normal DMG% buffs, Super Break is basically its own ecosystem: the buffs that actually help it are DEF/RES shred on the enemy, not ATK% or Crit DMG% boosts that a standard DPS wants.

Simple way to think about it: a normal DPS team 'punches the HP bar' directly, while a Super Break team 'keeps punching the spot where Toughness just broke' every time a weakness hit lands afterward. The two playstyles pull your stats in different directions, so when you're building a team it's worth committing to one lane - pure ATK/Crit or pure Break Effect/Super Break - instead of splitting the difference.

FAQ

Does hitting an enemy with an element it's not weak to still chip its Toughness?

No. HP damage still applies normally through the regular damage formula, but the Toughness bar only drops when you connect with the element the enemy is actually weak to. Spam the wrong element all fight and it will never Break.

Does a standard ATK/Crit DPS need to invest in Break Effect?

Not much. Break Effect mainly matters for Toughness-focused teams and Super Break; a normal DPS only needs enough of it to knock down Toughness quickly, then should prioritize ATK and Crit for their main damage instead.

How is Super Break different from regular Break DMG?

Regular Break DMG is the one-time burst that fires the instant an enemy's Toughness hits zero. Super Break (added in version 2.2) is a separate damage type that can trigger repeatedly on an already-broken enemy every time a weakness hit lands, scaling off Toughness removed times Break Effect - it can't crit and doesn't scale off ATK%.

Related calculators

Keep reading

Toughness damage table — every skill, every character

Numbers taken straight from the developer’s own data, not measured by hand. Baseline: one ordinary Basic ATK = 10. The bigger the number, the faster the Toughness bar drops — this, not Break Effect, is what decides who belongs on a break team.

Character Basic ATKSkillUltimate TalentTechnique
Himeko 10 20 20 10
Topaz & Numby 10 20 20
Jiaoqiu 10 20 20
Lingsha 10 10 20 10
Fugue 10 20
Firefly 10 20 20
The Dahlia 10 10 20 3
Sparxie 10 20 5
Mortenax Blade 10 10 20 20
Trailblazer · Fire 10 20
Asta 10 10 20
Hook 10 20 30 20
Guinaifen 10 20 20 20
Gallagher 10 20 20
Gepard 10 20
Yanqing 10 20 30 10
Jingliu 10 20 20
Ruan Mei 10
The Herta 10 15 20
Evernight 10 30
Cyrene 10
Trailblazer · Ice 10 20
March 7th 10 20 10 20
Herta 10 10 20 5
Pela 10 20 20 20
Misha 10 20 10
Welt 10 10 20
Luocha 10 20
Dan Heng • Imbibitor Lunae 10 20
Aventurine 10 30 3
Dr. Ratio 10 20 30 10
Sunday 10
Rappa 10 10 10 2 30
Mydei 10 20 20
Silver Wolf LV.999 10 10 10
Trailblazer · Imaginary 10 10
Yukong 10 30
March 7th 10 30
Clara 10 10 10 20
Yunli 10 20 10 10
Argenti 10 10 20
Robin 10
Boothill 10 30
Phainon 10 20 20 20
Hysilens 10 10 20
Dan Heng • Permansor Terrae 10 20 20
Yao Guang 10 20
Evanescia 10 20 20 10 20
Trailblazer · Physical 10 20 30
Natasha 10 20
Luka 10 20 30 20
Sushang 10 20 30 20
Hanya 10 20 20
Silver Wolf 10 20 30 20
Seele 10 20 30
Fu Xuan 10 20
Sparkle 10
Jade 10 20 10
Tribbie 10 20 5
Cipher 10 20 30 20
Castorice 10 20
Lynx 10 20 30
Qingque 10 20
Xueyi 10 20 40 5 20
Kafka 10 20 20 10 20
Jing Yuan 10 10 20 5
Bailu 10
Acheron 10 20 20 20
Aglaea 10 20
Ashveil 10 20 30 5
Trailblazer · Lightning 10 20 20
Arlan 10 20 20 20
Serval 10 20 20 20
Tingyun 10
Moze 10 20 30 10
Bronya 10
Blade 10 20 10 20
Huohuo 10
Feixiao 10 20 30 5
Black Swan 10 20 20
Anaxa 10 10 20
Hyacine 10
Cerydra 10 20
Dan Heng 10 20 30
Sampo 10 10 20
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