One of the judges of the Ten-Lords Commission. Of the four duties of a judge (detention, imprisonment, punishment, and interrogation), Hanya is charged with the last task. She specializes in reading the karma and sins of criminals, and records their crimes and punishments with the Oracle Brush. As she spends her days using dreams to predict karmic offenses and has to endure the torrential flood of information regarding the mara-strucks' actions, she has long become dull to all things in the world. Only when she operates with her sister and fellow judge, Xueyi, will Hanya momentarily reveal her true nature.
To learn more about Hanya 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.
Hanya 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 17th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Hanya 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
Oracle Brush
Single Target
Energy gain: 20
Break: 10
Samsara, Locked
Single Target
Energy gain: 30
Break: 20
Ten-Lords' Decree, All Shall Obey
Enhance | 140 energy cost
Energy gain: 5
Break: -
Sanction
Support
Energy gain: 0
Break: -
Netherworld Judgment
Energy gain: 0
Break: 20
Scrivener
Netherworld
Reanimated
One Heart
Eidolon 1
When an ally with Hanya's Ultimate's effect defeats an enemy, Hanya's action is Advanced Forward by 15%. This effect can only be triggered 1 time(s) per turn.
Two Views
Eidolon 2
After using the Skill, this character's SPD increases by 20% for 1 turn(s).
Three Temptations
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Four Truths
Eidolon 4
The Ultimate's duration is additionally extended for 1 turn(s).
Five Skandhas
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Six Reverences
Eidolon 6
Increase the DMG Boost effect of the Talent by an additional 10%.
Review
Regenerates vast amounts of SP for the team,
Very strong single-target buffing and strong team-wide buffs,
Has better Energy economy than most supports due to using her Skill frequently.
Has very low base stats besides her SPD which make her rather frail,
Requires a turn of setup due to how the DMG% buff from Burden works,
Rather high Ultimate Energy cost even with her increased Energy economy,
Ultimate only buffs a single character.
Hanya is a support buffer who provides universally appreciated benefits via a special effect - Burden (not a debuff). Allies who hit the Burdened enemy will gain increased damage for 2 turns and every 2 actions against the debuffed enemy will also restore 1 Skill Point for the team. The debuff lasts indefinitely until 2 Skill Points have been siphoned from the enemy. Her Ultimate is a strong single-target boost, increasing ATK and granting a SPD boost based on Hanya’s own SPD.
The envoy of the Ten Lords, Hanya is a first-of-its-kind Harmony support character, able to restore Skill Points for the team in addition to expected team buffing capabilities.
Hanya’s Skill is where the magic happens. She deals single-target damage to an enemy and applies a debuff to them. It is upon hitting this debuffed enemy that allies will gain benefits; any ally who attacks the debuffed enemy will gain a large DMG% increase for 2 turns, courtesy of Hanya’s Talent. For every 2 attacks against the debuffed enemy, the team will also recover 1 SP. The debuff will only go away after the team has recovered 2 SP from its effect.
It’s important to note that this is somewhat irregular, as usually Harmony supports buff allies directly. By providing ally buffs through attacking a debuffed enemy, this offsets Hanya’s buff application by a little bit, making it not as instantaneous to get it rolling. However, the tradeoff for this is that Hanya actually deals a hit against an enemy. Yes, it’s not exactly going to be blowing anyone away with its insane damage output, but it does deal a Skill’s worth of Toughness damage to an enemy, potentially providing a meaningful increase to the overall Breaking power of your team.
The Skill Point recovery is also generally quite nice to have, but is massively game-changing for certain units who use a lot of SP at an expeditious rate, such as Imbibitor Lunae or Qingque. Perhaps less noticeable is how this extra free floating SP can be used to great benefit for the other support unit on a team; someone like Asta can make very good use of any extra SP lying around to maintain her strong ATK% buff more easily, as well as to generate more Energy for herself. There are so many support units who can benefit tremendously from the extra SP that Hanya provides, and the increase to overall comfort is definitely significant.
