A vivacious young lady of the Vidyadhara race, she is known as the "Healer Lady" due to her expertise in medicine. She often dishes out unorthodox prescriptions such as "Stay well hydrated" and "Get a good night's rest." Bailu cannot bear to see people suffer, and that's why you'll see her with her eyes shut tightly as she cures ailments.
"As long as they're cured, that's all that matters, right?"
To learn more about Bailu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Bailu has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
October 24th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Bailu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Diagnostic Kick
Single Target
Energy gain: 20
Break: 10
Singing Among Clouds
Restore
Energy gain: 30
Break: -
Felicitous Thunderleap
Restore | 100 energy cost
Energy gain: 5
Break: -
Gourdful of Elixir
Restore
Energy gain: 0
Break: -
Saunter in the Rain
Restore
Energy gain: 0
Break: -
Qihuang Analects
Vidyadhara Ichor Lines
Aquatic Benediction
Ambrosial Aqua
Eidolon 1
If the target ally's current HP is equal to their Max HP when Invigoration ends, Bailu additionally regenerates 8 Energy for this target.
Sylphic Slumber
Eidolon 2
After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).
Omniscient Opulence
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Evil Excision
Eidolon 4
Every healing provided by Bailu's Skill makes the recipient deal 10% more DMG for 2 turn(s). This effect can stack up to 3 time(s).
Waning Worries
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Drooling Drop of Draconic Divinity
Eidolon 6
Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.
Review
Consistent reactive healing and damage reduction,
Has a revive mechanic for if a character gets unexpectedly killed,
Good emergency healing,
Largely SP positive.
Lacking a cleanse is devastating,
Provides no additional utility,
Cannot circumvent true oneshots,
Will get benched the moment you get a better sustain.
Bailu is a competent healing sustain unit on the Path of Abundance. She focuses on automatic reactive healing upon sustaining damage with her Ultimate, providing damage reduction and a maximum health increase for all allies. She is also in possession of a 1-time ally revive, immediately restoring them to life. She has consistent healing for both single-target and AoE, but she crucially has no way of cleansing debuffs at all, setting her apart from other Abundance characters.
Despite the number of limited sustains added to the game since launch, Bailu is still a very decent healer. Similarly to Gepard, her value has ebbed and flowed over time, with now her method of healing being actually quite favourable against the powerful onslaught that enemies throw your way. She is by no means a standout healer, mostly because the competition in terms of sustain units is frighteningly high, but she'll carry your sorry butt through the end game no problem.
Bailu's Talent is the focal point. Whenever an ally with Invigoration gets hit, their HP will immediately be restored by up to 5.4% of Bailu's Max HP plus 144, and this can trigger 2 times every time Invigoration is applied. This Invigoration buff comes from her Ultimate, but the healing values are dependent on her Talent levels. Her Talent also has a 1 time ally revive, being able to restore their HP by up to 18% of Bailu's Max HP plus 480 upon receiving a fatal blow.
This Invigoration buff heals in a very peculiar way compared to other Abundance units, as it provides its healing immediately upon getting hit by an enemy attack. This means you can actually survive an enemy onslaught that would ordinarily completely kill you; if a Boss acts twice against a single character and deals 5000 damage across those two hits, and your character only has 4000 HP, the healing that occurs after the first hit will actually allow this character to survive with a sliver of health remaining, so while Bailu cannot prevent literal one shots from occurring, any faux-oneshots spread over a couple of actions can be largely mitigated.
Bailu's Ultimate immediately heals all allies for up to 13.5% of Bailu's Max HP plus 360 and applies Invigoration to any allies that do not yet have it. Allies that already have Invigoration will have its duration extended by 1 turn. Invigoration lasts for 2 turns. This essentially means that regardless of anything else, using Bailu's Ultimate will guarantee that all allies have at least 2 turns of Invigoration.
This Ultimate is actually pretty good as it only costs a measly 100 Energy while also being incredibly potent emergency healing, and this then of course translates to higher Invigoration uptime leading to greater and more consistent passive healing output.
Bailu's Skill is not particularly noteworthy, as the healing from her Ultimate and Invigoration should be enough to cover the party's needs. She targets a single ally and heals them for up to 11.7% of Bailu's Max HP plpus 312. Then this heal will Bounce to a random ally 2 times, with each Bounce reducing the heal amount by 15%. This is somewhat unreliable as an AoE heal as it could very easily just heal the target ally 3 times in a row, or go to heal an ally that doesn't need it, but if you're really in dire straits, this can be an effective way to top off characters in need.
