A security officer of the Bloodhound Family at Penacony. He is also a slovenly and indolent mixologist. Though unorganized in apparel and casual in how he makes his drinks, he is always courteous toward guests but keeps his vigilance about him. He seems to be a character with a complicated past, yet never actively mentions any details.
To learn more about Gallagher 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.
Gallagher 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 2.5
Last major build/calcs update
Patch 2.6
Last profile update*
November 8th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Gallagher 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
Corkage Fee
Single Target
Energy gain: 20
Break: 10
Nectar Blitz
Single Target
Energy gain: 20
Break: 30
Special Brew
Restore
Energy gain: 30
Break: -
Champagne Etiquette
AoE | 110 energy cost
Energy gain: 5
Break: 20
Tipsy Tussle
Enhance
Energy gain: 0
Break: -
Artisan Elixir
Energy gain: 0
Break: 20
Novel Concoction
Organic Yeast
Bottoms Up
Salty Dog
Eidolon 1
When Gallagher enters the battle, regenerates 20 Energy and increases Effect RES by 50%.
Lion's Tail
Eidolon 2
When using the Skill, removes 1 debuff(s) from a target ally. At the same time, increases their Effect RES by 30%, lasting for 2 turn(s).
Corpse Reviver
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Last Word
Eidolon 4
Extends the duration of the Besotted state inflicted by Gallagher's Ultimate by 1 turn(s).
Death in the Afternoon
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Blood and Sand
Eidolon 6
Increases Gallagher's Break Effect by 20% and Weakness Break Efficiency by 20%.
Review
Best 4-star Healer in the game,
Competitive and consistent healing output,
Contributes absurd levels of Toughness damage,
Enhances team’s Break DMG,
Deceptively fast due to A4 leading to easier uptime on his Ultimate,
Provides up to 2 debuffs for allies to make use of,
Scales very well with Eidolons.
Needs a very high amount of Break Effect for maximum healing comfort,
Passive healing is tied to a debuff that fast-acting enemies may shake off quickly.
Gallagher is a unique offensive healer, applying a debuff to enemies through his Ultimate that allows allies to heal by attacking them. He's also the strongest 4-star in the game who fits perfectly into the current Break Archetype meta.
Gallagher's healing output trades stat scaling for very high base values, giving him far more build freedom and variety. He also increases the Break DMG that enemies receive and will receive bonuses to his Outgoing Healing by building Break Effect. He is the first sustain unit to be able to apply debuffs to enemies naturally, and has great debuff synergy.
Definitely not traumatised security man Gallagher is here to offer you a cold soda. Should you choose to accept, you’re gonna have a pretty solid healer on your hands who doubles as a fairly good breaker. He’s got some intriguing mechanics similar to what Luocha provides, and is actually quite likely to fly under the radar as an unexpectedly competent character.
Gallagher’s main thing is that all of his healing is purely flat; there is no scaling component present, meaning any healing listed in his abilities is what you get, though it will still be affected by Outgoing Healing Boosts. This may initially seem like a heavy downside to have for a character designed primarily for healing, but he has ways of circumventing the lack of explicit scaling, and the far more interesting benefit of this is that Gallagher gets to build pretty much however he wants to and his healing will not suffer as a result.
His Skill targets a single ally and heals them for up to 1600 HP. Yep, that’s it. But hey, 1600 HP is not a small amount, it’s pretty frequently around 50% Max HP for DPS characters, and keep in mind that this is before any bonuses to Outgoing Healing, so this actually becomes a very potent heal once you’ve got some even lacklustre relics. The downside is that it doesn’t do anything else, meaning you won’t get any additional healing over time or a cleanse.
Gallagher’s Ultimate hits all enemies on the field, inflicting the Besotted debuff on them and dealing up to 150% ATK to enemies hit. This debuff is not tied to Effect Hit Rate and will always be applied, making it very consistent. This Ultimate will also Enhance Gallagher’s next Basic ATK to Nectar Blitz.
