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.

57 terms
How to use the HSR glossary?

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.

57Glossary
6term groups
15community slang

A glossary of 57 Honkai: Star Rail terms (elements, Break, effect hit rate and more) — search or jump by group to quickly look up a term as a new player.

Last updated: 30/07/2026

The figures on this page come directly from gamevika's internal game data store (counted/read straight from the real records), not an estimate or copy from elsewhere.

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Basics

Path
Every character belongs to one Path that defines their team role: Destruction/Hunt (DPS), Harmony/Nihility (support), Preservation (tank), Abundance/Remembrance (healing/support), Erudition (AoE), Elation.
Element
There are 7 Elements. Each enemy has elemental weaknesses; hitting a weakness Breaks them faster and applies extra effects. Matching your team to the stage's weakness clears faster.
Eidolon
Each duplicate copy of an owned character unlocks one Eidolon level (E1 → E6), boosting power or adding effects. E0 is the base version. Many characters are already strong at E0 — high Eidolons are optional.
Weakness
Each enemy shows Weaknesses (Element icons) under its HP. Only weak-Element hits drain Toughness toward a Break. Building teams around a stage's Weaknesses makes it much easier.
F2P (Free-to-Play)
F2P players spend no money, relying on jades from quests, events and redeem codes. The game gives enough free characters to clear all content with proper builds.
DPS
The DPS carries the team damage (usually Destruction, Hunt or Erudition). The whole team is built around letting the DPS act often and hit hard.
Trailblazer
The Trailblazer is the free main character who unlocks multiple Path forms over the story (Destruction, Preservation, Harmony, Remembrance...). A core pick for F2P teams.

Combat

Basic ATK
The basic attack costs no Skill Point and generates 1 for the team. Use it to bank points for other characters.
Skill
The Skill is the main ability, costing 1 Skill Point, usually stronger than Basic or providing support.
Ultimate
The Ultimate is the strongest move, usable when Energy is full, and can be cast anytime (even interrupting). Good rotations time Ultimates well.
Talent
The Talent is a character's signature passive (e.g. follow-up attacks, conditional stat gains). Always active.
Break
Hitting an enemy's weak Element drains its Toughness. At zero → Break: the enemy is staggered, delayed, and takes elemental Break damage. A major second damage source.
Super Break
Super Break is bonus damage dealt while enemies are Broken. It defines the Break archetype, scaling off Break Effect instead of CRIT.
Toughness
Toughness is the bar above an enemy's HP. It only drops when hit by a weak Element. At zero the enemy Breaks.
Follow-Up Attack
A Follow-Up is an automatic bonus attack triggered by a condition (ally acts, enemy Broken…). It costs no turn, adding free damage.
DoT
DoT is damage applied over turns: Burn (Fire), Wind Shear, Bleed (Physical), Shock (Lightning), Entanglement (Quantum). DoT teams stack effects for continuous damage.
Endgame
Endgame means the 4 hardest rotating modes that reward jades: Memory of Chaos (multi-cycle boss floors), Pure Fiction (AoE score attack), Apocalyptic Shadow (boss score attack), Anomaly Arbitration (3 separate teams + 1 boss stage, the steepest unlock gate). This is where teams are truly tested.
Crowd ControlCommunity
Effects that hinder enemy actions — Delaying their turn, Freeze, Entangle — mainly from Harmony/Nihility characters, used to reduce how often enemies act. Example: A CC-heavy team can noticeably cut down how many turns the boss gets in Memory of Chaos.
Damage over TimeCommunity
Damage that ticks each turn from a debuff already applied to the enemy (Burn, Wind Shear, Bleed…), separate from direct-hit damage. Example: A DoT team stacks multiple Burn/Wind Shear effects on one target to rack up per-turn damage.
Follow-Up AttackCommunity
An automatic bonus attack triggered outside the character's normal turn when a condition is met (an ally acts, an enemy gets Broken…), costing no turn. Example: An FUA-focused character keeps chipping in damage even before their own turn comes up.
Area of EffectCommunity
A skill that deals damage/effects to MULTIPLE targets at once, as opposed to a single-target (ST) hit. Example: A stage with many small enemies usually favors an AoE team over a single-target-focused one.
Single TargetCommunity
A skill that only hits ONE target, usually dealing more damage per hit than an AoE skill. Example: A tanky single boss usually calls for an ST team to focus all damage on that one target.
Sub-DPSCommunity
A character who deals a meaningful amount of damage but isn't the team's primary damage source — usually also buffing or enabling the main DPS while attacking. Example: A good sub-DPS still contributes solid damage while buffing or debuffing for the main DPS.
ShielderCommunity
A support character who casts damage-absorbing shields on allies, distinct from a tanker who draws enemy aggro onto themself. Example: A good shielder can let the whole team fully no-sell a dangerous AoE boss attack.
SustainCommunity
The umbrella term for characters that keep the team alive long-term — healers, shielders and tankers combined — as opposed to pure damage dealers. Example: A stage with heavy sustained pressure over many turns usually forces you to bring some sustain.
HypercarryCommunity
A team strategy that funnels almost all buffs/debuffs onto a SINGLE DPS character to maximize that one character's damage. Example: A hypercarry team built around one strong DPS can often clear a stage almost single-handedly if built well.

