Boothill
★★★★★

Boothill Build

Boothill is a 5★ Physical character on the Path of The Hunt in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 29/05/2024 · v2.2· Updated: 03/07/2026
Updated for version 4.3 · 02/07/2026
Calculate pity to pull this character →
Community usage · phase 4.3.2
Memory of Chaos0.5%
Apocalyptic Shadow1.0%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Boothill — just follow the numbers
30-second summary

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

1
30-second build
In a hurry? This box is all you need — details below
BodyCRIT DMG FeetSPD SpherePhysical DMG RopeBreak Effect

Sub-stat priority: Break Effect > SPD > CRIT DMG > ATK%

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 4.5/5
Pure Fiction 2/5
Apocalyptic Shadow 5/5
Should you pull Boothill?

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

Pros
  • Top-tier single-target and Toughness shred
  • Self-implants Physical Weakness on any boss
  • King of Apocalyptic Shadow and boss fights
Cons
  • Weak in AoE / Pure Fiction
  • Team-dependent, wants Ruan Mei / Fugue
  • Needs high Break Effect and the right SPD to shine
How to play

Implant Physical Weakness with Skill, then fire the enhanced 3-hit Basic into a Standoff target to stack Break DMG. Keep Standoff active and hit after Toughness breaks; use Ult to reset Standoff or swap targets.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyCRIT DMG
FeetSPD
SpherePhysical DMG
RopeBreak Effect

Sub-stat priority: Break Effect > SPD > CRIT DMG > ATK%

Stat targets

Aim for 145 SPD (Talia breakpoint), 250-300%+ Break Effect, ~2800-3200 ATK, and 150%+ CRIT DMG. EHR is not needed.

4
Teams
Best teammates to pair with
Best teams for Boothill

Core is Boothill + Fugue + Ruan Mei + Lingsha (double Break support plus a Break-scaling healer). F2P swaps in Harmony Trailblazer + Gallagher and still shreds Toughness.

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 (E1/E2 rất mạnh) — E0 is complete and strong on its own. E1 and E2 are big upgrades (extra Standoff turns and damage), worth it only if you are seriously investing.

E1
Dusty Trail's Lone Star★★★★★
When the battle starts, obtains 1 stack of Pocket Trickshot. When Boothill deals DMG, ignores 16% of the enemy target's DEF.
Grants an instant Pocket Trickshot stack at battle start and ignores 16% of the target's DEF on every hit, a solid flat damage boost from turn one.
E2
Milestonemonger★★★☆☆
When in Standoff and gaining Pocket Trickshot, recovers 1 Skill Point(s) and increases Break Effect by 30%, lasting for 2 turn(s). Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit. But cannot trigger repeatedly within one turn.
Recovers 1 Skill Point and boosts Break Effect by 30% when entering Standoff and gaining Pocket Trickshot, useful but situational.
E3
Marble Orchard's Guard★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Ultimate and Basic ATK levels with no new effects, so its impact is minor.
E4
Cold Cuts Chef★★★☆☆
When the enemy target in the Standoff is attacked by Boothill, the DMG they receive additionally increases by 12%. When Boothill is attacked by the enemy target in the Standoff, the effect of him receiving increased DMG is offset by 12%.
Increases DMG dealt to the Standoff target by 12% when Boothill attacks it, while also reducing DMG taken from that enemy, a decent but not game-changing two-way buff.
E5
Stump Speech★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Skill and Talent levels with no new effects, so its impact is minor.
E6
Crowbar Hotel's Raccoon★★★★★
When triggering the Talent's Break DMG, additionally deals Break DMG to the target equal to 40% of the original DMG multiplier and additionally deals Break DMG to adjacent targets equal to 70% of the original DMG multiplier.
When triggering the Talent's Break DMG, deals extra Break DMG equal to 40% of the original multiplier to the target and 70% to adjacent targets, a major boost to burst and AoE break damage.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Talent ★★★★★ Talent scales the Break DMG multiplier per Pocket Trickshot stack, making it Boothill's core damage source and top leveling priority.
Skill ★★★★★ Skill triggers the Standoff state and Enhanced Basic ATK, the gateway that unlocks his main damage combo, so it needs early investment.
Ultimate ★★★★☆ Ultimate deals big DMG and applies the Physical Weakness needed for Break, but it's used less often than Skill/Talent so ranks slightly lower.
Basic ATK ★★☆☆☆ Basic ATK, even its Enhanced form, mainly fills turns between Skill/Talent cycles, so it stays the lowest leveling priority.
Trace priority: A2 > A6 > A4 Eidolon priority: E6 > E2 > E1 = E4 > E3 = E5
Skills
Skullcrush Spurs
Skullcrush Spurs
Basic ATK Single Target Lv.10

Deals Physical DMG equal to 140% of Boothill's ATK to one designated enemy target.

Sizzlin' Tango
Sizzlin' Tango
Skill Impair Lv.15

Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn. The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 38%/15%. After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff." This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.

Dust Devil's Sunset Rodeo
Dust Devil's Sunset Rodeo
Ultimate Single Target Lv.15

Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 480% of Boothill's ATK to the target and delays their action by 45%.

Five Peas in a Pod
Five Peas in a Pod
Talent Enhance Lv.15

Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s). If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 88%/150%/213% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs." After winning the battle, Boothill can retain Pocket Trickshot for the next battle.

Attack
Attack

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

3-9× Smile
3-9× Smile
Technique Enhance

After the Technique is used, when casting the Skill for the first time in the next battle, applies the same Physical Weakness to the target as the one induced by the Ultimate, lasting for 2 turn(s).

Fanning the Hammer
Fanning the Hammer
Basic ATK Single Target Lv.10

Deals Physical DMG equal to 308% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Ghost Load

Increase this character's CRIT Rate/CRIT DMG, by an amount equal to 10%/50% of Break Effect, up to a max increase of 30%/150%.

A4
Above Snakes

While Boothill is in the Standoff, reduces the DMG he receives from targets that are not in the Standoff by 30%.

A6
Point Blank

When in Standoff and gaining Pocket Trickshot, regenerates 10 Energy. Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit.

Trace Bonuses
Total stats gained from unlocking the full trace tree
+37.3%Break Effect
+18%ATK
+10%HP
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
1,203
ATK
621
DEF
437
SPD
107
CRIT Rate
5%
CRIT DMG
50%
8
Boothill FAQ
What is the best Light Cone for Boothill?

The best Light Cone for Boothill is Sailing Towards a Second Life (top pick). See F2P options in the Light Cones section above.

Is Boothill worth pulling?

Roll him if you want a premier single-target Break DPS that brute-forces bosses. Skip if you already own AoE hypercarries or dislike Break gameplay.

What is the best team for Boothill?

Core is Boothill + Fugue + Ruan Mei + Lingsha (double Break support plus a Break-scaling healer). F2P swaps in Harmony Trailblazer + Gallagher and still shreds Toughness.

Matching Light Cones
Path of The Hunt — 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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