Bailu's Bonus Traces further amplify her defensive utility. A2 allows any healing in excess of 100% of a character's Max HP to increase that ally's Max HP by 10% for 2 turns. A4 allows Invigoration to trigger an extra time, leading to 3 total activations between reapplications of Invigoration, and A6 will provide a 10% damage reduction to characters with Invigoration. A6 in particular is a vastly underestimated boost — damage reduction is pretty cracked, yo, and having it up permanently vastly reduces the amount of overall damage that comes your way, especially over the course of a single fight.
As a standard character, you could very well get Eidolons for Bailu over time. While she's far from the best standard character to get Eidolons for, they still provide nice bonuses to an already competent unit. E1 has good value and will restore 8 Energy for a character if their HP is fully topped off when Invigoration ends. By no means game-changing but a nice boost.
Bailu's days as the only other healer are long long behind us, and she has very steep competition as a sustain unit. Luocha was the first to run away with the crown, providing outstanding passive healing as well while also being effortless to maintain. Luocha also has a cleanse on his Skill and an AoE dispel on his Ultimate, and manages to be one of the absolute most SP-positive units in the game, still being used in the most meta teams to this day.
Then came Fu Xuan and took the damage reduction niche to such an extreme that future sustain characters have their work cut out for them if they want to compete with that level of power. Not only that, but Fu Xuan outright prevents a single teamwide application of crowd control while also having damage redirection allowing her to circumvent true oneshots. Then Huohuo showed up and changed the game forever by being a Harmony and Abundance in one, while also having a ridiculous amount of passive healing and cleansing. Things only went downhill for Bailu from there as even stronger limited sustains were released, but that's the usual thing in gacha games.
Bailu doesn't have a cleanse. She doesn't increase CRIT rate, and doesn't increase ATK or give Energy. She is a healer and that is all that she is. Frankly she's been left behind, and the reasons to use her keep disappearing one by one as more and more people have access to stronger and newer sustain options. Not having a cleanse in this day and age of the game is just asking for trouble.
Bailu is not bad as a standalone character, but any comparisons are very much not in her favour. The unfortunate reality is that this will continue to be the case, as future sustain units will continue upping the ante thanks to the ridiculousness of the sustain units that came before. If you do not have a competent second sustain unit, or want to replace Natasha as soon as possible, Bailu will do that for you. But the second you get a limited 5-star sustain, Bailu may well be warming that bench for the rest of her Vidyadhara life cycle.
'The moment a healer with more utility gets released, Bailu will likely be superseded by them.' What a terrible day to have been correct.
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
1
Increases the wearer's Energy Regeneration Rate by 12/14/16/18/20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10/11/12/13/14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4/2.8/3.2/3.6/4%. This effect can stack up to 5 times and lasts for 2 turn(s).
Source: Event Warp (limited)
Incredible option for most Abundance characters thanks to good Energy Regen, a stackable team wide buff and a unique healing mechanic capable of keeping your team alive in a pinch when your healer has no skills available at the time.
2
Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn
Source: Stellar Warp
A good combination of Healing%, HP% and base stats making for a decent pure sustain option for HP% scaling healers but offers no utility or supportive benefits.
3
Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.
Source: Stellar Warp
Useful primarily due to its accessible large bonus to Energy Regen - a stat many sustain characters can't get enough of.
4
Increases the wearer's Effect RES by 16/20/24/28/32% and increases Outgoing Healing by an amount that is equal to 33/36/39/42/45% of Effect RES. Outgoing Healing can be increased this way by up to 15/18/21/24/27%.
Source: Stellar Warp
Improves healing based on Effect RES and incentivizes characters to stack Effect RES up to 100% for Debuff Immunity (for the ones that can be resisted at least).
Alternative or more specialized Light Cones that also are viable options for the character.
At the start of the wearer's turn, regenerates 8/10/12/14/16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.
Source: Echo of War | Forgotten Hall Store
One of the strongest supportive Cones for most Abundance characters - assuming you can deal with losing all the other Cone related healing/utility/support bonuses and have a team that can utilize the energy it provides. Becomes stronger the more often the wearer acts.
After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.
Source: Stellar Warp
Very potent pure Speed option for Abundance characters that use a good amount of Basic Attacks. Allows the wearer many more actions, leading to an accelerated rotation but at the cost of base stats and the bonuses other Cones might provide.