Both the Enhanced Basic and the Besotted state are tied to his Talent. The Besotted state will increase the Break DMG that afflicted enemies will receive by up to 12%, and any time a Besotted enemy is attacked by an ally, the attacker will have their HP restored by up to 640 HP. The Enhanced Basic Nectar Blitz will deal up to 250% ATK to a single enemy and reduces their ATK by up to 15% for 2 turns, scaling with Basic ATK Trace level.
You can see how Besotted is very similar in function to what Luocha’s Abyss Flower provides, healing allies for simply attacking foes. It’s a little less forgiving than Luocha, since Luocha has virtually no effort maintaining his Abyss Flower field due to the emergency healing passive on his Skill, and Gallagher actually has a slightly higher Energy cost on his Ultimate of 110. Additionally, since this healing is tied to a debuff, it puts the onus on Gallagher to be fast enough to keep up with enemies’ SPD, as overly fast enemies will shed the Besotted state quite quickly.
The tradeoff for this is that Besotted also has the offensive component of the increased Break DMG received. This is the first of its kind in Star Rail (for a Sustain), as Break is notorious for being unaffected by anything besides the Break Effect stat. For the setups that excel in Break, this can turn already obscene Break damage into actual nuclear detonations — Firefly and Boothil absolutely send their regards. Beyond the obvious synergies with Break characters, this also serves as a strong situational boost to the team’s damage at no extra cost or effort.
It’s important to note as well that Nectar Blitz deals a whopping 90 Toughness damage by default, equivalent to most single-target Ultimates. Combining with the AoE 60 Toughness damage from his Ultimate, Gallagher can very quickly deal 150 Toughness to a single enemy, which is just unheard of for a sustain unit to be doing. Oh and the ATK reduction debuff Nectar Blitz applies is also exempt from the Effect Hit Rate checks, so it’s also guaranteed, and a 15% reduction is nothing to scoff at, as it can very significantly reduce the overall incoming damage to the team in certain scenarios.
The ironic downside of this is that if you Break the enemy with Gallagher’s Ultimate as a means of delaying their Action, they’ll end up recovering quicker than you’d like and you’ll get less time to take advantage of the Besotted state; to counteract this, if you’re going to be using Gallagher’s Ultimate to Break a powerful enemy and stop their Action, make sure to do it after their turn has already started so that you do not lose as much uptime on his Besotted state. You may have to take a hit first but it’s the far better option than being stuck without Besotted for some turns.
Gallagher’s Bonus Traces are quite important for him to gain access to, as their effects are highly potent. His A2 will increase his own Outgoing Healing Boost by an amount equal to 50% of his Break Effect, up to a maximum bonus of 75% Outgoing Healing. This means he’ll max this out at 150% Break Effect. Since his healing is completely flat, you can almost consider this to be the scaling component being re-added. Since calculating Outgoing Healing is really easy when there are only flat additional values in play, this is an as-listed multiplier to his healing.
This ends up making his otherwise slightly uncomfortable healing over time from Besotted actually quite powerful and competitive; if you have the maximum bonus from his A2 and you also have an Outgoing Healing Boost chest piece equipped, Gallagher’s healing is more than doubled, and he can reach values criminally close to Luocha’s Abyss Flower. The downside remains that Besotted will only heal the attacker and doesn’t have an AoE healing component like Abyss Flower.
Of course, as mentioned before, Gallagher deals an astounding amount of Toughness damage all by himself, and the Besotted state with his A2 is now more than enough to sustain the team almost on its own, meaning Gallagher will also be using Basic ATK often to add onto the Toughness damage. Incentivising building Break Effect on him will have the additional result of making the Break he gets dealing a huge chunk of upfront damage — Fire is not the most amazing Break in the game as its ensuing Burn Damage over Time is not as impressive as other Breaks, but its immediate damage is among the highest, being joint first place with Physical Bleed’s initial proc.
Gallagher’s A4 makes it so that he gets a 100% Action Advance upon using his Ultimate, meaning it is now his turn again. This is a ridiculously powerful tool to have available for the sustain unit in a team, since it means he can eke out extra actions where his SPD would simply not allow for ordinarily. When used carefully, this will also greatly alleviate the SPD needs of Gallagher and will allow him to keep up with foes much more easily, thus reducing the potential downtime of the now potent Besotted state. Since his Ultimate also grants him Nectar Blitz, this can allow for a very fast near on-demand 150 Toughness damage, making it quite good as a means to quickly Break a foe before a dangerous move.
