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.

38 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.

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 3 hardest rotating modes that reward jades: Memory of Chaos (multi-cycle boss floors), Pure Fiction (AoE score attack), Apocalyptic Shadow (boss score attack). This is where teams are truly tested.
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).
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.
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.
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.
  • 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.

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