The Dahlia
★★★★★

The Dahlia Build

The Dahlia is a 5★ Fire 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.

Released: 07/12/2025 · v3.7· 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 Chaos32.1%
Pure Fiction32.4%
Apocalyptic Shadow38.2%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building The Dahlia — just follow the numbers
30-second summary

The Dahlia is a T0 Break support on the Nihility path (there is no 'Warlock' path in HSR). If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

1
30-second build
In a hurry? This box is all you need — details below
BodyDEF% (or Effect Hit Rate) FeetSPD SphereDEF% (or HP%) RopeBreak Effect% (or Energy Regeneration Rate)

Sub-stat priority: Break Effect > SPD > DEF%/HP% > Effect Hit Rate

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 5/5
Pure Fiction 4/5
Apocalyptic Shadow 5/5
Should you pull The Dahlia?

The Dahlia is a T0 Break support on the Nihility path (there is no 'Warlock' path in HSR). If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

Pros
  • Converts Toughness into Super Break even before enemies are Broken
  • T0 for every Break team, hugely uplifts Firefly
  • Skill-point friendly
  • Self-implants Weakness and shreds DEF via Ultimate
Cons
  • Only shines in Break teams, near-useless elsewhere
  • Needs meaningful Break Effect and SPD investment
  • Gets the most value with a Fire DPS (Firefly)
How to play

She auto-assigns a Dance Partner at battle start. Each cycle: cast Skill to lay her Zone and keep it up, then Ultimate on energy to implant a Weakness and shred DEF.

Letting the Dance Partner act triggers her Super Break follow-up, so play around the partner's turn.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyDEF% (or Effect Hit Rate)
FeetSPD
SphereDEF% (or HP%)
RopeBreak Effect% (or Energy Regeneration Rate)

Sub-stat priority: Break Effect > SPD > DEF%/HP% > Effect Hit Rate

Stat targets

SPD 134-160, Break Effect 200-250%+ on a Break rope, or ~160-180% if running an Energy Regen rope. No CRIT needed. EHR only matters with the DEF-shred cone (Resolution Shines As Pearls of Sweat).

4
Teams
Best teammates to pair with
Best teams for The Dahlia

Firefly or Rappa + Fugue + Lingsha is the textbook hyper-Break shell. Single-target Boothill pairs with Ruan Mei + Gallagher. Bonus: she can replace Ruan Mei in Break comps, freeing Ruan Mei for other teams.

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 rất mạnh, E2 tuyệt vời) — E0 is already excellent. E1 (extends Super Break to the whole team) and E2 (All-Type RES shred on her Ultimate debuff) are both very worthwhile if you love her; E4+ is whale-only polish.

E1
When a Bud Readies to Bloom★★★★★
The Super Break DMG multiplier provided by Talent to "Dance Partners" now applies to all ally characters, with "Dance Partners" additionally receiving a 40% boost. After "Dance Partners" use an attack, additionally deals the attacked enemy targets a fixed amount of Toughness Reduction equal to 25% of their Max Toughness (minimum 10, maximum 300). This effect can only trigger once per enemy target, and this trigger count resets after the enemy target receives a killing blow.
Extends the Talent's Super Break DMG multiplier to the whole team and adds extra DMG after Dance Partner attacks, turning her into a team-wide buffer.
E2
Fresh, Ethereal, and Beloved★★★★★
When The Dahlia is on the field, decreases all enemies' All-Type RES by 20%. When an enemy target enters the field, immediately inflicts "Wilt" on them, lasting for 3 turn(s).
Reduces all enemies' All-Type RES by 20% while on field and auto-applies Wilt to newly entered enemies, a huge team DMG boost.
E3
Pity Its Petals Thin as Mist★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up Ultimate and Basic ATK with no new effects, so it's low-impact utility.
E4
Pity Its Heart Gnawed by Worms★★★☆☆
Increases the number of DMG instances dealt by Talent's Follow-Up ATK by 5. Upon its use, the DMG taken by all enemy targets increases by 12%, lasting for 2 turn(s).
Adds 5 more DMG instances to Talent's Follow-Up ATK and increases enemies' DMG taken by 12% for 2 turns, a moderate damage buff.
E5
Fallen, Decayed, and Despised★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up Skill and Talent with no new effects, so it's low-impact utility.
E6
And Yet, Always, Deathly Beautiful★★★★★
Increases Dance Partners' Break Effect by 150%. When using Talent's Follow-Up ATK, advances the next action of all "Dance Partners" by 20%.
Boosts Dance Partners' Break Effect by 150% and advances their next action by 20% on Follow-Up ATK use, a massive power spike.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Talent ★★★★★ Talent drives the "Dance Partner" Follow-Up ATK, which is The Dahlia's core damage source, so it should be leveled first.
Skill ★★★★☆ Skill deploys the Zone that boosts the team's Weakness Break Efficiency and deals AoE damage every turn, making it the second priority.
Ultimate ★★★☆☆ Ultimate applies the DEF-reducing, weakness-implanting "Wilt" state to all enemies - valuable but used less often than Skill/Talent, so it ranks lower.
Basic ATK ★☆☆☆☆ Basic ATK is just a fallback action when Skill Points are unavailable, keeping it the lowest priority as with most characters.
Trace priority: A6 > A4 > A2 Eidolon priority: E2 = E6 > E1 > E4 > E3 = E5
Skills
Fiddle... Fissured Memory
Fiddle... Fissured Memory
Basic ATK Single Target Lv.10