Do keep in mind, however, that Gallagher still requires a lot of SPD stats, as his Ultimate’s cost is 110 and both forms of his Basic ATK only restore 20 Energy, meaning you will not be able to keep up with enemies in the endgame if your Gallagher is relying exclusively on this Bonus Trace to meet SPD thresholds.
Finally, Gallagher’s A6 will allow the Nectar Blitz he uses against Besotted enemies to apply the healing effect of his Talent to all allies for this attack, meaning he now has a potent AoE heal that he gets to use quite literally immediately after using his Ultimate to inflict the Besotted state on enemies. Coupled with his A4’s 100% Action Advance, Gallagher now has a pretty good party-wide emergency heal available to him.
As a 4-star character, it is likely to get Gallagher’s Eidolons over time. They are not at all required for him to excel, but they do provide very notable benefits to what he was already doing well. E1 will immediately regenerate 20 Energy upon entering combat and will additionally increase Gallagher’s Effect RES by a very impressive 50%. E2 will allow his Skill to cleanse a debuff from the targeted ally and will also increase their Effect RES by 30% for 2 turns. E4 extends the duration of the Besotted state by 1 turn, for a new maximum duration of 3 turns, and finally, E6 will increase Gallagher’s Break Effect and Break Efficiency by 20% each.
Gallagher is currently the best 4-star Sustain and he's competing - and even beating - a lot of limited characters in this category. To be providing as much healing as he can do while still having great offensive utility is currently quite rare, especially so for a 4-star character. He is the primary choice for Firefly and Boothill teams, but due to his debuffing capabilities, he also makes for a fantastic pairing with characters who rely on having enemies affected by them, such as Dr. Ratio and Acheron, and he even helps offset the requirement for a Relic set like Pioneer Diver of Dead Waters.
Man really showed up and said, ‘I’m a healer, but…’
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
1
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.
2
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.
3
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).
4
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.
Alternative or more specialized Light Cones that also are viable options for the character.
Increases the wearer's Break Effect by 60/70/80/90/100%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 10/12/14/16/18% increased DMG. The effect of increasing DMG taken is additionally boosted by 8/10/12/14/16% if the wearer's current Break Effect is 150% or higher.
Source: Event Warp (limited)
Good option for Break-scaling characters especially those who can benefit from the additional energy gain granted when the wearer Breaks enemies. Especially potent for and recommended for AoE capable characters in modes with many enemies to break like Pure Fiction.
Increases the wearer's Break Effect by 24/30/36/42/48%. Wearer's Basic ATKs restore an amount equal to 2/2.5/3/3.5/4% of Max HP plus 800 for themselves.
Source: Forgotten Hall Store
Mostly a pure offensive Cone useful when sustain is mostly no longer an issue and additional damage via Break or Super Break is preferred.
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.
Outside of a pure focus on Break-damage Gallagher has no dedicated 4P Relic set that is ideal for him. Mix and match the 2P Bonuses from the following instead when focusing on support:
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
Top damage-focused option for characters that play within teams that leverage Super Break or deal predominantly Break/Super Break damage themselves. Becomes even stronger with additional sources of DEF% reduction. When playing Gallagher in teams with a source of team-wide Super Break, this option boosts his personal damage considerably. Without a source of Super Break this option is not nearly as useful.
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Good option for Break-scaling characters especially those who can benefit from the additional energy gain granted when the wearer Breaks enemies. Especially potent for and recommended for AoE capable characters in modes with many enemies to break like Pure Fiction.
1
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).
Powerful Break-focused set, primarily for Fire characters. Useful both for Break characters and Break scaling Supports and Sustains thanks to its massive Break Effect% buff and permanent 6% Speed boost.
2
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
Strong Break-focused planar set suitable for all Break scaling characters without the conditional requirements of Forge of Kalpagni - assuming the wearer can reach the 145 Speed requirement.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
SPD (as much as possible) > Break Effect % (up to 150%) > Effect RES% > HP% = DEF%
If you want to learn more about the various stats and breakpoints, expand the section below.