Gear

Light Cone
A Light Cone is the character's "weapon", granting base HP/ATK/DEF and a special passive. The passive only activates when the Cone matches the character's Path. Some are gacha, some are free.
Relic
Each character wears 6 Relics (4 Cavern + 2 Planar). Wearing 2 or 4 of the same set unlocks set bonuses. Relics have random substats (CRIT, SPD, ATK%…), so farming for good rolls matters.
Trace
Traces are each character's skill tree. Level them to increase Basic/Skill/Ultimate/Talent damage, and unlock minor nodes (bonus stats) and Major Traces (strong passives).
Superimposition
Superimposition only works between Light Cones of the SAME NAME — consuming a duplicate copy raises the main copy's special ability level, up to level 5 (S5). This does NOT cost credits, unlike Leveling Up (needs materials) and Ascension (needs materials, sometimes gated by minimum Equilibrium/Trailblaze Level). 4★ Cones pulled from the standard banner are relatively easy to bring to S5; limited 5★ Cones are usually much harder to reach S5 on since duplicates are rare.
Calyx
Calyx is the Fragmentum's mechanism for piecing corroded reality into something new — in gameplay terms, farming stages scattered across map regions, some only open during a fixed weekly time window. Spend Trailblaze Power to defeat enemies the Calyx spawns in exchange for character leveling/ascension materials (Calyx Golden) or Trace materials (Calyx Crimson). Before entering you can opt to spend more Trailblaze Power to fight multiple enemy waves at once for more rewards in a single run.
Best in SlotCommunity
The single strongest gear (Light Cone or Relic set) a character/role can equip, assuming no resource constraints. Example: A character's own signature Limited Light Cone is usually considered the BiS option for that character.

