Honkai: Star RailDan HengBest build, teams and other guides

Character
Introduction

Dan Heng is a 4 character from the Wind element who follows the Path of Hunt.

A cold and reserved young man who wields a spear known as Cloud-Piercer. He acts as the train's guard on its long Trailblaze journey. He carefully observes the changes in everything around him, albeit with a calm demeanor that may appear to be indifference. He faithfully records everything they encounter on the Trailblaze path in the Express's archives. Danheng never talks much about his past. In fact, he joined the crew of the Express to escape from it.

But will the Express really be able to take him far away from his past?

To learn more about Dan Heng 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.

Video guide

Dan Heng has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review update

Patch 2.6

Last major build/calcs update

Patch 2.0

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 Dan Heng 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

Skills
Basic ATK

Cloudlancer Art: North Wind

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Wind DMG equal to #1[i]% of Dan Heng's ATK to a single enemy.
Skill

Cloudlancer Art: Torrent

Single Target

Lv. 1

Energy gain: 30

Break: 20

Deals Wind DMG equal to #1[i]% of Dan Heng's ATK to a single enemy. On a CRIT Hit, there is a #4[i]% base chance to reduce the target's SPD by #2[i]% for #3[i] turn(s).
Ultimate

Ethereal Dream

Single Target | 100 energy cost

Lv. 1

Energy gain: 5

Break: 30

Deals Wind DMG equal to #1[i]% of Dan Heng's ATK to a single enemy. If the enemy is Slowed, the Ultimate's DMG multiplier increases by #2[i]%.
Talent

Superiority of Reach

Enhance

Lv. 1

Energy gain: 0

Break: -

When Dan Heng is the target of an ally's Ability, his next attack's Wind RES PEN increases by #1[i]%. This effect can be triggered again after #2[i] turn(s).
Technique

Splitting Spearhead

Enhance

Energy gain: 0

Break: -

After Dan Heng uses his Technique, his ATK increases by #1[i]% at the start of the next battle for #2[i] turn(s).
Major Traces
A2Major trace

Hidden Dragon

When current HP percentage is 50% or lower, reduces the chance of being attacked by enemies.
A4Major trace

Faster Than Light

After launching an attack, there is a 50% fixed chance to increase own SPD by 20% for 2 turn(s).
A6Major trace

High Gale

Basic ATK deals 40% more damage to Slowed enemies.
Minor Traces (total)
Wind DMG
Wind DMG
+22.4%
ATK
ATK
+18%
DEF
DEF
+12.5%
Eidolons
E1

The Higher You Fly, the Harder You Fall

Eidolon 1

When the target enemy's current HP percentage is greater than or equal to 50%, CRIT Rate increases by 12%.

E2

Quell the Venom Octet, Quench the Vice O'Flame

Eidolon 2

Reduces Talent cooldown by 1 turn.

E3

Seen and Unseen

Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.

E4

Roaring Dragon and Soaring Sun

Eidolon 4

When Dan Heng uses his Ultimate to defeat an enemy, his next action is Advanced Forward by 100%.

E5

A Drop of Rain Feeds a Torrent

Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

The Troubled Soul Lies in Wait

Eidolon 6

The Slow state triggered by Skill reduces the enemy's SPD by an extra 8%.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
882
ATK
ATK
546
DEF
DEF
396
Speed
Speed
110
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Extinguished Core
    Extinguished Core
    x 12
  • Glimmering Core
    Glimmering Core
    x 13
  • Storm Eye
    Storm Eye
    x 50
  • Squirming Core
    Squirming Core
    x 12
CV
ENG
Nicholas Leung
JPN
Kento Itō (伊東健人)
CN
Yú Dòng (魚凍)
KR
Kim Hye-sung (김혜성)
Gallery

Review

Pros & Cons
Pros

  • Decent multipliers,

  • Naturally very speedy,

  • Has rare Resistance Penetration in his kit.

Cons

  • Very steep learning curve,

  • Cannot proc his own Talent without allies,

  • No AoE means he can struggle without help.

Review (By Sushou)

Dan Heng is a purely single-target damage dealer who is quite strong in the early stages of the game. He is unable to activate his Talent’s RES PEN on his own, requiring an ally to target him with an Ability first, and also requires his primary target to also be Slowed to make the most of his Ultimate. He remains a solid damage dealer throughout most stages of the game, but can struggle to keep up in the late game without very heavy investment.