Best Relic Sets show the best sets that support the main character playstyle and work out of the box while the Special Relic Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
1
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Good team-wide supportive option for characters with Ultimates that target allies. With this set equipped, Ultimates are best timed carefully to ensure the Speed buff is active on key members for as long as possible.
2
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
3
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
Option for teams with front-loaded SP usage. Most suitable for Sustain characters but can be used on others if the skill points are needed.
1
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
Ideal for supporting teams that scale on ATK.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
-
SPD (breakpoint) > HP% > EFF RES% = DEF%
HP: 5600 - 6400+
DEF: 800 - 1100+
SPD: 134 (Recommended) / 143 / 160
ENERGY REGEN: 19.44%+
Talent > Ultimate > Skill > Basic
Vidyadhara Ichor Lines (A4) > Aquatic Benediction (A6) > Qihuang Analects (A2)
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Bailu performance in the latest Memory of Chaos cycle (2.5), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Bailu in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Bailu in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Bailu in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Bailu in the current MoC cycle (134), in the current PF cycle (78) or in the current AS cycle (72) and had the character placed in their Profile.
30.39%
9 cyc.Eidolon 0
30.44%
9.6 cyc.If the target ally's current HP is equal to their Max HP when Invigoration ends, Bailu additionally regenerates 8 Energy for this target.
19.08%
6 cyc.After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).
16.43%
10 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
3.85%
99.99 cyc.Every healing provided by Bailu's Skill makes the recipient deal 10% more DMG for 2 turn(s). This effect can stack up to 3 time(s).
3.85%
99.99 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
3.85%
99.99 cyc.Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.
Light Cones are ranked with usage rate among the players we have scanned who used Bailu in the current MoC cycle (134), in the current PF cycle (78) or in the current AS cycle (72) and had the character placed in their Profile.
35.2%
9 cyc.Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn
Source: Stellar Warp
17.65%
8 cyc.At the start of the wearer's turn, regenerates 8/10/12/14/16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.
Source: Echo of War | Forgotten Hall Store
13.41%
9 cyc.Increases the wearer's Effect RES by 16/20/24/28/32% and increases Outgoing Healing by an amount that is equal to 33/36/39/42/45% of Effect RES. Outgoing Healing can be increased this way by up to 15/18/21/24/27%.
Source: Stellar Warp
10.53%
9 cyc.Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.
Source: Stellar Warp
5.58%
10 cyc.Increases the wearer's Energy Regeneration Rate by 12/14/16/18/20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10/11/12/13/14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4/2.8/3.2/3.6/4%. This effect can stack up to 5 times and lasts for 2 turn(s).
Source: Event Warp (limited)
4.58%
10 cyc.After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.
Source: Stellar Warp
4.45%
10 cyc.Increases the wearer's Outgoing Healing by 10/12.5/15/17.5/20%. When using Skill, regenerates 2/2/3/3/4 Energy for all allies.
Source: Stellar Warp
3.36%
10 cyc.Increases the wearer's Max HP by 16/20/24/28/32%. When using Basic ATK or Skill, restores all allies' HP by an amount equal to 2/2.5/3/3.5/4% of their respective Max HP.
Source: Nameless Glory
3.02%
10 cyc.Increases the wearer's Max HP by 8/9/10/11/12%. When the wearer uses Skill, increases Outgoing Healing by 16/19/22/25/28%, lasting for 2 turn(s).
Source: Mission Reward
2.23%
99.99 cyc.When the wearer uses their Skill or Ultimate, their Outgoing Healing increases by 12/15/18/21/24%.
Source: Stellar Warp
Relic Sets are ranked with usage rate among the players we have scanned who used Bailu in the current MoC cycle (134), in the current PF cycle (78) or in the current AS cycle (72) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
26.58%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
17.89%
Increases Max HP by 12%.
When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
12.86%
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
10.41%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
8.05%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
56.3%
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
25.74%
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
7.92%
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
3.36%
Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
2.01%
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
Relic Stats are shown based on the Relics used by the players we have scanned who used Bailu in the current MoC cycle (134), in the current PF cycle (78) or in the current AS cycle (72) and had the character placed in their Profile.
Calculations
Bailu calculations aren't available yet.
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Focusing on Speed and HP% will make Bailu heal often and give her some bulk. For Speed, try to reach the 134 Speed breakpoint.