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.
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:
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
Cloudlancer Art: North Wind
Single Target
Energy gain: 20
Break: 10
Cloudlancer Art: Torrent
Single Target
Energy gain: 30
Break: 20
Ethereal Dream
Single Target | 100 energy cost
Energy gain: 5
Break: 30
Superiority of Reach
Enhance
Energy gain: 0
Break: -
Splitting Spearhead
Enhance
Energy gain: 0
Break: -
Hidden Dragon
Faster Than Light
High Gale
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%.
Quell the Venom Octet, Quench the Vice O'Flame
Eidolon 2
Reduces Talent cooldown by 1 turn.
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.
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%.
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.
The Troubled Soul Lies in Wait
Eidolon 6
The Slow state triggered by Skill reduces the enemy's SPD by an extra 8%.
Review
Decent multipliers,
Naturally very speedy,
Has rare Resistance Penetration in his kit.
Very steep learning curve,
Cannot proc his own Talent without allies,
No AoE means he can struggle without help.
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.
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:
MoC
PF
AS
MoC
PF
AS
Build and teams
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)
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
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
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
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
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.
107.08%
100% uptimeIncreases DMG dealt to enemies with debuff by 12%.
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%
Increases DMG dealt to enemies with debuff by 12%.
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.
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
98.37%
Increases DMG dealt to enemies with debuff by 12%.
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.
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
100%
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 SpeedIncreases 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%
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%
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%.
SPD (breakpoint) = CRIT RATE = CRIT DMG > ATK%
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
Skill = Ultimate > Talent > Basic
Faster Than Light (A4) > Hidden Dragon (A2) > High Gale (A6)
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 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.
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 Dan Heng in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Dan Heng in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Dan Heng in the current phase of Apocalyptic Shadow.
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 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 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.
50%
Increases DMG dealt to enemies with debuff by 12%.
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.
25%
Increases Quantum DMG by 10%.
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%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
75%
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 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.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
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:
Enemies:
Units:
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:
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
Increases DMG dealt to enemies with debuff by 12%.
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.
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%.
Crit Rate (43.7%), CRIT DMG (52.5%)
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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.