Dan Heng is one of the first characters the player gains access to and is the third of the main trio of characters. He is the complementary single-target focused damage dealer to Destruction Trailblazer’s generalist spread and March’s defensive utility. As such, he is designed with the early story and subsequent fights in mind, meaning he can quite easily start to fall off if the player does not continue to invest in him.

Dan Heng’s Skill deals up to 260% ATK to a single enemy, with a 100% base chance to Slow the enemy by 12% for 2 turns on a CRIT Hit. The upfront multiplier is a little higher than equivalent Skills, but Dan Heng has fewer ways to increase it further. The Slow itself is important for Dan Heng’s Ultimate and relies on you landing CRITs with the actual Skill. It’s not too bad as the Skill hits 4 times in total and each one can roll the Slow, so this offsets the fact that Dan Heng will never want to build for Effect Hit Rate.

Enemies naturally get faster and faster as the player levels up and reaches later stages of the game, but a 12% Slow is very rarely going to be the difference maker and this is not something that should be relied on for any meaningful reduction in enemy action or efficacy. This Slow should pretty much exclusively be considered as a priming tool for Dan Heng’s Ultimate.

Dan Heng’s Ultimate deals a single large hit of 400% ATK to an enemy. If the target enemy is Slowed, the Ultimate’s Multiplier increases by 120%, for a new total of 520%. This actually is a very impressive multiplier as very few other abilities hit this hard, especially at such a measly Energy cost of only 100. It is very easy for Dan Heng to have his Ultimate up very frequently because of this Energy cost, and additions of teammates such as Tingyun or Huohuo can easily give Dan Heng near back to back Ultimates.

An issue that can arise is the small minigame of trying to optimise his Ultimate’s damage, needing the enemy to be Slowed for maximum effect. Even though his Skill hits 4 times, they still need to be CRITs to have a chance of applying the Slow, and there is a non-zero chance that even if all 4 hits are CRITs you still don’t end up getting the Slow. Another potential thing to occur is that the enemy’s Slow duration runs out before you are able to reapply it. 

This leads to the very real issue of having Dan Heng’s Ultimate ready to be used but the enemy is not primed, and so you lose out on an Ability multiplier of 120%. This is a colossal damage loss when it occurs, and there is not always a way to avoid it. You could of course hold off on using Dan Heng’s Ultimate for a turn to try and inflict the Slow on the enemy, but with such a low cost Ultimate this leads to very significant overcapping of Energy, and doing so can very easily cost you entire uses of his Ultimate later in the fight.

Dan Heng’s Talent is also very strong. When Dan Heng is targeted by an ally Ability, his next attack gains 36% Wind RES PEN. This has a 2 turn cooldown before it can be activated again. Resistance Penetration is a separate part of the DMG Formula, meaning this is a very powerful effect to have, and it’s extraordinarily rare. Unfortunately, it’s a lot more difficult for Dan Heng to make use of this powerful Talent because of its punishing requirements.

To clarify, the Talent will only activate if Dan Heng is explicitly targeted by an ally Ability, meaning you have to see the blue targeting reticle on top of Dan Heng. Any Abilities that affect allies without first targeting them will not activate this Talent; Yukong’s Roaring Bowstrings, Preservation Trailblazer’s Talent, any Regeneration effects — none of these will trigger his Talent.

‘But what if I want to get an Ultimate on an enemy that is already Slowed while also having my Talent ready to go to give the Ultimate the 36% RES PEN?’ We have now arrived at the crux of the issue: how the heck are you supposed to reliably get this to happen? Yes, having a single attack dealing 520% ATK with 36% RES PEN attached is undoubtedly going to hit absurdly hard, especially since the RES PEN is not going to be diluted by support character’s buffs, but the conditions to meet it consistently are perhaps edging closer to unreasonable.

Because you will inevitably experience a situation in which you cannot Ult onto a Slowed enemy, or maybe you get Dan Heng’s Talent back before his Ultimate is ready, the way to handle this is to simply not care. No, really, in the grand scheme of things it doesn’t matter what order you choose to do things in, and Dan Heng’s Skill can also benefit greatly from his Talent’s effects. Try to activate his Talent every time you can and you’ll naturally see a large damage increase; the 2 turn cooldown makes trying to fully optimise it to be used with his Ultimate near impossible in practice, and most assuredly not worth the headache.