Stats

CRIT Rate / DMG
Two stats: CRIT Rate (chance) and CRIT DMG (bonus when it lands). Aim for roughly a 1:2 ratio (e.g. 65% / 130%) for consistency.
SPD
SPD decides action order and frequency. Higher-SPD characters act first and more often. Players target SPD breakpoints (134, 160…) to optimize turns. One of the most important stats.
Energy
Energy fills from attacking, being hit, or using abilities. When full, the Ultimate unlocks. Energy Regen Rate (ERR) speeds this up for more frequent Ultimates.
Skill Point
Skill Points are a shared team pool (max 5). Skills cost 1, Basics generate 1. Managing who spends vs. banks SP is a core skill.
Break Effect
Break Effect increases Break and Super Break damage. It is the core stat for Break-focused teams (replacing CRIT).
Effect Hit Rate
Effect Hit Rate is the chance your debuffs (freeze, stat reduction, crowd control) actually land, since every enemy carries its own Effect RES to resist them. It matters for support/CC characters and is nearly useless on pure DPS.
Effect RES
Effect RES is the mirror of Effect Hit Rate: it sits on YOUR character and resists debuffs the enemy (or stage mechanic) applies to you, like freeze, silence, or stat reduction. Some Relics/Light Cones grant it directly for extra survivability.
Outgoing Healing Boost
Outgoing Healing Boost only affects the character casting the heal (usually Abundance Path), not the one receiving it. It does not stack with generic ATK% — dedicated healer Cones/Relics should prioritize it.
Energy Regeneration Rate (ERR)
Energy Regeneration Rate (ERR) is a substat on Relics/Cones that increases the % of Energy gained per hit dealt or taken, filling the Ultimate gauge faster. Don't confuse it with "Energy" itself (the gauge that must fill to cast): ERR is the stat that makes that gauge fill faster, not the gauge.
DMG% vs Elemental DMG
A Light Cone/Trace usually says "increases DMG dealt by X%" (generic DMG, stacks with any element), while a 4-piece Body Relic set gives "[Element] DMG increased by X%" (Elemental DMG, only stacks for that exact element). Both fold into the same final multiplier, but knowing which source is locked to one element matters when comparing gear or swapping a character's element.
CRIT DMGCommunity
The bonus damage percentage applied when a CRIT hit lands, as opposed to CRIT Rate which is the chance of critting. Example: Most main DPS builds target roughly a 1:2 CRIT Rate to CDMG ratio to maximize expected damage.
Speed TuningCommunity
Fine-adjusting a character's exact SPD stat so the turn order in the Action queue lines up as intended (e.g. a support acting right before the DPS). Example: SPD tuning your support to always act just before your DPS avoids wasting buff windows.

Gacha & Resources

Warp
Warp is the gacha system for characters and Light Cones, using Warp passes (from Stellar Jade). There are limited banners (current character) and standard (permanent) banners.
Pity
Guarantee system: within 90 pulls you are certain to get a 5★ (rate rises sharply after ~74). If your last 5★ "lost" (a standard character), your next 5★ on a limited banner is guaranteed the featured one.
Stellar Jade
Stellar Jade is the main currency from story, dailies, events, and top-ups. It converts to Warp passes (160 Jade = 1 pull). New players should save for one key character.
Trailblaze Power
Trailblaze Power is farming stamina that regenerates over time (cap 300). Spend it on Relics, upgrade materials, and credits. Use it daily so it doesn't overflow and waste.
Equilibrium Level
Equilibrium Level reflects how much of the world you've explored. At Trailblaze Level 20/30/40/50/60/65 you must clear the matching "Trial of Equilibrium" before leveling further (current cap is level 70). The higher your Equilibrium Level, the better the rewards from Calyx, Stagnant Shadow, Cavern of Corrosion, and Echo of War — but enemies scale up too. Once Trailblaze Level hits the cap, extra Trailblaze EXP converts into credits.
Nameless Honor
Nameless Honor unlocks the "Nameless Gift" (free tier) by default each period; buying "Nameless Glory" or "Nameless Medal" unlocks the higher-reward tier. Complete missions (2 types: This Week's Missions + This Period's Missions) to earn Nameless EXP and raise your Honor level. Weekly missions refresh Monday 04:00 (server time). Duplicate purchases don't stack EXP — you're refunded the exact Oneiric Shard cost (750 or 1,410 for Glory/Medal, 860 for the Honor Badge).
Eidolon 0 / Eidolon 6Community
A character's Eidolon level: E0 is the base copy with no duplicates unlocked, E6 is the max level after pulling 6 duplicate copies (7 copies of that character in total). Example: Many main DPS characters are already strong at E0 — reaching E6 is not required to use them well.
Superimposition 1 / Superimposition 5Community
A Light Cone's Superimposition level: S1 is the base copy with no Superimposition, S5 is the max level after consuming 4 duplicate copies of the same Light Cone. Example: 4★ Light Cones are easy to duplicate so reaching S5 is common; limited 5★ Cones usually stay at S1.
Free-to-PlayCommunity
A player who spends no money, relying only on free jades/resources from quests, events and redeem codes. Example: The game gives f2p players enough free characters to clear all content with proper builds.