Hanya’s Ultimate targets a single ally and gives them a large ATK% increase, as well boosting their SPD by a percentage of Hanya’s own SPD stat, and these buffs last for 2 turns. The ATK% increase is quite significant on its own, but the SPD bonus may be a bit misleading; Hanya obviously enjoys being quite speedy all on her own to have more overall Skill uses and increased SP recovery, but in order for the SPD boost that her Ultimate provides to be substantial, Hanya would need to reach rather high SPD values.
However, this does also mean that if Hanya’s own SPD changes in combat, it’ll also have an effect on the SPD buff provided by her Ultimate, meaning that if she’s getting any kind of speed boosts from outside sources, she could potentially be giving a mini Asta Ultimate to one teammate—potentially even on top of an actual Asta Ultimate. Having said that, any sort of increase to a character’s SPD is almost always appreciated, provided it doesn’t ruin any specific speed tuning. The cost of this Ultimate is also rather steep, meaning it’s not going to be up as often as other supports’ Ultimates usually are.
Hanya’s Traces increase the potency of her benefits even more. Her A6 will grant Hanya 2 Energy when the SP recovery of her Skill is triggered, providing a small but potentially significant bump to Energy economy. Hanya’s A4 will grant an additional Skill Point if the debuffed enemy dies after at least 1 SP has already been syphoned from them, and her A2 provides allies that trigger the SP recovery a minor ATK% increase for 1 turn. It’s also useful to note that she also has a couple of SPD minor Traces, and is also tied for the 2nd highest Base SPD in the game at 110.
When it comes to Eidolons, they are not necessary for Hanya to be a potent and universal team member, but as a 4* character it is likely to gain access to Eidolons over time. In particular is E1, which Action Advances Hanya whenever an ally buffed by her Ultimate defeats an enemy; though this can only happen once per turn, it helps Hanya to act even more frequently and thus feeds into her gameplan of SP recovery and teamwide buffing. E2 is much the same with the 1 turn SPD boost it provides. E4 and E6 increase the buffing power of her Ultimate and Talent respectively, and makes her even better at what she was already doing.
Hanya is good and very consistent in what she does. Her team flexibility is great due to her being a very potent SP generator, but sadly nowadays she's lagging behind other Amplifiers - both 4-star and 5-star. Mainly because not every team is going to need the extra SP Hanya provides and the buffs provided by other Amplifiers are simply stronger.
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
When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%
Source: Stellar Warp
Allows characters with high Speed and/or an accessible Ultimate to grant substantial action boosts to themselves and the team allowing for higher Speed (and cycle) breakpoints. Strongest on characters who can access their Ultimate at least once every 3 (but ideally 2) actions. Specifically strong when combined with other additional action advances or energy generation.
2
After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
One of the strongest energy generating Cone in the game - especially in encounters where the wearer is getting hit many times as each hit grants 8 energy. Will help a lot with Energy issues, but at the cost of all other supportive effects and base stats.
3
Increases the wearer's Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Source: Stellar Warp
A top option for characters that advance others via their skill, guaranteeing the DMG% boost of this Cone. Useful even on characters without the ability, thanks to the Energy Regen and skill point generation.
Alternative or more specialized Light Cones that also are viable options for the character.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12/15/18/21/24%.
Source: Stellar Warp
Decent team buffing Cone, but with the restriction of only granting its boost to allies of the same Element as the wearer.
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 which 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 using Skill or Ultimate on one ally target, increases the ability target's CRIT DMG by 18%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
Incredibly powerful set for characters with Ultimates and or Skills which target a single ally and who work well in teams with a sole damage dealer who can benefit from CRIT DMG. Hanya can only apply the bonus of this set with her Ultimate which makes applying and maintaining it more challenging for her than others.
3
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:
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
Allows characters with accessible Ultimates to reach higher Speed (and cycle) breakpoints compared to just stacking Speed. Strongest on characters with powerful ultimate related effects or who can access their ultimate at least once every 3 (but ideally 2) actions. Particularly strong when combined with other action advancement effects.
1
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%.
An option for supports stacking Effect RES, while also increasing the entire team's CRIT DMG. Requires at least 30% Effect RES to activate.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
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.