Dan Heng’s Major Traces do not assist in alleviating these issues, but do provide noticeable bonuses. A2 reduces the chances of Dan Heng being attacked while he is at or below 50% Max HP, which is pretty much useless later on as there is still an element of luck involved, and staying below 50% health is pretty much asking to die in one more hit. A6 will increase the DMG of his Basic ATK by 40% against Slowed enemies. Ideally you should never need to use his Basic ATK but in the rare event you do, this will make it less of a damage loss.

His A4 is very significant as it has a 50% fixed chance to increase Dan Heng’s SPD by 20% for 2 turns after launching any attack. Percentage SPD increases only care about the character’s Base SPD, and Dan Heng’s happens to be the second highest in the game at 110, meaning this gives him a free 22 SPD. As it’s a fixed chance, it’s relatively easy to maintain as well so long as you’re not holding off on using his Ultimate, making Dan Heng quite the speedy damage dealer if you have other SPD boosts.

His Eidolons are not technically necessary for him to do well, but they are definitely welcome as they can quite significantly improve his performance. E2 in particular is a huge damage boost if the player is able to make use of it; his Talent’s cooldown is reduced to only 1 turn, meaning every other turn can be buffed by the Wind RES PEN. This not only makes it a lot easier to have it available for his Ultimate, but also to improve his damage outside of his Ultimate. 

Similar to most older 4-stars who belong to the damage dealer category, Dan Heng is barely used nowadays and once you get any decent 5-star damage dealers, you will bench him and never look at him again, so don't invest into him too much in your early days playing Star Rail.

Ratings

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.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
Eidolon 0

T5

MoC

T5

PF

T5

AS

Eidolon 6

T5

MoC

T5

PF

T5

AS

Build and teams

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

113.15%

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

Calcs contain some reallocation of ATK%, CRIT RATE and CRIT DMG% to SPD in order to achieve 4-6 stacks of the bonus. Each character is configured to reach the Speed breakpoint that grants them the most damage with this Cone. under the simulation conditions. With better relics and teams that grant more Speed this lightcones performance will improve comparatively.

109.43%

For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Source: Stellar Warp

Assumes full access to all 5 stacks throughout the entire duration of the fight. In fights where target swapping is required this Cone performance can be reduced substantially.

105.04%

Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.

Source: Stellar Warp

Assumes the fight is limited to 2 or fewer enemies at all times. In fights where more than two enemies are present for any portion of it, this Cone performance will drop.

100%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost can be maintained 66% of the time in the fight and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life. In fights where the ATK% buff cannot be maintained the performance of this Cone will reduce.

97.20%

Increases the wearer's CRIT DMG by 30/35/40/45/50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36/42/48/54/60% for 1 turn(s). This effect can only trigger once every 3 turn(s).

Source: Stellar Warp

94.13%

Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.

Source: Nameless Glory

88.99%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost uptime is 0% and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life.
Best Relics

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.

Best Relic Sets

107.08%

100% uptime

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

98.45%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

98.37%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Best Planetary Sets

100%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

99.92%

135 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

98.33%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

97.64%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

Best Stats
Body
CRIT Rate
CRIT Rate
>=
CRIT DMG
CRIT DMG
Feet
Speed
Speed
>=
ATK
ATK%
Planar Sphere
Wind DMG
Wind DMG
>=
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (breakpoint) = CRIT RATE = CRIT DMG > ATK%

Build comments

This is your typical DPS build that focuses on the holy trifecta - ATK, Crit Rate, and Crit DMG. For every 1% of Crit try to have 2% of Crit DMG.

Recommended endgame stats
  • HP: 2800 - 3000+

  • DEF: 800 - 900+

  • ATK: 2100 - 2500+

  • CRIT RATE: 65% - 75%+

  • CRIT DMG: 130% - 150%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143 / 160

Traces priority
Skills priority:

Skill = Ultimate > Talent > Basic

Major Traces priority:

Faster Than Light (A4) > Hidden Dragon (A2) > High Gale (A6)

Synergy
Teams (MoC)

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.

