Trailblazer · Ice Build
Trailblazer · Ice is a 5★ Ice character on the Path of Remembrance in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.
The Remembrance Trailblazer (Ice) is not a damage dealer — she's one of the best universal supports in the whole game, and she's 100% free (main character, unlocked through the story) yet performs on par with many limited 5-star units.
Sub-stat priority: SPD > CRIT DMG > CRIT Rate > ATK%
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Deals Ice DMG equal to 140% of Trailblazer's ATK to one designated enemy.
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Summons the memosprite Mem. If Mem is already on the field, restores Mem's HP by an amount equal to 75% of Mem's Max HP, and grants Mem 10% Charge.
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Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 300% of Mem's ATK to all enemies.
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Memosprite Mem has an initial SPD of 130 and a Max HP equal to 95% of Trailblazer's Max HP plus 760. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge.
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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After using Technique, creates a Special Dimension that lasts for 10 second(s). Enemies within the Special Dimension are placed in a Time Stop state, halting all their actions. After entering battle against enemies afflicted with the Time Stop state, delays the action of all enemies by 50%, and then deals Ice DMG to all enemies equal to 100% of Trailblazer's ATK. Only 1 Dimension Effect created by allies can exist at the same time.
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Consumes 1 stack of "Epic" to dispel all Crowd Control debuffs on Mem. Trailblazer and Mem launch a Joint ATK, dealing Ice DMG to all enemies equal to 168% of Trailblazer's ATK and 168% of Mem's ATK respectively. Then, Mem gains 10% Charge.
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Deals 4 instance(s) of DMG, with each instance dealing Ice DMG equal to 50.4% of Mem's ATK to one random enemy. At the end, deals Ice DMG equal to 126% of Mem's ATK to all enemies.
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Increases all allies' CRIT DMG by an amount equal to 16.8% of Mem's CRIT DMG plus 33.6%. If the Charge has yet to reach 100%, Mem automatically uses "Baddies! Trouble!" when taking action. When the Charge reaches 100%, Mem immediately takes action. In the next action, can select one ally and use "Lemme! Help You!".
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When Mem is summoned, immediately gains 50% Charge.
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When Mem disappears, Trailblazer's action advances by 25%.
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Advances the action of one designated ally by 100% and grants them "Mem's Support," lasting for 3 turn(s). For every 1 instance of DMG dealt by a target that has "Mem's Support," additionally deals 1 instance of True DMG equal to 36% of the original DMG. When using this ability on this unit, cannot trigger the action advance effect.
When the battle starts, Trailblazer's action advances by 30%. When Mem is first summoned, grants Mem 40% Charge.
When using "Baddies! Trouble!," Mem immediately gains 5% Charge.
When the Max Energy of an ally target that has "Mem's Support" exceeds 100, for every 10 excess Energy, additionally increases the multiplier of the True DMG dealt via "Mem's Support" by 2%, up to a max increase of 20%.
What is the best Light Cone for Trailblazer · Ice?
The best Light Cone for Trailblazer · Ice is Fly Into a Pink Tomorrow (top pick). See F2P options in the Light Cones section above.
Is Trailblazer · Ice worth pulling?
The Remembrance Trailblazer (Ice) is not a damage dealer — she's one of the best universal supports in the whole game, and she's 100% free (main character, unlocked through the story) yet performs on par with many limited 5-star units. She summons a companion spirit called 'Mem' that auto-attacks and, once its own Charge bar fills up, lets you pick one ally to instantly advance their turn while granting them a CRIT DMG buff plus 3 turns of bonus 'True DMG' (damage that ignores DEF/RES) on every hit they land. Because that True DMG effect works on ANY damage type (basic hits, crits, Break DMG, DoT), she slots into almost any team, and shines brightest alongside energy-hungry Ultimate-dependent DPS like Argenti or The Herta.
What is the best team for Trailblazer · Ice?
Team 1 (Herta AoE nuke): The Herta as main DPS, RMC for Action Advance + True DMG, Robin for team-wide DMG buffs, Aventurine as a tanky shielder. Team 2 (Argenti energy loop): Argenti as the very energy-hungry main DPS who benefits massively from RMC, Tingyun for extra energy, Huohuo for healing plus more energy. Team 3 (Cyrene flex): Cyrene as Ice DPS/sub-DPS, Sunday for CRIT and action advance buffs, Gallagher for shielding and sustain. RMC fits into basically any comp built around a DPS that wants to fire off Ultimates often.
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3★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.