Incredibly potent option for buff/debuff based characters. The advance from this set allows the wearer to apply their buffs/debuffs before the rest of the team acts, accelerate rotations, allows access to ultimates closer to the start of the fight and also grants Energy Regen - a valuable stat for many supports.
SPD > HP = DEF > Break Effect = EFF RES% (30% If using Broken Keel)
If you want to learn more about the various stats and breakpoints, expand the section below.
Body - HP% >= DEF%
HP% is best but DEF% can also be used if you already have a good amount of HP and the DEF% piece has good Speed sub-stats.
Feet - Speed
Best stat for Hanya by far.
Planar Sphere - HP% >= DEF%
HP% is best but DEF% can also be used if you already have a good amount of HP and the DEF% piece has good speed sub stats.
Link Rope - Energy%
Energy Recharge is recommended for all builds as the most effective option for support. If you are confident in keeping your Hanya's ultimate up without energy recharge though, Break Effect can be used for additional potential damage.
SPEED: Speed is by far Hanya's best stat and there is no limit to the amount you want on her. Increasing her own Speed improves her skill point generation for the team allowing for stronger team-building possibilities but also increases the potency and amount of Speed she is able to grant the target of her Ultimate further boosting their damage. As long as your Hanya has enough defensive stats to survive more Speed should always be the priority.
HP% & DEF%: HP% and DEF% and mandartory in some amounts when playing Hanya in endgame as she has an incredibly low amount of base defensive stats. Additionally, Hanya's preferred top Light Cones are 4 or even 3 star Cones which have yet lower stats than usual leaving her dangerously vulnerable to getting one shot. Building defence on main stats and sub-stats saves her from being constantly taken down and allows her to perform her role correctly.
EFFECT RES: An optional defensive stat that can allow for some easier fights but many of the strongest healers in the game now have protection from crowd-control or have an abundance of cleanses making this stat less needed on her. If you are using the Broken Keel planar set you will need enough Effect Res from sub-stats in order to activate its bonus.
Energy Recharge: Energy recharge is essential for Hanya in order to gain access to her Ultimate quickly and keep it up on your target of choice for the majority of the fight. Using an Energy Rope in combination with an energy recharge Light Cone like Meshing of Cogs or Memories of the Past is recommended for optimal performance.
HP: 3500 - 4400+
DEF: 700 - 1300+
SPD: 165 - 175+
ENERGY REGEN: 19.44%+
Ultimate >= Talent > Skill = Basic
Netherworld (A4) > Reanimated (A6) > Scrivener (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 Hanya 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 Hanya in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Hanya in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Hanya in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Hanya in the current MoC cycle (26), in the current PF cycle (7) or in the current AS cycle (14) and had the character placed in their Profile.
1%
99.99 cyc.Eidolon 0
1%
99.99 cyc.When an ally with Hanya's Ultimate's effect defeats an enemy, Hanya's action is Advanced Forward by 15%. This effect can only be triggered 1 time(s) per turn.
1%
99.99 cyc.After using the Skill, this character's SPD increases by 20% for 1 turn(s).
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.The Ultimate's duration is additionally extended for 1 turn(s).
69.44%
7 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
50%
10 cyc.Increase the DMG Boost effect of the Talent by an additional 10%.
Light Cones are ranked with usage rate among the players we have scanned who used Hanya in the current MoC cycle (26), in the current PF cycle (7) or in the current AS cycle (14) and had the character placed in their Profile.
69.45%
7 cyc.After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
30.56%
10 cyc.When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%
Source: Stellar Warp
Relic Sets are ranked with usage rate among the players we have scanned who used Hanya in the current MoC cycle (26), in the current PF cycle (7) or in the current AS cycle (14) 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.
61.11%
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.
38.89%
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 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.
69.45%
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).
30.56%
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%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Hanya in the current MoC cycle (26), in the current PF cycle (7) or in the current AS cycle (14) and had the character placed in their Profile.
Calculations
Hanya calculations aren't available yet.
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SPD directly improves Hanya's buffs and Skill Point generation for the team and is the main priority. Next, build defensive stats and if you want situational bursts of damage Break Effect. If you're using Broken Keel search for enough Effect Res in order to active its effect.