Honkai: Star Rail Glossary
Not sure what "Eidolon", "Light Cone" or "Break" mean? Every confusing term explained in plain words — even if you have never played.
This page is a LIVE Honkai: Star Rail glossary that combines an A-Z table filterable by group with a section untangling HSR-specific name pairs most single-language glossaries skip. If you're stuck on "how is Break different from DoT," "is CRIT or Break Effect the closer thing to a Mastery stat," or "do DMG% and Elemental DMG stack together" — jump to the mix-ups section below, that's exactly where new players misread builds most.
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How to search it fast
The table above splits into 6 layers: Basics, Combat, Gear, Stats, Gacha & Resources, and World & Lore. If you remember one trick: type the exact term you're unsure about into the search box instead of scrolling — it filters instantly by name and by layer. New players should read Combat and Stats first since those decide whether your build actually works; World & Lore is fine to read later, it doesn't affect gameplay.
HSR's trickiest mix-ups — read before you build
These three name pairs trip up new players even though the terms sound close:
- Break is not DoT: Break is a single BIG damage hit that fires ONCE the moment an enemy's Toughness bar hits zero, staggering it and delaying its turn. DoT (Burn, Bleed, Shock…) is a SMALL hit that repeats EVERY turn until the effect expires. A team can trigger both at once — they don't exclude each other, but they scale off different stats (Break Effect for Break; DMG%/Elemental DMG for DoT).
- There's no separate "Mastery" stat like in other games — HSR folds that role into Break Effect: players familiar with a "Mastery" stat from another title often go looking for its HSR equivalent. There isn't one named "Mastery"; the closest thing is Break Effect — the SINGLE stat that scales Break and Super Break damage, fully replacing CRIT's role for Break-focused builds. Don't hunt for a stat that doesn't exist.
- DMG% (generic damage boost) doesn't always stack the same way as Elemental DMG (element-specific boost): a Light Cone or Trace usually gives generic DMG%, which stacks with any element; a 4-piece Body Relic set gives Elemental DMG, which only stacks for one specific element. Both fold into the same final damage multiplier, but knowing which source is locked to one element matters when comparing gear or switching a character's element.
Substats that often get skipped
Beyond the familiar ATK/DEF/HP/CRIT, four substats rarely get explained clearly despite deciding whether a build works:
- Effect Hit Rate: raises the chance YOUR debuffs land on the enemy — only matters for support/CC characters, close to useless on pure DPS.
- Effect RES: the mirror stat — sits on YOUR character, resisting debuffs the enemy applies to you, boosting survivability.
- Outgoing Healing Boost: only affects the character CASTING the heal (not the one receiving it), doesn't stack with generic ATK% — a dedicated healer-build stat.
- Energy Regeneration Rate (ERR): boosts the % of Energy gained per hit, DIFFERENT from the Energy gauge itself — ERR just makes that gauge fill faster.
The lore layer — Stellaron, Aeon, the Express, Emanators
Four story terms that run throughout the game, entirely separate from the build system:
- Stellaron: an artifact planted by an Aeon, usually bringing calamity to whatever world holds it — the game's main story throughline.
- Aeon: a god-tier entity, each embodying a single Concept — a character's Path name (Destruction, Preservation…) is named directly after the matching Aeon's Concept.
- Astral Express: the main vessel carrying the Trailblazer and crew across the game's worlds.
- Emanator: a mortal chosen by an Aeon, carrying a fragment of that god's power/Concept.
The 3 Endgame modes — where a team is truly tested
Three hardest rotating modes that reward jades: Memory of Chaos (successive boss floors), Pure Fiction (AoE score attack), and Apocalyptic Shadow (single-boss score attack). All three hinge on a team's actual stats rather than luck, making them the truest place to check whether a build is solid or just looks good on paper.
FAQ
What's the difference between Break and DoT?
Break is one big hit that fires once when an enemy's Toughness bar hits zero, staggering and delaying it. DoT is a small hit repeating every turn until it expires. They scale off different stats and can both trigger on the same team at once.
Does HSR have a "Mastery" stat like other games?
No stat named "Mastery." The closest equivalent is Break Effect — the single stat that boosts Break and Super Break damage, replacing CRIT's role for Break-focused builds.
Do DMG% and Elemental DMG stack together?
Both fold into the same final damage multiplier, but DMG% (usually from Cones/Traces) applies to any element, while Elemental DMG (usually from a 4-piece Body Relic set) applies to only one. Knowing which source is element-locked avoids wasted points when swapping a character's element.
What's the difference between Effect Hit Rate and Effect RES?
Effect Hit Rate raises the chance YOUR debuffs land on the enemy. Effect RES is the opposite, sitting on your own character to resist debuffs the enemy applies to you. One is offense, the other is defense.
Do Stellaron and Aeon matter for character builds?
Not directly — these are story terms. A character's Path name is derived from an Aeon's Concept, but actual builds rely entirely on stats/Relics/Cones, unrelated to lore.
What are HSR's 3 Endgame modes?
Memory of Chaos (successive boss floors), Pure Fiction (AoE score attack), and Apocalyptic Shadow (single-boss score attack). All three rotate periodically and are the truest test of a build rather than theoretical stats.