World & Lore

Stellaron
A Stellaron is an artifact planted by an Aeon, carrying that god's "concept" and usually bringing calamity to whatever world holds it. The Trailblazer and the Astral Express travel the universe resolving Stellarons — this is the game's main story throughline.
Aeon
Aeons are entities at the peak of cosmic power, each pursuing and embodying a single Concept — and a character's Path name (Destruction, Preservation, Harmony…) is literally named after the matching Aeon's Concept. Aeons rarely appear directly; most of their influence comes through Emanators or Stellarons.
Astral Express
The Astral Express is the main vessel carrying the Trailblazer and crew (managed by Pom-Pom) across the game's different worlds. Each major story chapter usually corresponds to a new stop for the train.
Emanator
An Emanator is a mortal chosen by an Aeon and granted a fragment of power tied to that god's Concept — acting as both a representative and an instrument of the Aeon in the mortal world. Not every character following a Path is an Emanator of the matching Aeon; most simply train under that ideal.

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. This page only defines the concept; see all 9 Aeons (mythic names Qlipoth, Fuli, IX, Yaoshi, Lan, Nanook, Aha, Tayzzyronth, Nous) on their own page.
  • 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.

→ See all 9 Aeons: Concepts, blessings, mythic names

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.

Why HSR has no elemental reaction chart

Honkai: Star Rail has NO Genshin-style elemental reaction system. An element only determines the damage type dealt and the Weakness Break debuff applied — weaknesses are a property of each individual enemy, not a fixed element-vs-element chart.

  • RES by weakness (real numbers from the official game data): an enemy that is NOT weak to the element being used has a baseline 20% DMG RES against that element; an enemy that IS weak to it has 0% RES. Some enemies stack extra RES (≥40%) on top of that 20% baseline. This is why the same character's damage swings sharply between a matching-element enemy and a mismatched one, even with no reaction chart involved.
  • Break Effect is nearly useless on Ice characters: Frozen carries no follow-up DoT to multiply against, it only skips the enemy's turn (with their next turn's action gauge advanced 50%) — whereas Physical/Fire/Wind/Lightning all apply an uncapped Break Effect-scaling DoT. Stacking Break Effect on an Ice DPS is close to wasted substats.

The math behind Break — real coefficients from HoYoverse's own game data

Break damage = level-based base Break damage (table below) × element coefficient × (1 + Break Effect%), where effective Break Effect is capped at 3× the base value:

  • Instant Break element coefficients: Physical ×2, Fire ×2, Wind ×1.5, Lightning ×1, Ice ×1, Quantum ×0.5, Imaginary ×0.5 — this is why Physical/Fire DPS always chip away Toughness faster than Quantum/Imaginary at the same Break Effect.
  • Base Break damage by level (9 confirmed data points from HoYoverse's own game data): Lv1=14 · Lv10=21 · Lv20=35 · Lv30=58 · Lv40=91 · Lv50=194 · Lv60=410 · Lv70=665 · Lv80=942.
  • Follow-up DoT per element (applied after Break, NOT present for Ice/Imaginary): Physical → Bleed (coef 2, ~16% max HP/turn on regular enemies, ~7%/turn on elites/bosses); Fire → Burn (coef 1); Lightning → Shock (coef 2); Wind → Wind Shear DoT (coef 1, stacks up to 5); Quantum → Entanglement (0.6×stacks, capped at 5); Ice → Freeze (no DoT, just skips the turn, next turn's action gauge advances 50%); Imaginary → Imprison (no DoT, delays the turn and cuts SPD by 10%).

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.

How is Equilibrium Level different from Trailblaze Level?

Trailblaze Level is your character/account EXP. Equilibrium Level is the world's DIFFICULTY tier, auto-raised at Trailblaze Level 20/30/40/50/60/65 after clearing the matching "Trial of Equilibrium" (current cap is level 70) — the higher it goes, the better the rewards, but enemies also get stronger.

Is Nameless Honor (Battle Pass) mandatory to pay for?

No. The free "Nameless Gift" tier unlocks by default each period; only players who want extra rewards need to buy "Nameless Glory" or "Nameless Medal." Honor level rises by completing weekly/period missions regardless of whether you've purchased anything.

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