Deals Fire DMG equal to 140% of The Dahlia's ATK to one designated enemy.

Lick... Enkindled Betrayal
Lick... Enkindled Betrayal
Skill Blast Lv.15

Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia's turn. Then, deals Fire DMG equal to 200% of The Dahlia's ATK to one designated enemy and their adjacent targets. While the Zone lasts, increases all allies' Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.

Wallow... Entombed Ash
Wallow... Entombed Ash
Ultimate AoE Lv.15

Inflicts a "Wilt" state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 360% of The Dahlia's ATK, which is distributed evenly across all enemies. Enemy targets in the "Wilt" state have their DEF reduced by 23% and will be implanted with Weakness of all Dance Partners' Types.

Who's Afraid of Constance?
Who's Afraid of Constance?
Talent Bounce Lv.15

When entering combat, The Dahlia regenerates 35 Energy and becomes "Dance Partners" along with the teammate that triggered combat. Whenever there is no other "Dance Partner" on the field, this unit and the teammate with the highest Break Effect become "Dance Partners" together. After a "Dance Partner" attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 75%. After an enemy target gets attacked by the other "Dance Partner," The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 38% of The Dahlia's ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 250%. This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.

Attack
Attack

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

The Heart Makes the Finest Tomb
The Heart Makes the Finest Tomb
Technique Impair

After using Technique, creates a Special Dimension that lasts for 20 second(s). Enemies within this dimension will not actively attack ally targets. After entering combat with enemies in the Special Dimension, The Dahlia immediately deploys her Skill's Zone, and converts the combat-triggering Toughness Reduction into 1 instance of Super Break DMG at 60% against enemy targets that are Weakness Broken. Only 1 Dimension Effect created by allies can exist at the same time.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Yet Another Funeral

When entering combat, increases other characters' Break Effect by an amount equal to 24% of The Dahlia's Break Effect plus 50%, lasting for 1 turn(s). When The Dahlia receives healing or a Shield provided by a teammate, this effect triggers again, lasting for 3 turn(s). Cannot trigger repeatedly within one turn.

A4
Lament, Lost Soul

When using Talent's Follow-Up ATK, recovers 1 Skill Point for allies. For every 2 instance(s) of Talent's Follow-Up ATK used, this effect can trigger once.

A6
Outgrow the Old, Espouse the New

When an ally target adds Weakness to an enemy target, increases SPD by 30% for 2 turn(s). If a Fire ally character has implanted a Weakness when using an attack, then after the attack, additionally deals a fixed amount of 20 Fire Toughness Reduction to every target implanted with Weakness. Also, regenerates Energy equal to 10% of Max Energy. This effect can regenerate Energy up to 50% of Max Energy.

Trace Bonuses
Total stats gained from unlocking the full trace tree
+37.3%Break Effect
+18%Effect RES
+5SPD
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
1,087
ATK
679
DEF
606
SPD
96
CRIT Rate
5%
CRIT DMG
50%
8
The Dahlia FAQ
What is the best Light Cone for The Dahlia?

The best Light Cone for The Dahlia is Never Forget Her Flame (top pick). See F2P options in the Light Cones section above.

Is The Dahlia worth pulling?

The Dahlia is a T0 Break support on the Nihility path (there is no 'Warlock' path in HSR). If you run any Break DPS (Firefly, Rappa, Boothill), pull her; if you own no Break carry, skip — she does nothing outside that archetype.

What is the best team for The Dahlia?

Firefly or Rappa + Fugue + Lingsha is the textbook hyper-Break shell. Single-target Boothill pairs with Ruan Mei + Gallagher. Bonus: she can replace Ruan Mei in Break comps, freeing Ruan Mei for other teams.

Matching Light Cones
Path of Nihility — 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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