Acheron Build
Acheron is a 5★ Lightning 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.
Acheron is a top-tier T0 single-target/blast DPS and a fantastic pull if you love explosive hypercarry gameplay. If you're new and lack Nihility supports, think twice — she needs two Nihility teammates to shine.
Sub-stat priority: CRIT DMG / CRIT Rate > ATK% > SPD
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Deals Lightning DMG equal to 140% of Acheron's ATK to one designated enemy target.
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Gains 1 point(s) of "Slashed Dream." Inflicts 1 stack(s) of "Crimson Knot" on one designated enemy target, dealing Lightning DMG equal to 200% of Acheron's ATK to this target, as well as Lightning DMG equal to 75% of Acheron's ATK to adjacent targets.
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Sequentially unleash "Rainblade" 3 times and "Stygian Resurge" 1 time, dealing Lightning DMG up to 446% of Acheron's ATK to one designated enemy target, as well as Lightning DMG up to 360% of Acheron's ATK to other targets. "Rainblade": Deals Lightning DMG equal to 28.8% of Acheron's ATK to one designated enemy target and removes up to 3 stacks of "Crimson Knot" from the target. When "Crimson Knot" is removed, immediately deals Lightning DMG equal to 18% of Acheron's ATK to all enemies. For every stack of "Crimson Knot" removed, this DMG Multiplier is additionally increased, up to a maximum of 72%. "Stygian Resurge": Deals Lightning DMG equal to 144% of Acheron's ATK to all enemies and remove all "Crimson Knots." "Crimson Knot" cannot be applied to enemies during the Ultimate.
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When Slashed Dream reaches 9 point(s), the Ultimate can be activated. During the Ultimate, reduces enemies' Toughness regardless of Weakness Types and reduces all enemies' All-Type RES by 25%, lasting until the end of the Ultimate. When any unit inflicts debuffs on an enemy target while using their ability, Acheron gains 1 point of Slashed Dream and inflicts 1 stack of Crimson Knot on a target. If debuffs are inflicted on multiple targets, then the 1 stack of Crimson Knot will be inflicted on the enemy target with the most Crimson Knot stacks. This effect can only trigger once for every ability use. After an enemy target exits the field or gets defeated by any unit while Acheron is on the field, their Crimson Knot stacks will be transferred to the enemy target with the most Crimson Knot stacks on the whole field.
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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Immediately attacks the enemy. At the start of each wave, gains Quadrivalent Ascendance, dealing Lightning DMG equal to 200% of Acheron's ATK to all enemies and reducing Toughness of all enemies irrespective of Weakness Types. When breaking Weaknesses, triggers the Lightning Weakness Break effect. Quadrivalent Ascendance: After using the Ultimate, Acheron gains 1 point(s) of Slashed Dream and inflicts 1 stack(s) of Crimson Knot on a single random enemy. If attacking a normal enemy, immediately defeats them without entering combat. When not hitting enemies, no Technique Points are consumed.
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Deals minor Lightning DMG to one enemy, and removes up to 3 stacks of "Crimson Knot" from the target. When "Crimson Knot" is removed, deals minor Lightning DMG to all enemies 1 time, with this DMG multiplier increased for every stack of "Crimson Knot" removed.
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Deals Lightning DMG to all enemies and removes all Crimson Knots.
When battle starts, immediately gains 5 point(s) of Slashed Dream and applies 5 stack(s) of Crimson Knot to a random enemy. When Slashed Dream reaches its upper limit, for every point of Slashed Dream that exceeds the limit, gains 1 stack of Quadrivalent Ascendance. Enables Quadrivalent Ascendance to stack up to 3 time(s).
When there are 1 or 2 Nihility characters other than Acheron in the team, the DMG dealt by Acheron's Basic ATK, Skill, and Ultimate increases to 115% or 160% of the original DMG respectively.
When the Ultimate's Rainblade hits enemy targets that have Crimson Knot, the DMG dealt by Acheron increases by 30%, stacking up to 3 time(s) and lasting for 3 turn(s). And when Stygian Resurge triggers, additionally deals DMG for 6 times. Each time deals Lightning DMG equal to 25% of Acheron's ATK to a single random enemy and is considered as Ultimate DMG.
What is the best Light Cone for Acheron?
The best Light Cone for Acheron is Along the Passing Shore (top pick). See F2P options in the Light Cones section above.
Is Acheron worth pulling?
Acheron is a top-tier T0 single-target/blast DPS and a fantastic pull if you love explosive hypercarry gameplay. If you're new and lack Nihility supports, think twice — she needs two Nihility teammates to shine.
What is the best team for Acheron?
The core is two Nihility units plus a sustain: Jiaoqiu/Pela apply debuffs to feed stacks and shred defense, while Aventurine keeps everyone alive. Silver Wolf is the accessible F2P pick; Cipher is a strong newer Nihility support.
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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.

