Rank 770

App. rate: 0.01%

Avg. cycles: 99.99

Dan Heng
Wind
Bronya
Wind
Robin
Physical
Sparkle
Quantum
Video guides

MoC/PF/AS Statistics

MoC 2.5 / PF 2.6 / AS 2.6

This section contains information about Dan Heng 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.

  • For MoC, the last update happened on 19.10.2024 and the data below is based on 16686 accounts (8453 random we have scanned and 8233 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 5086 cleared MoC 12.
  • For PF, the last update happened on 15.11.2024 and the data below is based on 2462 accounts (4270 random we have scanned and 8192 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3073 cleared Pure Fiction 4.
  • For AS, the last update happened on 01.11.2024 and the data below is based on 12010 accounts (4153 random we have scanned and 7857 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3321 cleared Apocalyptic Shadow 4.

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 Form
Usage rate (MoC 12)

Characters 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.

Usage rate (PF 4)

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.

Usage rate (AS 4)

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.

Common partners (MoC 12)

This section lists the characters that were most commonly paired with Dan Heng in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Dan Heng in the current phase of Pure Fiction.

Common partners (AS)

This section lists the characters that were most commonly paired with Dan Heng in the current phase of Apocalyptic Shadow.

Eidolons

Eidolons data comes from players we have scanned who used Dan Heng in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (3) and had the character placed in their Profile.

1%

99.99 cyc.

Eidolon 0

1%

99.99 cyc.

When the target enemy's current HP percentage is greater than or equal to 50%, CRIT Rate increases by 12%.

1%

99.99 cyc.

Reduces Talent cooldown by 1 turn.

1%

99.99 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.

1%

99.99 cyc.

When Dan Heng uses his Ultimate to defeat an enemy, his next action is Advanced Forward by 100%.

1%

99.99 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

100%

99.99 cyc.

The Slow state triggered by Skill reduces the enemy's SPD by an extra 8%.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Dan Heng in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (3) and had the character placed in their Profile.

100%

99.99 cyc.

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Dan Heng in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (3) 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.

Relic Sets

50%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

Flex

25%

(2)

Increases Quantum DMG by 10%.

(4)

When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.

25%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Planetary Sets

75%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Dan Heng in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (3) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 100%
Feet
ATK
ATK
- 100%
Planar Sphere
Wind DMG
Wind DMG
- 50%
ATK
ATK
- 50%
Link Rope
ATK
ATK
- 100%
Average stats
Average stats
HP
HP
- 2837.83
ATK
ATK
- 3067.29
DEF
DEF
- 1122.7
Speed
Speed
- 113.6
CRIT Rate
CRIT Rate
- 78.46%
CRIT DMG
CRIT DMG
- 164.05%
Wind DMG
Wind DMG
- 41.84%
Energy Regen
Energy Regen Rate
- 1%
Effect RES
Effect RES
- 11.45%
Effect HIT Rate
Effect HIT Rate
- 12.53%
Break Effect
Break Effect
- 30.14%
Average sub stats
Average sub stats
HP
HP
- 8.21%
ATK
ATK
- 16.85%
DEF
DEF
- 13.5%
Speed
Speed
- 7.2
CRIT Rate
CRIT Rate
- 47.47%
CRIT DMG
CRIT DMG
- 49.25%
Effect RES
Effect RES
- 11.45%
Effect HIT Rate
Effect HIT Rate
- 12.53%
Break Effect
Break Effect
- 30.14%
Other stats
Average stats
Character level - 80
Light Cone level - 80
Basic level - 5
Skill level - 11
Ultimate level - 11
Talent level - 11

Calculations

Damage Output

The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage (this doesn't apply to Break characters - they simulate the Break bar correctly),
  • Enemies Speed is set to 140,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all player (excluding Limited LC).
Dan Heng in 1 Target scenario

Disclaimer for this particular calculations:

The simulation assumes a perfect rotation where you time his Talent on each of his Ultimates.

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Relic Set

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

Planetary Sets

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

Relic Stats
Body
CRIT DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
Wind DMG
Wind DMG
Link Rope
ATK
ATK%
Substats:

Crit Rate (43.7%), CRIT DMG (52.5%)