Body - Healing Output
Best in Slot.
Feet - Speed
Best in Slot.
Planar Sphere - HP% > DEF%
Both work honestly. Pick one with better sub-stats.
Link Rope - Energy Recharge%
Best in Slot.
HP: 4300 - 4700+
DEF: 800+
SPD: 134 (Recommended) / 143 / 160
Break Effect%: 60% (no more than 150%)
Talent > Skill > Basic > Ultimate
Novel Concoction (A2) > Bottoms Up (A6) > Organic Yeast (A4)
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 Gallagher 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 Gallagher in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Gallagher in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Gallagher in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Gallagher in the current MoC cycle (7626), in the current PF cycle (4148) or in the current AS cycle (5787) and had the character placed in their Profile.
0.51%
99.99 cyc.Eidolon 0
0.83%
6.33 cyc.When Gallagher enters the battle, regenerates 20 Energy and increases Effect RES by 50%.
5.1%
8 cyc.When using the Skill, removes 1 debuff(s) from a target ally. At the same time, increases their Effect RES by 30%, lasting for 2 turn(s).
2.95%
8.17 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
7.77%
7.92 cyc.Extends the duration of the Besotted state inflicted by Gallagher's Ultimate by 1 turn(s).
5.8%
7.33 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
77.17%
6.85 cyc.Increases Gallagher's Break Effect by 20% and Weakness Break Efficiency by 20%.
Light Cones are ranked with usage rate among the players we have scanned who used Gallagher in the current MoC cycle (7626), in the current PF cycle (4148) or in the current AS cycle (5787) and had the character placed in their Profile.
43.86%
6.2 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
21.04%
7.82 cyc.Increases the wearer's Break Effect by 24/30/36/42/48%. Wearer's Basic ATKs restore an amount equal to 2/2.5/3/3.5/4% of Max HP plus 800 for themselves.
Source: Forgotten Hall Store
20.17%
7.58 cyc.After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.
Source: Stellar Warp
7.49%
7.17 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
3.81%
7 cyc.Increases the wearer's Break Effect by 60/70/80/90/100%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 10/12/14/16/18% increased DMG. The effect of increasing DMG taken is additionally boosted by 8/10/12/14/16% if the wearer's current Break Effect is 150% or higher.
Source: Event Warp (limited)
1.94%
7.5 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
0.54%
8 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)
0.46%
6 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
0.3%
99.99 cyc.Increases the wearer's SPD by 8/9/10/11/12%. After attacking enemy targets that are Weakness Broken, regenerates 3/3.5/4/4.5/5 Energy. This effect can trigger up to 2 time(s) per turn.
Source: Event Warp (limited)
0.2%
99.99 cyc.At the beginning of battle, immediately regenerates 6/8/9/11/12 Energy for all allies.
Source: Stellar Warp
Relic Sets are ranked with usage rate among the players we have scanned who used Gallagher in the current MoC cycle (7626), in the current PF cycle (4148) or in the current AS cycle (5787) 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.
26.32%
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 Break Effect by 16%.
When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.
16.89%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
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.
9.46%
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
8.02%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
6.41%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Increases Break Effect by 16%.
When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.
57.26%
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).
13.6%
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
11.94%
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%.
5%
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
4.56%
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 Gallagher in the current MoC cycle (7626), in the current PF cycle (4148) or in the current AS cycle (5787) 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:
Important! The calculation assume you're pairing Trailblazer (Harmony) with Gallagher in the team to allow for Super Break to occur.
And here are the Relics and the Light Cone used in the calculations above:
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
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
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).
Speed (32), Break Effect (58%)
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Executing Gallagher's rotation faster will yield higher uptime of his Besotted state debuff on enemies fueling his main healing source his talent. Gaining as much Speed as possible is essential but after that Break Effect is Gallagher's only other way to scale his kit thanks to his bonus ability that converts it into Healing Output%. After gaining max Speed and as much Break Effect% as possible invest into defenses.